New Weapons / New Defenses & Armor / Combat / Turrets

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New Weapons / New Defenses & Armor / Combat / Turrets

Post by ssilk » Sat Aug 08, 2015 5:16 pm

This topic is a big TODO, sorry. With every post that depends this it will be improved.

Related Lists and Suggestions

viewtopic.php?f=9&t=8&start=70 Fight [in Developer Proposals]
viewtopic.php?f=6&t=3440 What do biters do in their spare time? (Pheromone pathfind)
viewtopic.php?f=6&t=17607 Firefighting [will come with v0.13]

viewtopic.php?f=80&t=16566 Alerts, Alert-Info (Map), visible/audible Indication

Todo: search for Armor, Armour, Vehicles (esp. armored trains), Target priorities, Enemies, Artillery, Missiles, Walls, Light, Surveillance



More search (unsorted yet): https://forums.factorio.com/forum/sea ... mit=Search

Everybody can add the right links as reply, it will be cleaned up into this post. :)

Interesting Stuff
viewtopic.php?f=67&t=138 Flame Thrower Change
viewtopic.php?f=6&t=2241 Vehicles from parts
viewtopic.php?f=6&t=2217&hilit=modular Rens2Sea's gigantic list of ideas and suggestions
viewtopic.php?f=71&t=21525 Laser turret front facing / viewtopic.php?f=6&t=21505 Auto Centering Turret upgrade

About New Weapons and Armor
Imageviewtopic.php?f=6&t=37126
viewtopic.php?f=66&t=117 Walls
viewtopic.php?f=6&t=266 Guided Missiles
viewtopic.php?f=6&t=248 Walls
viewtopic.php?f=71&t=332 Train cars, armored vehicles, nuclear power, and more
viewtopic.php?f=6&t=457 Steam turret
viewtopic.php?f=6&t=469 Tesla Tower
viewtopic.php?f=6&t=487 Explosives, Acids, Fuel.
viewtopic.php?f=6&t=1111 Flamethrower car
viewtopic.php?f=6&t=1291 Better defense systems!
viewtopic.php?f=6&t=1351 Moving Fortress
viewtopic.php?f=6&t=1721 New Fuel Source and Weapons Targeting System
viewtopic.php?f=6&t=1849 Toxins and poisoning.
viewtopic.php?f=6&t=3399 Custom vehicles and turrets like the modular armor
viewtopic.php?f=6&t=3514 Multiple turret types/general turret rebalance
viewtopic.php?f=6&t=3803 Suggestion: defense structures
viewtopic.php?f=6&t=3814 Expanding The Function Of Lights [Very useful idea]
viewtopic.php?f=6&t=3949 Research upgrades for suit defense modules and flamer
viewtopic.php?f=16&t=3950 Piercing bullets are overpriced [This is about balancing!]
viewtopic.php?f=6&t=3958 Capsule Launcher
viewtopic.php?f=6&t=3983 We may not need a tank...
viewtopic.php?f=6&t=3991 Add a Robosuit to increase movement
viewtopic.php?f=6&t=4200 Comprehensive overview of how artillery could be implemented
viewtopic.php?f=6&t=4220 Defender bots in roboports
viewtopic.php?f=6&t=4304 Enhancement to radar/map system: the B.U.Z.A.R.D.
viewtopic.php?f=6&t=4714 Military Info Screen
viewtopic.php?f=6&t=4194 Bullet overhaul proposal
viewtopic.php?f=6&t=5435 Construction Oriented Exoskeleton
viewtopic.php?f=6&t=5458 Laser turret cooldown to encourage defenses to be mixed
viewtopic.php?f=6&t=6053 Gun turret as logistics requester [see also viewtopic.php?f=6&t=2178 Logistic robots reload turrets? ]
viewtopic.php?f=6&t=6510 Rail confined turret?
viewtopic.php?f=6&t=6563 ammunition, weapons and turrets
viewtopic.php?f=6&t=6930 Mobile Assault Platform
viewtopic.php?f=6&t=7338 Laser turrets increase power usage with rapid use
viewtopic.php?f=33&t=7543 Capsule Turret [in modding suggestions]
viewtopic.php?f=6&t=7544 Capsule Turret
viewtopic.php?f=6&t=7722 Better Command of the Robots
viewtopic.php?f=6&t=7815 Patrol bots
viewtopic.php?f=6&t=7881 Military Robots
viewtopic.php?f=6&t=8011 [Electronics] - Sensors
viewtopic.php?f=6&t=8117 Modular Combat Robots
viewtopic.php?f=6&t=8122 Inserters repair damaged entities
viewtopic.php?f=6&t=9499 Add cheap Motion Sensors
viewtopic.php?f=6&t=10031 The other problem w. manual labour: Auto-repair of defences
viewtopic.php?f=6&t=10286 More types of module for Modular/Power Armor
viewtopic.php?f=6&t=10290 Miss change on far-range attacks
viewtopic.php?f=6&t=10334 Turret Warmup After Placement
viewtopic.php?f=6&t=12786 Modular turrets
viewtopic.php?f=6&t=12891 More Armor modules
viewtopic.php?f=6&t=13287 Uniform weapon bonuses
viewtopic.php?f=6&t=13337 Orbital weaponry
viewtopic.php?f=6&t=14608 Improved combat / alien ai
viewtopic.php?f=6&t=14530 Mounted Guns
viewtopic.php?f=6&t=15276 Repair-ers
viewtopic.php?f=6&t=15359 loading gun turrets
viewtopic.php?f=6&t=15376 Audible alert when gun turrets are out of ammo
viewtopic.php?f=6&t=16352 More Useful Robots
viewtopic.php?f=6&t=16593 Autonomous ground combat robots
viewtopic.php?f=6&t=16603 Combat robot target
viewtopic.php?f=6&t=17091 Defense against spitters
viewtopic.php?f=6&t=17225 Remote-Control Robots: Endgame Turret Replacement
viewtopic.php?f=6&t=18809 Flame tank + better flame thrower
viewtopic.php?f=6&t=19864 Just consider this for a second ARTILLERY
viewtopic.php?f=6&t=20695 Capsule Launcher Module (Modular Equipment)
viewtopic.php?f=6&t=21258 Flamer more useful by adding burning effect [The flamethrower will be changed a lot with coming v0.13]
viewtopic.php?f=6&t=21287 more combat option:Modular Combat Vehicle w/ remote control?
viewtopic.php?f=6&t=21711 Lamps and Turrets on Walls
viewtopic.php?f=6&t=22817 xp for turrets
viewtopic.php?f=6&t=23277 More Turret Types
viewtopic.php?f=6&t=23626 No Alert, when damage is done On Screen
viewtopic.php?f=6&t=23653 11 Combat Improvement Ideas
viewtopic.php?f=6&t=24052 Advanced gates and hostile turrets
viewtopic.php?f=6&t=25453 New types of robot: Defender Robots (not capsules)
viewtopic.php?f=6&t=25772 Armor Durability
viewtopic.php?f=6&t=25929 Weapons balanced on usage not tech level
viewtopic.php?f=6&t=25995 Plastic Explosives
viewtopic.php?f=6&t=27871 Idea for New Mech Vehicle
viewtopic.php?f=6&t=28144 New Turrets
viewtopic.php?f=6&t=29708 Power Armor Module Slots
viewtopic.php?f=6&t=32070 New Defences and Tools
viewtopic.php?f=6&t=35215 I feel Railgun turrets would improve gameplay
viewtopic.php?f=6&t=35542 NAC: PSI Emitters
viewtopic.php?f=6&t=35546 NAC: Weaponry
viewtopic.php?f=6&t=37126 New turrets, traps, mines
viewtopic.php?f=6&t=37158 Combat Improvements
viewtopic.php?f=6&t=48184 Tank Mk.2



Imageviewtopic.php?f=6&t=37126

About Turret only
viewtopic.php?f=6&t=2178 Logistic robots reload turrets?
viewtopic.php?f=6&t=2196 Mobile turrets (aka mechs)
viewtopic.php?f=6&t=6522 Cannon turret
viewtopic.php?f=6&t=6869 New Defenses
viewtopic.php?f=6&t=8037 Basic Turret Size Change
viewtopic.php?f=6&t=10032 Post-Place Deployment delay for placed buildings (& Turrets)
viewtopic.php?f=6&t=13906 Repair Tower
viewtopic.php?f=6&t=15359 loading gun turrets
viewtopic.php?f=6&t=15552 Mixed-Ammo Turret
viewtopic.php?f=6&t=20073 Actual laser turret [This is implemented with coming v0.13]
There is also this sub-suggestion: viewtopic.php?f=6&t=20073&start=20#p134636
viewtopic.php?f=16&t=20526 The obsolete turret problem
viewtopic.php?f=16&t=20108 Offensive Laser Turrets are much too strong [Balancing!]
viewtopic.php?f=6&t=20770 Improving turrets
viewtopic.php?f=6&t=21640 Effeciency modules idea for turrets.
viewtopic.php?f=6&t=26646 Customizable turret Configurations
viewtopic.php?f=6&t=28861 Rotational Lag in Turrets
viewtopic.php?f=6&t=40400 Worms and turrets


About Handling of Weapons/Armor (and General Handling Issues)
viewtopic.php?f=6&t=960 Highlight Ranges
viewtopic.php?f=6&t=3596 Awkward Weapon Switching Fixes
viewtopic.php?f=6&t=4358 Pick Up, Placement Range indicator
viewtopic.php?f=6&t=12539 Electric Discharge Defense trigger on melee damage
viewtopic.php?f=6&t=21351 Change ammo behavior re: quickbar
viewtopic.php?f=6&t=21953 Change ammo type mid battle (normal, explosive) with hot key



Mods about Weapons (far from being comple!)
viewtopic.php?f=144&t=21459 Laser Beam Turret
viewtopic.php?f=93&t=23559 Combat Units
...


Inspirations I found:
Image
Image
Image
Image
Image





Implemented: Suggestions around Display of Turret Ranges (should be an own collection, cause so many about this special subject)
viewtopic.php?f=6&t=467 Display range for turrets
viewtopic.php?f=6&t=1290 Turret bounding box
viewtopic.php?f=6&t=2180 turret attack range
viewtopic.php?f=6&t=3627 Showing turret range
viewtopic.php?f=6&t=3862 Convienience functions (Keys, shortcuts...)
viewtopic.php?f=6&t=4358 Pick Up, Placement Range indicator
viewtopic.php?f=6&t=5926 Ability to see turrets range as green circle
viewtopic.php?f=6&t=9498 Add toggleable grid and show Turret ranges
viewtopic.php?f=6&t=16127 Show firing range when placing turret

https://forums.factorio.com/forum/vie ... 92&t=14783 MOD: Displaying range of turrets

TODO: Move all threads to implemented....
viewtopic.php?f=80&t=14640 New Weapons / New Defenses & Armor / Combat / Turrets
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Re: New Defensive Weapons

Post by Klonan » Sat Aug 08, 2015 6:31 pm

This isn't really a 'Concept', and i think it probably belongs in just the 'Ideas and Suggestions' subforum.

Combat overhaul is pretty well known to be on the devs books, so i think apart from specific ideas about what type of weapons/defences could be added, this isn't really a suggestion.

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Re: New Defensive Weapons

Post by ssilk » Sat Aug 08, 2015 8:56 pm

Klonan wrote:This isn't really a 'Concept', and i think it probably belongs in just the 'Ideas and Suggestions' subforum.

Combat overhaul is pretty well known to be on the devs books, so i think apart from specific ideas about what type of weapons/defences could be added, this isn't really a suggestion.
Well, I forgot to change the name of this subboard. Man, it's so hot here... Somthing like "Frequently suggested" or just "Collections".

Nothing else than a short (!) description, keywords for searching and then only links to other articles... I'm just trying things out, cause I found, that the former idea with "concepts", "epics" and so on is a nightmare for moderation. I hope the forum will forgive me. :)

Edit: Changed subboard title. Renamed title of this topic from "New Defensive Weapons" to "New Weapons": We have some dozens of topics about new weapons. ;)
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Re: New Weapons / New Defenses & Armor

Post by Dunama » Thu Jun 02, 2016 3:50 am

So my idea is here, what does that mean? Is Ssilk a developer?

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Re: New Weapons / New Defenses & Armor

Post by ratchetfreak » Thu Jun 02, 2016 9:28 am

Dunama wrote:So my idea is here, what does that mean? Is Ssilk a developer?
nope just a moderator that attempts to bring order in the chaos that is user source suggestions

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Re: New Weapons / New Defenses & Armor

Post by ssilk » Thu Jun 02, 2016 11:28 am

Exactly.
The reason for this is, that you can find easily, if there are similar suggestions (and maybe add a comment there instead of starting a new thread) and the second reason is, that we can hope, that the devs will also see this lists and try to implement what's possible.

To the state of this article: Every time someone brings another suggestion about Weapons an armor I try to improve the article and bring more examples. So every article slowly gets better.
The problem with this article in general is, that there are many, many threads that talks about new weapons/armor, but also mention it as one point of many - or much uglier: A weapon is a prequisite of their idea.

See the rest of this subboard for better examples than this. ;)
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Re: New Weapons / New Defenses & Armor / Combat / Turrets

Post by ssilk » Thu Jun 02, 2016 4:47 pm

So I updated the top post. Sorry for double posting, but I thought it was worth mentioning. Never thought it was so much material.
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Re: New Weapons / New Defenses & Armor / Combat / Turrets

Post by Longbolt » Mon Oct 16, 2017 8:22 pm

Looks like this is a mega-thread, so I'll post my suggestion here (along with some links to other users related posts):

Related Posts:Defended wagon or trains
Killer trains

Rail Combat Suggestions
  • Armored Locomotive 
    Equipped with a long range machine gun, the armored locomotive can defend itself in transit. When unoccupied it acts as a turret on rails. Would come with increased armor; however, with slower acceleration/deceleration.
  • Combat Wagon
    Essentially a haul-able tank, this wagon has reduced cargo space traded for two mounted gun turrets, and one train cannon - a longer range, but slightly lower damaging version of the tank cannon. The gun turrets are automated, with the cannon being a player only weapon (to prevent havoc on infrastructure and the AI destroying the train; alternatively there could be a proximity limit).
  • Artillery Wagon
    A railway gun of epic proportions. The cannon can only be aimed in one direction, in what is called a car traversing mount. Being only able to turn a limited degree in accordance with the direction of the wagon and rail track, and being fired only from a stationary position, the rails the artillery wagon is situated on must be constructed to accommodate the firing arch. However, the artillery cannon matches limited mobility and firing speed with unprecedented range and destruction.

    Artillery would require purpose built ammo, coming in four varieties: high explosive, incendiary, poison, and atomic. High explosive shells would essentially be a long range, Cluster grenades (ten grenades instead of 7). Incendiary shells would explode into a concentrated dispersion of flame (radius of ~10), with an additional damaging explosion of 400 at the point of impact (radius of 2). The poison artillery shells would serve as a projected poison capsule variant, but without the central explosion. Lastly, the atomic shells would just be a long range atomic bomb, perhaps with a slightly larger blast radius (albeit at larger cost).

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Re: New Weapons / New Defenses & Armor / Combat / Turrets

Post by JohnyDL » Tue Oct 17, 2017 7:06 am

LongBolt I think those are already on this thread with new types of train viewtopic.php?f=80&t=17734

Also they're on the roadmap viewtopic.php?f=3&t=678

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Re: New Weapons / New Defenses & Armor / Combat / Turrets

Post by Longbolt » Wed Oct 18, 2017 7:43 am

Thanks! I was not aware of that information until now.

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