Spidertron Example

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adam_bise
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Spidertron Example

Post by adam_bise » Tue Jul 17, 2018 6:08 pm

My idea of what Spidertron should be. What do you think?

- Spidertron MK1 -

Description: An AI controlled or manually driven, water crossing spider vehicle with inserters for legs (As if you didn't already know that) equipped with a gun turret. Consumes fuel, has inventory, takes magazine ammo, provides LoS. Will construct nearby ghosts if it has mats in inventory (slow). Will defend itself unmanned, acquire, move to, and engage nearby targets. Can be given a stop, move, guard, patrol, or attack-move commands RTS style.
Recipe: steel plates, iron gear wheels, green circuits, and burner inserters.
Required Tech: Spidertron MK1: Steel processing, Turrets
Stats: HP = 1000, Range = 18, Movement Speed = Slower than character
Resists: Acid = high, Explosion = low, Fire = high, Impact = low, Physical = moderate

- Spidertron MK2 -

Description: Same as MK1 (+) Consumes batteries rather than fuel. Adds a laser turret instead of a gun turret, Can equip a low number of Spidertron Modules
Recipe: steel plates, iron gear wheels, red circuits, and inserters.
Required Tech: Spidertron MK2: Battery, Laser Turrets
Stats: HP = 1200, Range = (20 Laser)(18 Gun), Movement Speed = Same as character
Resists: Acid = high, Explosion = moderate, Fire = high, Impact = low, Physical = moderate

- Spidertron MK3 -

Description: Same as MK2 (+) Ion Cannon (A very long range, very high damage, penetrating particle cannon with a long cooldown period). Adds flamethrower ammo. Ion cannon consumes nuclear fuel cells. Can equip a higher number of Spidertron Modules
Recipe: steel plates, iron gear wheels, blue circuits, fast inserters, portable fusion reactors, and accumulators.
Required Tech: Spidertron MK3: processing unit, portable fusion reactor.
Stats: HP = 1800, Range = (20 Laser)(14 Flamethrower)(42 Ion Cannon), Movement Speed = Faster than character, slower than tank.
Resists: Acid = high, Explosion = high, Fire = high, Impact = moderate, Physical = moderate

Tech:
Benefits from Gun, Laser, and Flamethrower upgrades.

Spidertron Modules:
A general set of Spidertron specific modules to increase its stats and versatility.

WHY?

To add to a possible step in the RTS direction with the long anticipated Spidertron, as well as an early game companion for the player.
The Spidertron MK1 could act as a low tech construction robot early on, a personal pet or guardian, while also providing more early game offensive options. They can also be mass produced and sent out to destroy pesky small biter encampments RTS style, provided you have enough materials to produce many of them. However, this is a nice option for a pre-plastics player who needs to take over a group of spawners and worms to get to that desperately needed oil field.
The versatile Spidertron MK2 and costly MK3 goes further into the RTS direction, depending on playstyle. You can still just drive it around, if you wish.
Oh yea, and cause it's Spidertron!

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dog80
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Re: Spidertron Example

Post by dog80 » Tue Jul 17, 2018 6:38 pm

i thought spidertron is a vehicle that can in comparison to car - its not as fast as car - but can walk over all structures ps tldr

+ i like the idea of consuming batteries, that would give them a bit more usability or so ^^
--- which brings another thing on the agenda - atm you have to transport steam as energy transport, which is the only way despite using raw materials and then burn them ( which produces pollution though ) - so how about an entity that takes batteries and gives energy etc.. nvm
This is extremely dangerous to our democracy.

Jap2.0
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Re: Spidertron Example

Post by Jap2.0 » Tue Jul 17, 2018 10:52 pm

Interesting, combining the original spidertron idea with robot army.
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Zavian
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Re: Spidertron Example

Post by Zavian » Wed Jul 18, 2018 2:41 am

I think it would be cool to have a few (one to four say) spidertrons following the player to help quickly kill nests. But they probably don't need anything more powerful than machinegun or tank cannon or laser weaponry. Might be interesting for a mod if/when we get a spidertron.

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darkfrei
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Re: Spidertron Example

Post by darkfrei » Wed Jul 18, 2018 7:06 am

It would be nice to build entities without collision of spidertron's legs.

adam_bise
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Re: Spidertron Example

Post by adam_bise » Wed Jul 18, 2018 6:17 pm

darkfrei wrote:It would be nice to build entities without collision of spidertron's legs.
Yes. Since they can cross water, they should also be able to walk over certain entities, albeit slowly. Perhaps large entities like storage tanks, trains, refineries, steam engines, or roboports would block it's path.

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