![]() By then, I'm also diverting a good amount to plastic and batteries. Crude runs out quick (not by winning the scenario standards)-About 12-16 hours in, you'll start to see a drop in the pipe pressure. ![]() Switching to light oil is possible, but not easy, as it requires some high throughput refining for a negligible damage boost.īut then research and time becomes a factor. At that point, your defenses are set and you just need to fill in the gaps. By wave 7, I haven't figured out a way to survive without pumping crude along my walls for lines of flamethrowers. Even on a deathworld, I usually end up hand cranking 10-15 gun turrets at strategic chokepoints, and refill them by hand, as my laser walls start getting built.Īnyone here ever play the wave defense scenario, but not for completion? I've got a save that's nearly 24 hours in to the wave defense, and the evolution of defenses is quite interesting. Personally, I switch to laser turrets by the time I have the production capacity to automate reloading of gun turrets. Changing it to your suggestion would give these all basically the same logistical requirements as gun turrets. Currently gun turrets require ammo (solid via belts/bots/trains), laser turrets require power (via power poles), and flamethrower turrets require some type of oil (fluid via pipes/fluid tankers). That would be an interesting change, however it would remove most of the diversity from your defense options. and as seen with the Nuclear Power stuff and recycling of spent fuel cells it can be seen that it is actually a nice mechanic that requires some thought of priority management in the production chain of fuel cells so that you don't end up with stockpiles of spent fuel cells. That is what I have been suggesting for years now. New additional turrets would use the same strategy, like flak cannon turrets or rocket turrets etc, if they get ever implemented. A lot of people are still like plastering Laser Turrets everywhere because of the zero difficulty involved. Also the damage output of the turrets could be more balanced because then the drawbacks would be more comparable as they are now. That would not only save on initial resources but also increase the logistics around them.Īnd a nice sideeffect would be that the dumb turret creeping of Laser Turrets would be solved as well because nobody would do it then due to the efforts. The output products then can be either stockpiled or recycled (with later research). And they wouldn't require electricity from the grid anymore as that would go into the production of the batteries/cells. Laser Turrets would use batteries or plasma cells and output a spent battery/plasma cell after several recharges. Gun Turrets would use magazines and output empty cartridges.įlame Thrower Turrets would use barrels filled with whatever oil and output an empty barrel. ![]() I would be actually in favor if all of the 3 turrets required handling of empty shells. If they could use discrete portable flamethrower ammo, it would be no different than gun turrets (interms of logistics). Gun turrets have to be shipped ammo, laser power, flame thrower turrest must be provided fluid ammo. Koub wrote:I think it's part of the game balance that the most powerful turret has some kind of drawback, which can come from additional logistic issues to solve.
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