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Implemented Interactive Emplacements

Ozzekiel

MCP Chairman
Joined
Nov 6, 2021
Messages
199
Dear development team:

Currently, there is no way for your placed down emplacements to be picked back up. Emplacements being turrets, barricades, and sandbags if those still even exist. There is a lack of interactability with these entities in general.

Combine factions should have the ability to interact with Turret NPCs, giving options to disable, pack up, and (maybe) also bolt down.
Barricades should have the options to bolt/unbolt, and pack up, similar to a workbench.
Sandbags should just have a pack up feature.


Having any of these items in your inventory should show above your character's description, like Infestation Control items.

Also, emplacements have a habit of disappearing from your inventory when you cancel placing them down. Please look into this!

Best Regards,
Ozzekiel & the Gang

P.S Sorry for bad English
 
I will add this to the list of things that need doing.
As always, appreciate the feedback. This sounds like a lot of fun.
 
Cna you also add the ability for people to disable the turrets if they have certain tools on their inv along with a skill cap?
Example:
Rebel walks up to a turret from behind, has a toolkit in inv, he presses e on it and the only prompt is to disable the turret, it requires a crafting skill above like 35. A timer starts like the repairing armor one and when it ends the turret breaks and sends a malfunction blip.
And if someone tries to do it with low crafting skill it will alert units with a tampering warning and start shooting wildly like it does when it's knocked down.

Or you can make it a % thing where the higher your crafting skill is the more chances you got of a successful disable. Leaving it to chance, risk and reward.
 
Cna you also add the ability for people to disable the turrets if they have certain tools on their inv along with a skill cap?
Example:
Rebel walks up to a turret from behind, has a toolkit in inv, he presses e on it and the only prompt is to disable the turret, it requires a crafting skill above like 35. A timer starts like the repairing armor one and when it ends the turret breaks and sends a malfunction blip.
And if someone tries to do it with low crafting skill it will alert units with a tampering warning and start shooting wildly like it does when it's knocked down.

Or you can make it a % thing where the higher your crafting skill is the more chances you got of a successful disable. Leaving it to chance, risk and reward.
Would be good with an actual hacking tool seeing as it's alien technology.

@boots I'd also say that the turret damage needs to get bumped up regardless if this will be a thing or not because anybody can sprint down a corridor, get lowered to 60, and tip it over. They're also wildly inaccurate: me, 3 other cops, and whoever was GMing us, witnessed 2 turrets go up against a single, normal zombie, and watched as they both missed most of their shots. The TTK was around 8 seconds which is wildly insane for a 2v1 against one of the most basic npcs
 
Or you can make it a % thing where the higher your crafting skill is the more chances you got of a successful disable. Leaving it to chance, risk and reward.
I would go with this one because I can imagine people using their OOC knowledge of which level they need to succeed a hack, and never try it below it. I think it would just be a noob trap that way, because only new players will get caught out by being under leveled.
 
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