Combat by Samuel + minus

by Pi-C

"Sniper and shotgun Turrets, Uranium shotgun ammo, a Sniper Gun, and more to come …" Sometimes, less is more! This mod adds options to "Combat by Samuel" that enable you to reduce range, damage modifier, maximum health, and resistances of sniper and shotgun turrets. This mod now includes the (updated) code from "Combat by Samuel" so you can continue playing with sniper turrets etc. in Factorio 0.18. I will revert this change once "Combat by Samuel" has been updated!

Content
3 years ago
0.17 - 1.1
1.60K
Combat

i [TODO] More Advanced Uses

1 year, 8 months ago

The option for sniper turrets to prioritize higher health targets first is really useful, but could there also be a separate recipe so it prioritizes static objects first? It would target worms and bases, then take out the remaining aliens (or only static, and other turrets take out the aliens). The recipe could just be 1 regular sniper turret = 1 static sniper turret, and vice-versa back to a regular one when the player is done with it. It would mainly be for attacking alien bases when the biters start getting more health than the spawners.

Additionally, could the same recipe idea apply but for shotgun turrets? It would be a limited range turret that only has a 180° or 170° view to stop it from shooting at more fragile defence behind or at other shotgun turrets to its sides when the occasional alien slips in between. Do keep the regular 360 view shotgun turrets, they are very useful.

1 year, 8 months ago

Hi! Thanks for the suggestions. It should be easy to implement your idea for the shotgun turrets, and it would be possible to make new sniper turrets with this caveat:

It would target worms and bases, then take out the remaining aliens (or only static, and other turrets take out the aliens).

You really wouldn't want to have turrets in the game that can attack both bases/worms and creatures and prioritize one over the other. Prioritizing targets by health is easy because that can be defined in the prototype and the game will decide which enemy a given turret will target next. Unfortunately, a similar property for the target type is not available and the mod would have to assign a target to each sniper turret in the game. This means we'd have to check on EVERY TICK for EACH TURRET if there are any enemies within the turret's attack area (given a range of 50 tiles, that's close to 8000 tiles!), filter out the targets of the appropriate type, and find the target with the most/least health because we override the game's targeting algorithm. That may be OK if you have just one or two of such turrets in the game, but it will tank UPS with lots of turrets.

Mods can give turrets an attack_target_mask that allows to limit the types of entities the turrets will attack. However, there's no way to specify preferred and fallback target types. But making special sniper turrets that attack only spawners and worms should work. It's just a matter of time, and it will probably take me a while before I'll get to work on this.

1 year, 8 months ago

That's great to know it's possible! Thanks for explaining why the snipers wouldn't be able to prioritize to that extent. If I may add one more idea, could the Limited Shotgun Turret's range be customizable in the settings? In case one player wants exactly 180, meanwhile, another wants 90, 45 or 270°?

1 year, 8 months ago

If I may add one more idea, could the Limited Shotgun Turret's range be customizable in the settings? In case one player wants exactly 180, meanwhile, another wants 90, 45 or 270°?

Sure! Would you prefer fixed steps (like multiples of 45°), or should that be open (player can enter a value)? Also, which value should be the default -- 180°?

1 year, 8 months ago

I think the player entering a custom value would be a good option. 180° is a good default.

Would the Static Sniper and Limited Shotgun turrets have their own options for damage, health, shooting speed, and range? Or would they be tied in with the regular ones?

1 year, 8 months ago

I think the player entering a custom value would be a good option. 180° is a good default.

OK.

Would the Static Sniper and Limited Shotgun turrets have their own options for damage, health, shooting speed, and range? Or would they be tied in with the regular ones?

Given that there already are 18 settings now (mainly resistances), I believe it would be less confusing if the new turrets inherited most properties from the old ones. This also makes sense considering that the recipes for converting turrets just exchange one kind for the other.

There's one exception, though: How about the limited shotgun turrets requiring a bit more steel than the normal ones? There must be something to limit the rotation angle, and more steel making the turrets heavier should also increase their health a bit. Naturally, the recipe for converting a limited to a normal turret should refund the additional steel.

Speaking of recipes: Currently, they are quite boring as both the sniper and the shotgun turrets take the same ingredients (5 gun turrets + 10 iron gears + 10 steel plates). If you have any suggestions how I could make the recipes a bit more interesting, this is your chance! :-D

1 year, 7 months ago
(updated 1 year, 7 months ago)

I took a break from Factorio, but I'm back to answer!

Given that there already are 18 settings now (mainly resistances), I believe it would be less confusing if the new turrets inherited most properties from the old ones. This also makes sense considering that the recipes for converting turrets just exchange one kind for the other.

I agree with that. Adding more settings could be really confusing.

There's one exception, though: How about the limited shotgun turrets requiring a bit more steel than the normal ones? There must be something to limit the rotation angle, and more steel making the turrets heavier should also increase their health a bit. Naturally, the recipe for converting a limited to a normal turret should refund the additional steel.

Maybe instead of or as well as adding Steel, also add some Electronic Circuits so the turret is smart enough to limit its own range. Plus it changes up the recipe a bit. Idk if 2 ingredients would make it harder to refund. I like the idea of extra Steel = more health since they will be at a disadvantage if aliens get behind them.

Speaking of recipes: Currently, they are quite boring as both the sniper and the shotgun turrets take the same ingredients (5 gun turrets + 10 iron gears + 10 steel plates). If you have any suggestions how I could make the recipes a bit more interesting, this is your chance! :-D

Hmm, spicing up the recipes... do you think adding, or replacing the Steel or Iron Gears in the Sniper Turret with a Radar (to scan the enemies) is good or too much? If too much you could add some Electronic Circuits to its recipe instead.

As for the Shotgun Turrets, I use them in the hundreds sometimes, I was going to say possibly add Shotguns (handheld) to the recipe, but adding Wood to a main belt would be a bother, plus the lack of Wood automation on a large scale. However, since Shotgun Turrets have so much health and are amazingly powerful, maybe adding Walls/Bricks and/or 1-2 Military Science Pack per Shotgun Turret would be good? I haven't played Factorio in a while so Idk if the Military Science would be annoying to manage in the long run, it would be less boring tho. I've supplied some ideas, now I'll leave the choices up to you ;)
This is my first use of replies on this forum so I hope it formats correctly.

1 year, 7 months ago

An additional thought: if adding a Radar doesn't feel right, an Engine to the Sniper could possibly fit (giving it that extra 900% bang per bullet!). Plus the potential new Military Science Shotgun Turret recipe should give them a very different feel for automating. Maybe the Sniper Turret takes an Engine, but to convert to a Static Sniper requires the Radar, then the Radar is refundable and the Engine stays in use.

New response