TL;DR
Allow circuit networks to order artillery strikes at specified coordinates and read enemy positions.What ?
Artillery turrets can now be connected to a circuit network via red/green wire. A few options are available when connected:- Override firing control (checkbox)
- Relative x-position of strike location (input)
- Relative y-position of strike location (input)
- Firing condition (condition)
- Read enemy info (checkbox)
- Relative x-position of nearest enemy (output)
- Relative y-position of nearest enemy (output)
- Number of enemies in range (output)
When checked, the "Read enemy info" option allows information about enemies within the turret's range to be sent to the circuit network. The "nearest enemy" outputs will be based on the relative position of either the nearest static enemy (such as spawners and worms) within the AUTOMATIC range of the turret, or the nearest mobile enemy (such as biters and spitters) within BOTH the AUTOMATIC range of the turret AND active radar coverage. The "Number of enemies in range" count will be based on the total number of both static enemies within the AUTOMATIC range of the turret, and mobile enemies within BOTH the AUTOMATIC range of the turret AND active radar coverage.
Why ?
Currently, there is no way to selectively and automatically inflict damage within the game. A feature like this would allow for some very unique usage of the circuit network for advanced gameplay. For instance, one contraption I would like to build with this feature is a targeting system that automatically tracks biter groups and fires rounds ahead of their position to neutralise attacks before they happen. I could also imagine this feature being used to create artillery curtains at close range when enemies are near.I don't expect that this would be a heavily-used feature for most players. However, it would allow more technically-savvy players the opportunity to use the circuit network for defence in addition to just logistics and production.