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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1861402 times)

Culise

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12240 on: June 25, 2014, 09:57:36 am »

Its not working?
The hyperlink URL isn't to a valid address (specifically, it's to the URL "http://Bobs the Uncle is the name, survival is the Game."), so you have to copy-paste the URL in the text proper.  I thought it was an intentional little joke to sneak a comment by. ^_^
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12241 on: June 25, 2014, 10:02:40 am »

Gah, I get those two spots mixed alot. Should be fixed now.
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n9103

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12242 on: June 25, 2014, 10:52:16 am »

Somehow, unless you're a cheating alpaca, I doubt your character can move with that load :p
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12243 on: June 25, 2014, 12:12:45 pm »

Thats the thing, I think it said it was only 170~
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n9103

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12244 on: June 25, 2014, 12:31:40 pm »

Yea, that's ~375 lbs.
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12245 on: June 25, 2014, 02:21:41 pm »

Well, I still do that with my poor, poor strength 6 chars.
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n9103

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12246 on: June 25, 2014, 05:12:03 pm »

... So when's that progressive encumbrance for weight coming along? :p
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12247 on: June 25, 2014, 06:09:47 pm »

They have it, I just look at it and shrug.
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Bouchart

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12248 on: June 25, 2014, 06:37:48 pm »

Shoggoths will mess you up.

That is all.
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Blaze

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12249 on: June 26, 2014, 11:33:59 am »

So I'm working on my turret mod and I'm running into snags balancing it. A few people on the DDA forums have expressed interest in it, but there's no way it's going to be PR'd in its current state.

As for how it works:
You need to build a turret frame:
1 Extra light frame
1 Chain Or 100 bearings
4 Pipes
6 Scrap

Afterwards, you can build a powered turret frame for automatic turrets:
1 Rotating Turret Frame
1 Electric Motor
1 UPS or 1 Small Storage Battery
6 Solar Cells
4 Scrap
1 Chain
1 Targeting Computer (A targeting computer is made from a broken laptop, copper wire, power converters, and some other stuff. May consider also being able to use cell phones and PDAs).

The regular turret frame can be mounted with "simple weapons". Since I can't really simulate the lack of movement/targeting systems, simple turrets only have enough storage for a single burst. You have to reload it after it fires.

So far, the simple turrets are:
Grenade Launcher
HMG
Ballista
Spear Gun
Volley guns, various calibers (Burst 10/25/50 variants, crossbow bolt variant also available; load with explosive bolts for !!FUN!!)
Spring Launcher (Launches can grenades with different payload types, 3/5/7 Volley variants also available)
Land Mattress

There's quite a bit of micromanaging these since individual turrets can't be toggled, so I think it balances out.

The automatic turrets I have so far are:
HMG
Dual Turrets (Various Caliber)
Quad Cannons (Various Calibers)
Nail Turrets (Dual and Quad Variants)
Pulse Cannons (3-shot, battery powered)
Multi-Barrel Rotary Spear Turret
Assault Bolt Thrower

All turrets listed above have deployable variants. They require a few more materials but can be deployed and repacked as needed. Note that battery powered turrets lose all power when packaged. Ammo-based turrets drop their ammo when packaged. They require a few more materials, usually just some pipes and scrap.

Turrets are MUCH more accurate than the vanilla variants, barring the turrets that launch volleys of explosives which are intentionally inaccurate in order to spread out their payloads for maximum coverage.

Then there's a few other side projects, alarm grenades, disassembling/reassembling explosives, charcoal burners/water boilers that don't need you to stand still for an hour, etc.

Now the issues I'm having is what the skill level should be for these. And whether there's guns I may be missing.
« Last Edit: June 26, 2014, 11:36:11 am by Blaze »
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12250 on: June 26, 2014, 12:04:24 pm »

Dear lord, that sounds !!FUN!!
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Zireael

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12251 on: June 26, 2014, 02:07:29 pm »

I suggest mechanics 8 or 9.
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Blaze

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12252 on: June 26, 2014, 02:28:25 pm »

Ah, let me expand the question:

How much electronics/computer for the Targeting Computer?
How much fabrication/mechanics for the various turret frames?
And how much ranged skill/mechanics/fabrication/etc for the various guns?
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12253 on: June 26, 2014, 03:05:14 pm »

5 or so for comp IF you add something in as USB software, and if you can do that, DO IT.
5or so for mech, 3 for fab?
Probally about mech 2 for all guns, fab 4 and mech 3 for volleyguns, fab 2+mech 1+electrical 4 for lazer/plasma?
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ShinQuickMan

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Re: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!
« Reply #12254 on: June 26, 2014, 05:35:42 pm »

I'd say:

Turret Frames: Fabrication/Mechanics 6, plus 3 levels in the combat skill used for the turret (ie Rifle 3 for turrets that use rifle) for manned turrets

Targeting System: Electronics/Computer 6

Automatic Turret Frames: Fabrication 6, Electronics/Mechanics 8 (remove fabrication requirements if it uses regular turret frames for ingredient)

Complete Auto-Turrets: Mechanics/Electronics 8 - 10 (see below), plus Computer 6, as well as 3 in the combat skill used for the turret (as above).

Spear, Nail, and Bolt Turrets should definitely be at the lower range, and Pulse Cannons at the hight range.

Assuming the Dual and Quad Turrets are built with rifles/smgs instead of machine guns, low caliber Dual Turrets should be at the lower range, high calibre Dual Turrets and low calibre Quad Turrets should be at the middle, and high calibre Quad Turrets and HMGs should be at the high range.   
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