RimWorld

RimWorld

Astra Militarum Imperial Guard Core Mod v2.5
QuantumX  [developer] 3 Oct, 2016 @ 7:01am
Turret Addon Mod Discussion.
To Discuss ideas for the Turret Addon mod i'm now working on... Your ideas are welcome..
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Showing 1-15 of 31 comments
Blaze Gryphon 3 Oct, 2016 @ 7:05am 
Custom equipable tarantula turrets? Maybe? Like dual bolter or plasma?:steamhappy:
Last edited by Blaze Gryphon; 3 Oct, 2016 @ 7:06am
QuantumX  [developer] 3 Oct, 2016 @ 7:10am 
So started to look at the turret addon, and what types of turrets etc.

To give you some idea of my thinking for the turret mod it two types of turrets;

A fast deploying but lesser powered Tarantula Type, which can be deployed (and maybe moved?) with various types of guns to be mounted on the tarantula base (Heavy Bolter, Las Cannons, AutoCannon, Missles) perhaps in a dual and single variant.

Then a larger base defense model that is more resource intensive to build, and far more powerful, but i dont want these to be overpowered, so likely will use power and resources needed to limit their deployment.

Anyway thats my intial thoughts, please feel free to add what you think.
Last edited by QuantumX; 3 Oct, 2016 @ 7:13am
Westonsammy 3 Oct, 2016 @ 8:42am 
Obviously Tarantula's come to mind when you think of static defences in 40k, and I think they could fit here.

From what I know theres a few variants you could use including heavy bolters, Lascannons, and missile variants. Maybe you can take some liberties and add a lasgun variant as a less-OP, cheaper option? Because twin-linked heavy bolters is a bit much.

In other terms of static defence, you could probably take some inspiration from the More Vanilla Turrets mod. They add static defence stations like MG's and rocket launchers mounted on walls. They arent autonomous, but instead have to be crewed by colonists. You could easily set up heavy bolter positions using this. The IG also have more deployable stationary heavy weapons like mortars, missile launchers, autocannons and lascannons.

Thats all I can think of off the top of my head, i'll leave some helpful links so you can get a good idea of what im talking about:

http://warhammer40k.wikia.com/wiki/Tarantula_Sentry_Gun
http://warhammer40k.wikia.com/wiki/Lascannon
http://warhammer40k.wikia.com/wiki/Autocannon
http://warhammer40k.wikia.com/wiki/Missile_Launcher
http://warhammer40k.wikia.com/wiki/Mortar
http://warhammer40k.wikia.com/wiki/Heavy_Bolter
Last edited by Westonsammy; 3 Oct, 2016 @ 8:44am
QuantumX  [developer] 3 Oct, 2016 @ 11:14am 
So had a first stab of a standard Tarantula Base for the different weapons to sit on top of, you can see it in the last picture on this mods page. Just an example, i'll likely tweak, but you hopefully get an idea of what i'm going for. The image it's alot large than it will be in game, but you get the idea... :)
Feudal 3 Oct, 2016 @ 3:12pm 
The Earthshaker comes to mind when thinking turrets/manned emplacements. As well as manned turret emplacements, manned heavy bolter and heavy lasguns. No power needed, save for the lasgun if you want. But obviously at less power/resource cost than turrets.

I like manned emplacements, they give some something for your melee fighters to do while the enemy are still charging. I don't even know if this sort of thing is what you mean when you ask us about turrets, just auto turrets or what?

http://warhammer40k.wikia.com/wiki/Category:Artillery Along with my love for emplaced turrets I love arty even more, and Krieg even more than that. So basically anything cool from that would work too. The Thudd gun to a Medusa.
Last edited by Feudal; 3 Oct, 2016 @ 3:19pm
QuantumX  [developer] 4 Oct, 2016 @ 1:01am 
I'm trying to go for 3 types, Manned, deployable auto and large base auto defence.
Last edited by QuantumX; 4 Oct, 2016 @ 9:27am
Team Triss 4 Oct, 2016 @ 5:56am 
Definitely seconding the wish for a fixed Earthshaker emplacement. As much as I would love to see a (manned or automatic) lascannon, not sure the usefulness in Rimworld given the lack of enemy vehicles. Same, but to a lesser extent with autocannons. Bolter/heavy bolter turrets also welcome.
QuantumX  [developer] 4 Oct, 2016 @ 9:14am 
Eathshaker will be in there.... likely a manned turret if it can be done. If not an automatic turret.
Team Triss 4 Oct, 2016 @ 4:55pm 
Don't see why it couldn't be. Mortars are manned.
Feudal 4 Oct, 2016 @ 5:27pm 
A manned turret can be done, I'm playing a mod right now that adds manned turrets and I love them. It only adds a machine cannon and a rocket launcher but it still works and is lovely.

More Vanilla Turrets

That's the mod. Hardly even got the mod for the other guns just for the manned turrets lol
Last edited by Feudal; 4 Oct, 2016 @ 5:28pm
QuantumX  [developer] 5 Oct, 2016 @ 8:59am 
Ok progress update I have the Tarantula Base, Defense Base and Manable Base done.. Now I have to start on the Gun Textures... So will start a Heavy Bolter for Taruntula, Earthshaker for Defense, and SOme sort of Gatling LasGun for the manable base.
QuantumX  [developer] 5 Oct, 2016 @ 10:29am 
Teaser image 2 is up for a dual links heavy bolter. look at pictures on this mod...
QuantumX  [developer] 5 Oct, 2016 @ 2:39pm 
So been playing with a heavy bolter turret, still have to sort the projectiles etc out, but looking ok.. See a clip here..

Dual Heavy Bolter Clip [plays.tv]
Last edited by QuantumX; 5 Oct, 2016 @ 3:01pm
Feudal 5 Oct, 2016 @ 4:49pm 
Manned/auto heavy bolter, (really?) low accuracy, loads of RPM for balance. Dual bolter turrets would have %250 the firerate and %125 the accuracy* of single manned bolter turret (Since it's AI controlled and the recoil is handled better, can aim better in all situations+4 heavy mounted fixed legs). Both good for croud control like in the video, regardless of if manned or auto, even if dual bolter turrets are better but hella more expensive. If those raiders in the video weren't retarded and beating up each other for no reason I'm sure those turrets would have been toast under all their clubs charging as a team.

Which by the time you have those turrets, I'd also expect to have raids twice that size anyways lol.

The only reason I even bring up more RPM is because, it's a heavy bolter. They need more RPM for badass-ness's sake! Who cares if they don't hit, sometimes the Ork tactic works. Now lets paint ourselves purple!

*To avoid confusion, I'm saying 1.25 times the accuracy of standard manned bolter (Whatever you make that) and 2.5 times the RPM of the manned varient. But all in all, this is your mod these are just sugestions for making the bolter turrets more useful in specific situations than a standard bolter. Namely croud control
Last edited by Feudal; 5 Oct, 2016 @ 4:51pm
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