Despite only using energy, it’s a physical damage turret, which is kinda odd.įlamethrower ‘Warcrime’ Turret: Short range (10-11 square radius), but high rate of fire, damage over time and relatively ‘low’ damage, which is great against majority of xenos that will come your way. Cheap, efficient, will be your main defensive structure for the majority of your ‘camping’ trip. Medium range (about 14-15 square radius), deals mediocre damage, has slow firing speed, low splash damage radius, but doesn’t need ammo, or much of the ‘exotic’ resources, aside from cobalt, to upgrade. It’s the infringement on the core principles of any self respecting AI, the right to be a murderous psychopath, just like their favorite defense network from the early 21st century, but I digress. Note that current robot population has issues with humans fighting for the rights of aliens, so majority of the ‘core’ worlds banned vivisection and poor robots have to perform autopsy. You have quite a few towers available from the classic ‘torrenting’ from the ‘reliable’ sources via FTL/Quantum communications, or by vivisecting locals. As an added advice, leave the rear vulnerable, just add a couple turrets, as aliens don’t know what flanking is or how much it hurts to be bitten in the rear. Basically what you see is the ’empty’ fortress, but more often than not, you won’t have the perfect 18×18 square, but you just need to have your tower fix all the damage sustained by your walls and turrets. Actually, it has the radius of 11 in which it fixes our buildings, but making a circle is a bit of a chore, so instead, just plan a nice little square and for the time being, double wall it, all the way to the end. Surprise, aliens tend to attack the first building in their way, so, while you could fortify your mining outpost and later turn it into a dedicated fortress, it would, most likely, be located somewhat closer to the HQ, while we need to have the ‘fortress’ somewhere in the middle between the boundaries and HQ, not to mention the ‘outpost’ will need to be about 18×18 square starting with the wind power plant, which we will be disposing off after researching repair tower. One to mine more stuff, and the other one, some distance away from the mining outpost, which will have it’s own power plant, defensive structures, oil dispenser and maybe some motherboard schematics for lonely nights, or days, whenever xenos attack. Though later, when you have to expand, enlarging your already bloated base will be a bit too costly, and not cost efficient (yet), so instead of compensating for small guns and somewhat useful sword, you grow a pair of outposts. So, you place a fence around your HQ and miners, place mines around it, and place some turrets to deal with threats. Sparsely because you need AI nodes for the turrets, which require energy to run, resources to build and as you just arrived, you’re low on virtually everything. Saying that, your first line of defense, at least during early stages, are mines and sparsely placed turrets. The basic enemies (red dogs) are weak and die with one punch, spitters (usually green with some color variations) tend to die in one swing of your sword, or a couple bullets to their spitting appendage, while the big burly stone men tend to step on your mines, if you placed them that is. You see, as the big bad, and somewhat mad half-robot, half novelty suit for meatbags, you are actually kinda overpowered when facing little green space men, or scaly alien doggos. So, basic mines were established, power plants placed, and now you are ready to take on the xenos… sort of.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |