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Post by sirscarf on Dec 6, 2012 12:37:56 GMT
Automated turrets are a staple of defense games, which this in no small part is. And emplacement weapons can provide a lot of stability where the game is, unfortunately, sorely lacking.
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Post by tons0phun on Dec 11, 2012 16:57:49 GMT
Mmmm....no. It is not a defense game. It is a survival simulation.
Defense is a consequence of survival. But it lacks automated defenses because this is not a tower-defense game. The best form of automated defense? Get leadership, recruit somebody, give them a gun and some food, and tell them to guard a spot. Having somebody watch over you as you sleep is a luxury!
Plus the idea of any common person being able to make an automated turret is absurd. Take it from me, I'm a systems engineer, and that would still be a challenging task even for myself, let alone a layman.
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Post by zaimoni on Dec 13, 2012 8:17:31 GMT
More importantly: there is no "manufacturing district". The ammunition situation is already pretty bad (I find it next to impossible to keep shotgun shells or either of the army ammunition types in stock), a realistic defense turret would only make that harder to balance. At least late-game, crossbows are the third-best weapon in the game in absolute damage rate.
There is also a substantial amount of work needed on the AI before this would make sense, even if the backstory could be made to fit. The current living AIs don't have much state (otherwise civilians wouldn't starve to death in the subway when all they would have to do to find food is go to your stash right next to the up staircase).
If I had a proper C# development environment and the source code, the biggest AI change of use is a proper Stone Soup Dungeon Crawl-ish stash memory. (Pre-requisite: de-bloat the save file format. It should not be telling me the general layout of the agent records, and most definitely should not have fields that are obviously calculated on the fly.)
Eidetic recall of everything you've seen with when you last saw it may not be realistic, but it gets rid of the temptation to screenshot all over the place to simulate it. If you follow that up with the ability to drop items to free up space, the game would get interesting fast because the civilians actually could build safehouses like you do. (e.g., my shotgun's empty with no ammo but there's this cool military pistol with a spare clip...that basic calculation is beyond the current AI).
Combine that with making the active sector not dominate the save file layout (so everyone can change districts, enabling the revised orders menu ), and teaching the civilian AI that generators can be used to recharge flashlights and detectors. The result might be a reasonable beta if the plot is extended. ==== C.H.A.R. seems to have generally been researching various kinds of infinite-battery/magnetosphere tap power technology (there are no gas or diesel stations, so the cars must not need either gasoline or diesel). A backstory I'm comfortable with is that the cars are all wrecked because they got "shorted out" when the apocalypse started. That's also why all of the backup power generators both don't require fuel (they're infinite-battery/magnetosphere tap technology), and need starting up (they're functional only because they were off when the feedback short-out that took out the cars happened).
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nope
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Post by nope on Dec 20, 2012 9:45:56 GMT
Before we even go to the point of AIs, we have to consider the ridiculousness of Automated Weapons Systems and Stationary Weaponry, Rogue Survivor is based on Survival, with defense being a consequence of it, by slotting in Heavy Weapons and Automated Systems, it would break the entire game
First, defense is supposed to be a risky endeavor, true, you may be able to fend off more zombies on defense, but eventually, they'll overwhelm you, whether if they brutally crash into you and end you, or you get eaten in your sleep, Or you run out of food, now, Companions are supposed to make defense easier, however, they still have needs, eventually, if you want to live, you're going to have to abort defense and run for it
Now, imagine if you had a Companion that doesn't need to sleep, doesn't need food, and generally just blasts away autonomously, now, Defense turns into an elementary thing, just get enough food and you can pretty much last forever, Being on the move would be unnecessary except for the search of turrets and for resource collection, RS would turn into a Mindless "W" Masher
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speakyourmind
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Post by speakyourmind on Dec 24, 2012 15:24:43 GMT
it made me remember of Aliens II.that suspense,oh crap we're going out of ammo!but,falling into reality,that upgrade is for another system,another AI type, ... well,another game! it was told to me that,when mortal kombat was made to genesis,when they stopped to think about it,only 1 charachter could occupy that 1 mb and a bit. stop whining!it's not easy! but to me,the "z day fantasy" can handle whit a worlwide game reallistic.automated machine guns does exist?fine,but does not the chupacabra!
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