another use for Programmable Speaker (progSpeak)
Posted: Sun May 07, 2017 9:41 pm
Haven't tried 0.15 as yet, but have looked at new features via YouTube, the wiki and the forums. Also looked about for this idea, but no obvious hits.
Anyway, I suggest a new feature path for Programmable Speakers: Sonic Turrets. (Possibly this could work as a mod?)
The basic idea is to have one or more speakers broadcast a tone that -repels- biters. Could be thought of as a 'sonic wall', or to stretch the metaphor; a 'force field'. This will be of use to those of us who don't want to deal directly with biters, but don't like the idea of just turning 'peaceable' mode on. (Walls are not a final solution; you have to -manage- infrastructure...)
Beyond the current basic research to enable Programmable Speakers, additional levels would add directed projection, e.g. a variable cone of effect, not unlike the other turrets. Further levels might include broadcast strength.
A further approach additionally adds to the technology tree; add additional technologies starting with the above "Repel Biters", and advancing to other elements such as "Confuse/Slow Biters" (like the slowdown capsules?), and then advancing into "Kill Biters".
A side feature might be a visual display of sound waves propagating from a speaker, out to it's area of effect.
A yet further twist is that there might be a separate research necessary for each class of biter, accessible -only- after killing one or more of that class; the rational being that once you've killed a type, you study it's weaknesses and arrive at a tone that affects that (and lower) classes. It'll be a progressive research, escalating with the higher classes of biters killed and studied.
Continuing in the same vein, an "Attract Biters" set of tones might be useful for setting up ambushes. (I could envision the more tech-y types out there using a symphony of "Attract" tones to make biters herds dance.)
thanks.
Anyway, I suggest a new feature path for Programmable Speakers: Sonic Turrets. (Possibly this could work as a mod?)
The basic idea is to have one or more speakers broadcast a tone that -repels- biters. Could be thought of as a 'sonic wall', or to stretch the metaphor; a 'force field'. This will be of use to those of us who don't want to deal directly with biters, but don't like the idea of just turning 'peaceable' mode on. (Walls are not a final solution; you have to -manage- infrastructure...)
Beyond the current basic research to enable Programmable Speakers, additional levels would add directed projection, e.g. a variable cone of effect, not unlike the other turrets. Further levels might include broadcast strength.
A further approach additionally adds to the technology tree; add additional technologies starting with the above "Repel Biters", and advancing to other elements such as "Confuse/Slow Biters" (like the slowdown capsules?), and then advancing into "Kill Biters".
A side feature might be a visual display of sound waves propagating from a speaker, out to it's area of effect.
A yet further twist is that there might be a separate research necessary for each class of biter, accessible -only- after killing one or more of that class; the rational being that once you've killed a type, you study it's weaknesses and arrive at a tone that affects that (and lower) classes. It'll be a progressive research, escalating with the higher classes of biters killed and studied.
Continuing in the same vein, an "Attract Biters" set of tones might be useful for setting up ambushes. (I could envision the more tech-y types out there using a symphony of "Attract" tones to make biters herds dance.)
thanks.