Just finished reading Friday Facts 123, really like the way circuit network is going . However, the presented list of circuit-interactable objects lacks a few items I wanted. So here's a suggestion for one more
Network connector reader, attached to a radar, outputs a signal if there're enemies nearby.
How is that useful?
Here's a list of systems that would allow:
- A remote radar far from main base detects enemies, special lamps in the main factory light up, alerting the player of incoming attack
- As enemies approach, power switches disable manufacturing part of the factory to redirect power to laser turrets, boost repair packs production, or halt trains in stations.
- Comparison of signals from multiple radars allows to determine direction of an attack, allowing to redirect power to turrets in that area only.
- Elaborate electronics computes frequency of attacks, which automatically influences long-term production rates of ammo and repair packs.
- And many more in the same vein
Here're some possible developments on the idea:
- Radar detects enemies in a certain range, configurable by the player through some sort of GUI
- Strength of the signal is proportional to number of enemies, maybe weighed by enemy time, e.g. detection of large biters outputs a higher signal than detection of a small biter
- Detection of nearby players - would be fun in multiplayer - probably as a different radar mode
- Detection of trains - useful to track trains travelling long distances without stopping at stations
- Network write connectors enable-disable a radar, or set its detection range, or type of entities detected(enemies/only spitters/player etc)
Overall, this would add a completely new way of electronics interaction with such an important part of game environment as enemies without a single new item, while also giving the radar - a building that some players I know disdain to use - a new life.