Control Artillery Turrets with Circuit Networks

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GreyFoxx
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Control Artillery Turrets with Circuit Networks

Post by GreyFoxx »

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 "Override firing control" option suppresses the default automatic firing functionality of the artillery turret, relegating all control to the attached circuit network. Coordinates are specified using signal inputs, relative to the centre of the turret. When both values are 0, the turret does not move. When either value is above 0, the turret aligns to the appropriate angle, EVEN IF the coordinates are out of range. For as long as the firing condition is met, the turret is fully aligned, and the coordinates are within AUTOMATIC range, artillery shells will be continuously fired upon the specified location at the maximum firing rate (as dictated by the "Artillery shell shooting speed" research).

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.

Qon
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Re: Control Artillery Turrets with Circuit Networks

Post by Qon »

My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser

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