Turret XP


Make chosen gun turrets level up, specialize, and carry Veteran Core progression between battlefields.

Content
a month ago
2.0
486
Combat

i Other turrets perhaps?

a month ago

If you do have any plans to expand this to other turrets but I've had a couple ideas for "side grades" for a while now and you've implemented them all I had for the gun turret. Here's some I had for the Laser Turret

-Scatter Lens (Prism)
Shoots multiple targets at once, splitting damage across x amount of units (also prism would mean rainbows, at least the biters can have a rave before dying)
-Focusing Lens
The longer the beam stays on a single target the more damage it does, and/or if multiple focusing lens are aimed at the same target their damage is amplified, e.g (dmg*(FL/0.7)
-Shield/point defence
Short range, able to block projectiles, has knockback pulse on a cooldown. Limited charge rate so it can't stay permanently up
-Chained
Allow the laser turret to be linked to another laser turret and their damage is stacked and amplified. This would allow Turret A and B to linked to C, D and E linked to F annd C and F linked G. Could really do some interesting setups with this one depending on how the modifiers are calculated. Even more interesting if the last turret in the chain has the Scatter Lens

I do have ideas for other turrets but I'll hold off until you say you'd like more

This is one of the best combat mods I've seen in years and incredibly excited to see where this goes!

a month ago

Hello, thanks for the feedback and the great ideas!

It is indeed planned for the mod to expand to all the vanilla turrets once I can find the right GUI polish and tackle all the technical challenges this poses for the gun turret. Once I'm done with it and I've found a good structure, I will start working on implementing all the turrets, and the laser turret was the second one in scope!

Glad you like it, and feel free to write out your ideas over here, I will read them.

Enjoy!

a month ago

That is all magnificent to hear!
And enjoy the ideas I'll throw over, such as:

Flamethrower ideas that feel half way between specialisations and your element system as they completely change how they work by taking different fluids
-Acid thrower
Only accepts Sulfuric acid, good vs Demolishers and modded enemies (see MFerrari's mods)
A good situation I can see this in is a uranium mining outpost where you already have the acid
-Lube thrower
Only accepts lube, Leaves puddles of lube over the floor and if enemies walk over it messes with their AI pathing to making them spin around and walk semi randomly giving the illusion they are slippy and falling all over the place
-Water Cannon
You guessed it, only accepts water and a LOT of it, I'd say one offshore can supply 2, maybe 3 of these, good knockback zero damage to normal but maybe can kneecap demolishers and again, MFerrari's explosive biters

These are much more specialisations
-Wave
Casts a full wall of flame but does not have lingering flame on the floor, can have knockback.
-Fire ball
Throws a fireball with an big explosive impact, leaves a small impact creator that slows
(and if you want to be funny have it so there is 1% chance to play audio of you just saying "I cast fireball")
-Firewall
Maintains a content wall of flame at the end of it's range at a trivial fuel consumption (have it place a pseudo wall structure to help channel biter attacks around it)
-Phoenix
throws a reskined combat robot (defender/distractor/destroyer) that is made of fire
That one might be a little too magical but I'd love to see automatic combat bot deployment

a month ago

Tesla turrets!

-Thor
Foregoes the Fork chance and replaces it with just summoning a lightning bolt.
-Charge
Support turret, shoots other friendly turrets and overclocks them and what that means can change depending on what is being boosted and that opens up way too many options to list!
-Hyper
Consumes nearby accumulator charge and shoots a ball of lightning that slowly crosses the field and constantly zapping enemies around it (Terraria's Magnet Sphere) And the more charge it was able to suck up the biggest the ball of death is. Modded accumulators might be interesting/concerning!
-Attractor Pylon
Makes nearby biters target this over any other turret in their way, does not attack UNTIL it is at half health and at that point it does a fairly large AOE and stuns whatever remains followed by turning off, making biters return to their normal targeting until it is fully repaired.

Artillery turrets!
-Airburst
Splits the shell mid air resulting in a large peppering of pain (mixing this with elements will be what makes this actually good)
-Impact
Zero AOE, 10k damage
Now for something more interesting:
-Spider Deployment Cannon (SDC)
Shoots a small spidertron that have biter AI preloaded with ammo and blows up when it runs out
(elements change the colour of the spider along with what kind of attacks it does)
-Humanoid fast travel system (HFTS)
Incredibly situational, pretty stupid but also equally funny... Pressing Enter next to this artillery you will enter it and be sent to the map view with the artillery targeting remote.

Rocket turrets!

-Swarm
One single rocket splits into X(upgradable) tiny rockets that each home into different targets.
-Accumulate (name it something better)
Has two different ranges, the "activation" range that is twice as large as the second range, when a target is acquired it will prefire several rockets that fly around the turret waiting for the target to enter the second "attack" range where all the rockets will be sent to that one target at once.
-Mine layer
Replaces ammo type to mines, replaces mine blueprints so bots don't get shot up attempting to. Plus elemental mines!

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