SEMI-AUTOMATED BASE DEFENSE SYSTEMS

Started by Brodaty, December 04, 2018, 03:55:07 PM

Brodaty

SEMI-AUTOMATED BASE DEFENSE SYSTEMS
So far raiding is like easy peasy cheese burger. Take some C4s or explosives with you, wait 'till enemies are asleep and raid them. Also newcomers are a bit easy to farm. That's reason why I decided to suggest one change in the game, semi-automated defence systems based on easy-to-do methods. All of them under "Defense" section or in new one prepared for future stuff.

Tier 1 - Spike Traps
Using wood and spikes (created from wood) you can make a wooden spike trap. Small damage, but cause 5% bleeding and 5% pain, also slows down other player for 3 secs. It's repaired using  all resources again - 10 (50 wood) wooden spikes every time it's activated. Can be placed next to eachother in claim. It's visable only for claim users. Can be destroyed at all when activated and visable.

Tier 2 - Barbed Wire
Using 2 Tarpaulin, 20 Iron Bars and 50 Wood you can make Barbed Wire tile.  Visable for everyone. Medium damage, but cause 15% bleeding and 15% pain, when touched by other player slows him down for 3 secs. It may hold 5 damage "uses" against enemy. It collapse after it. May be repaired by 5 Iron Bars and 10 Wood every 1 activation. It needs 1 Tarpaulin after 2nd activation. Can be placed only in-line (horizontal or vertical)  in distance of 4
each line. + Barbed Wire gate, same thing but walk-able by claimers. Can be destroyed by weapon fire, explosives or mobs etc.

Tier 3 - LMG Turret
Using 2 Power Cells, 20 Bricks, 50 Iron Bars, 2 Optical Comp, 6 Electronic Comp, 6 Mechanical Comp, 12 Rubber you can make automatic Turret LMG nest. 5% bleeding and 5% pain every shot. It requires HDB  to work, eats 3 points / sec.  It's durable but weak against explosives and armor piercing rounds. Good way against it is to use Ballistic Plate (as shield, as item that player holds in hands).  It shoots quite slow projectile every 1 sec, so there's option to avoid it. Also it makes sound when targets player, however it's range is longer than typical weapon, so you have to "work" a bit to destroy it. Only 2 per claim, so 8 max on all possible claims (counts with other turrets too!), needs at least 1 block of free space in every direction, can't shoot through walls, range 16 fields. Uses 10mm or .300 ammo like normal player but 3X Submachinegun damage. Deals very heavy damage to placed stuff (not walls and chests) so it's not advised to use it indoors.

Tier 4 - Autoshotgun Turret
Expensive but very deadly on close distance, Using 4 Power Cells, 30 Bricks, 70 Iron Bars, 3 Optical Comp, 8 Electronic Comp, 10 Mechanical Comp, 18 Rubber you can make automatic shotgun turret. It has very limited range (~9 fields) and like previous alerts enemy player nearby about targeting. However, to self-defence this turret uses front-shield that always aims at nearby player at ~20 fields. So it's hard to damage it from distance 1v1. Shooting it at shield cause only 5% damage. Shoots 1 fast projectile every 2 sec, causing small AOE (3x3 fields). Only 2 per claim, so 8 max on all possible claims (counts with other turrets too!), needs at least 1 block of free space in every direction, can't shoot through walls. Uses 12g slug ammo and it requires HDB to work, eats 4 points / sec. Deals very heavy damage to placed stuff (not walls and chests) so it's not advised to use it indoors.

Tier 5 - Plasma  MG Turret (future or so)
Very expensive, durable, deadly, but very low rate of fire. 20 Power Cells, 80 Bricks, 180 Iron Bars, 18 Optic Comp, 18 Electronic Comp, 26 Mechanical Comp, 28 Rubber, 4 Large Power Banks. It shoots every 5 seconds, but projectile is big, fast and deadly as fack, causing 4x4 AOE heavy damage + radiation on this field 10% per shot for 3 secs. Mostly instadeath for not equiped or leather-wearing players. Warning enemy players in distance of 30 fields, by voice-cybernetic words "Warning! Move away! Targeting enabled!", range 20 fields. Only 1 per claim, so 4 max on all possible claims (counts with other turrets too!), needs at least 1 block of free space in every direction, can't shoot through walls. Have 2 slots for energy - one for HDB to operate, eats 5 points / sec. Deals very heavy damage to placed stuff (not walls and chests) so it's not advised to use it indoors.

Smoke Granade (Tier 2 Offense)
Crafted using 3 Sulfuric Acid, 2 Firelog, 5 Rubber, 5 Iron Bars. It helps to fight with automatic turrets or may help riding or defense. When thrown, after 2 secs it cause 3x3 smoke screen that hides player texture and nickname inside, but cause Neusea, Dazed and Weakened 20% after 5 seconds in the cloud, stacks +20% every next second, so standing in the smoke for 10 secs will cause player to get 100% Neusea, Dazed and Weakened. Hazmat Suit lowers % to 2% after 5 secs and to 2% every sec. A.P.A.R.T suit removes it at all.
Smoke lowers turret aiming distance and accuracy by half, smoke screen exists for 5 secs.

BIOEMP Granade (Tier 3 Offense)
Crafted using 3 Formulated Gunpowder, 1 Empty Biomaterial Vial, 2 Electric Components, 15 Iron Bars, 6 Sulfuric Acid, 8 Rubber. It helps to fight with automatic turrets or may help riding or defense. When thrown it cause 3x3 EMP sparks on the ground after 2 secs and disable all electrical things for 3 seconds - HOLDING - their working in time. So for example Plasma MG Turret had already 3 second cooldown when hit by EMP, so it will shot after 4 seconds (1 sec for cooldown and 3 secs EMP). Also EMP spam isn't working. So you can't throw 10 of them on one turret, there's 30% chance it will work on LMG Turret, 25% on AutoShotgun Turret and 15% on Plasma MG Turret. Also it needs 3 secs to explode, so it's just a lottery and... THATS COOL, right?  Cause small electrical damage when thrown on player, disabling his implants, plasma and laser weapons for 3 secs + all the time he's in EMP field.

Lurler

I really like these ideas. We obviously thought about adding mines into the game and in fact we already have sprites for them. So we were planning to add them most likely in A19. But the traps idea is very good! We will most likely add them as a universal system: both traps and mines. Though, we will make them single-use. So you have to plant them again after they have been used and restrict their usage only on your land claim.

As for turrets - that too, we have them in the plans, but it's much more difficult to do because they need to be animated and have their own AI. But we absolutely want to add them later.

Smoke grenades are a great idea as well. Though, we will probably separate that into normal smoke grenades like CS:GO and toxic smoke grenades that will do what you described.

Anyway, really appreciate you taking time to post it! We are certainly going to add all of that! :)

Warbot

I heard turrets are planned since a while already, so there is just one thing I'd like to know:

How are you going to make turrets useful, if "dying" in the game is just as harmless as it is now?
You could just put up a t1 claim near a base you want to raid, place a bedroll there and do a quick few stone walls...
I guess you know where that's going.

Are there any plans about this?

Lurler

Yes, this is a bit of complex topic. We have some ideas, but none of them are ideal solutions.
What would you suggest, though?

DarkNacht

You could just make it so that if you die on a claim to its defences then you you stay dead where you fell for a few hours.

Brodaty

It's quite easy to make dying more painfull, for example you are losing some of your skill points. Not technologies. Skillpoints. So despite losing LP and EQ on death you may also lose some experience in skills ;) Also it would be great to add longer respawn, so you can't gear up again so fast and get back to raid'ing.

Lurler

Quote from: Brodaty on December 05, 2018, 04:56:16 PM
It's quite easy to make dying more painfull, for example you are losing some of your skill points. Not technologies. Skillpoints. So despite losing LP and EQ on death you may also lose some experience in skills ;) Also it would be great to add longer respawn, so you can't gear up again so fast and get back to raid'ing.
The problem with that - it would mostly punish noobs. Just imagine you just joined the game and happily strolling around in the forest killing chickens, you just unlocked couple of skills and enjoying the game. Then some a-hole comes along and kills you with a plasma rifle. Then you lose all of your items, skills and LP. Not a particularly happy experience. Hence we don't want to introduce elements that are too punishing. It's already enough that you lose all items.

gobias

but if you die on someone elses land claim, maybe some punishment could be in order.

Lurler

Quote from: gobias on December 05, 2018, 10:32:45 PM
but if you die on someone elses land claim, maybe some punishment could be in order.
Normally you are never on someone else's land claim as they usually build walls right to the edge. It is not a reliable determining factor.

PanBanan

It's sound really stupid to make a turrets that defend your land and then punish more someone who try to raid you... Really stupid idea... It would really kill the game idea of pvp and raid.

Lurler

Quote from: PanBanan on December 06, 2018, 06:55:43 AM
It's sound really stupid to make a turrets that defend your land and then punish more someone who try to raid you... Really stupid idea... It would really kill the game idea of pvp and raid.
Adding active defenses (e.g. turrets) would allow to us to make defensive structures weaker (walls), to make it easier to raid.
You just need to look at the whole picture and make appropriate balance changes to all aspects of raiding, rather than just adding a single feature without changing the rest.

PanBanan

Yeah for sure, I absolutely agree with it. I just meant that punishing raider just because they're raiding would be pointless, that's all.

Warbot

"punishment" for raiders is one simple thing that actually works (in other games),
meaning, if you "die" (you're not actually dead, you know, this is no permadeath game)... well if you "die" on someone else's claim, there are a variety of things that could be used as punishment, and as I said, that's just one way to make it work.

Because as it is now, there is no threat in "dying" itself and you could just put up a makeshift base near the one you want to raid, make bedrolls and go for it indefinitely without any consequence.
That's not stupid in your book, right?