Time too defend my ideas!I knew that the ideas of traps was already out there(read the devlog
), the problem with traps is that they only help for fleeing, which is why I was proposing stuff that would also be useful to stand your ground or make it harder to flee. Corridors usually are usually pretty empty for me, so tracks in corridors shouldn't be that bad... the other 2 though are indeed probably not a good idea(or should be pretty rare and scattered, which defeats the point of ventilators).
These were suggested during the prototype phase, though never added because they would likely be overpowered (intentionally destroy a combat robot's weapons OR core to take it out of the fight), or pointless since as a player I'd rather just intentionally take out a core, and this already exists:
What if a specialised targeting computers weren't all equal?
I would imagine something like:
utility>power>propulsion>weapons>core
(> means "more effective than")
That way you get to choose between going for the vital parts or having a more predictable outcome.(if you hit at all)
If hitting utilities was guaranteed, it could be a great way to cause mischief: some robots have heat sinks, without them they are far less effective(and easier to hit because of heat), removing the storage units off of those annoying scavengers wouldn't be to bad either...
Hitting power or propulsion also clearly annoys most flying/hovering robots (pests come to mind), don't know how effective it would be against other robots, although it's clear without a power source you can't fire as much weapons.
As for Specialised targeting enhancer even without the above they could be interesting, again by following the same ranking:
utility>power>propulsion>weapons>core
Suppose you fire a volley against a robot possessing armour plating, and the boost given by this utility was good enough too guarantee that the armour plating would only stop one shot before being destroyed? I'd take that deal... If I don't hit it, whatever! It means it hasn't absorbed a shot, and I hit more important stuff.
Another situation: the robot is treading... the treads are likely going to get hit, if they don't, better for me!
Also if I remember right, some weapons shoot many projectiles at once, so it my be possible to have many hits of little damage making the above an interesting "which parts will suffer most damage" utility, or a slight boost just enough to take out important weak parts(flying units).
All slashing weapons do this already.
Interesting, I didn't know that...
Hm, the timed version might be doable (though then players will want for manually detonated remote explosives, which I'd definitely not do in light of UI complexity concerns). What uses might it have? Without manual control I don't see this as an incredibly useful ability. Stick a passive robot shortly before it's going to walk by its friends... but in that case just use normal explosives directly, or fire around a corner using guided weapons. Better control.
Make that something more powerful than normal exploding shots, if it is a real threat, it could be used to force enemies to separate.
Could also be maybe implemented as a timed bomb when shot on a wall?(That
may be easier to implement than traps, and doesn't take a till on the floor)
Making it explode when touched by an explosion could make some cool chain reactions.
You could also do that if an someone has 2 of them, they detonate right away, that way you could plant some on every enemy and then trigger it on one enemy for a huge chain reaction.
It could also maybe be triggered be upon death(of the carrier)?
A long(infinite might be fun) delay version could be set on an ally as you send him to sure death, KAMIKAZE!
I can also imagine versions with different triggering events, like when the carrier fires, or moves?
Their could also be disappearing versions. They may be the most tactical(for the carrier) like should I move and take huge damage and remove all shelter from around me do to the explosion, or just wait a turn and fire instead. letting the enemies get closer?
Also this is essentially predictable damage, so maybe if you know that an explosion will be on you in 2 turns, you should rush to your opponent(s), or equip proper shielding, or put some essential parts into your inventory so as to not loose then?
In summary I propose these weapons have:
-higher accuracy,damage or area of effect than normal weapons to make them worth the effort.
I'll list the 5 I find are interesting, they would all explode when hit by an explosion:
-indefinitely attached, explodes on damage.(least interesting I think.)
-explodes on movement, removed after some time.
-explodes upon firing, removed after some time.
-explodes upon firing or moving, removed after some time.
-explodes after a delay, or upon death.
Annnnnd sorry for the huge rant.