A building which shares weapon mod effects with nearby towers
Currently, modding towers is a hassle and nobody really does it.
With a mod AoE building, we can slot that building and it shares those mods with nearby towers.
As a result we don't have to mod every single tower and don't need to get crazy amounts of them-
Comments: 12
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23 Sep, '22
KilltechHighlighted comment
Weapon mods need a rework anyway. They just spam menus with their sheer number late game and you cannot dispose of them. Usage in turrets is too tedious and i heard it doesn't even work. So yeah, a good idea. Maybe we could scrap unwanted mods and those would become a resource for that the new building to use - the more towers, the bigger the usage. -
23 Sep, '22
YamiryuuZeroAlternatively, we could get a menu screen that shows all types of turrets and their slots for modding, which we can then apply on a per category type and by level.
For example:
TURRET TYPE MOD LVL
-Sentry Tower ▢ ▢ ▢
-Minigun Turret ▢ ▢ ▢
-Repair Tower ▢ ▢ ▢
Applying a mod in this screen applies the mod to all towers of the same type on all biomes. Filling all slots will apply to all turrets that have reached the required level to unlock the modding level; if you have 3 Sentry Towers with two slots unlocked, they won't receive the benefit of the mod on the third slot, while Level 1 turrets won't receive any benefit whatsoever but max level turrets receive the benefits from all three slots. -
23 Sep, '22
YOURMAKERHere I was thinking they should make it so it’s a global mod slot for the tower rather than separate. But, I think I like yours way better.
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23 Sep, '22
MeGaAs it is now, the turret mods make no sense. If im in an outpost and wanna have some fun, placing a few turrets with good mods, I barely have enough of them. And even if customizing is fun, placing mods for every turret doesnt sound much fun. And if we talk about main HQ, theres no way we have enough mods to fit them all, plus it would be very tedious to manually mod every turret.
So yeah, improving upon it making them shared across a turret type would be a good thing. Also it would be nice if we could craft basic rarity mods, so all turrets can be modded a little bit. And still keep the loot / drop mechanics for higher rarity and effectivity mods.
It could even be done in two ways: keep the manual turret modding as it is, so you can mod turrets in different biomes with different mods if you want. But still have a central building that will distribute a certain mod among all turrets, unless stated otherwise (manually selecting a different one than the global). -
23 Sep, '22
TseralithAn alternative would be to kind of do it like Factorio. That is, you can construct modules (which increases productivity/decreases energy consumption depending on your preference) you can mass-place on buildings. For Riftbreaker, after having found a nice weapon mod, you could recreate it as tower-only mods and use those instead. Easier to get enough of them that way.
Guess it's potentially still a hassle to actually apply them all though. What if you "paint" them onto the towers or something? Just sweep your cursor across a bunch of towers and all of them get the mod. Same way as to get rid of them as well. -
23 Sep, '22
VerothIn all my 60h of gameplay I put mod only once just to know how it works and after that never again and proceeded to spam more tower. Idea was good but micromanagement kills it.
I`m for new tower type that is just mod proxy in range for other towers. -
24 Sep, '22
Kurt HeilMaybe add weapon mods to the AI cores which then add those to all of the towers under the control of those particular AI Core.
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25 Sep, '22
Quentin LThis idea (first comment) is great, though I think it would need to make tower's mods separate from gun's mods, and harder to get, especially potents ones.
*YamiryuuZero said:*
Alternatively, we could get a menu screen that shows all types of turrets and their slots for modding, which we can then apply on a per category type and by level.
For example:
TURRET TYPE MOD LVL
-Sentry Tower ▢ ▢ ▢
-Minigun Turret ▢ ▢ ▢
-Repair Tower ▢ ▢ ▢
Applying a mod in this screen applies the mod to all towers of the same type on all biomes. Filling all slots will apply to all turrets that have reached the required level to unlock the modding level; if you have 3 Sentry Towers with two slots unlocked, they won't receive the benefit of the mod on the third slot, while Level 1 turrets won't receive any benefit whatsoever but max level turrets receive the benefits from all three slots. -
05 Dec, '22
bormothTo be honest either make mods rare but global, or way to upgrade from common to rarest with some interesting and cool additions or synergies. But make them either global or aura building from what I have seen on youtube no one bothers modding turrets and that was one of advertised feature. And due to how hectic game might get and how it is trouble to mod turrets so either global turret creation with extra costs or building to impose mods for turret types.
Though might make a bit harder to supply if it is area building.
Because as it is now well it is hard to set up. I want to do something with my basic turret and put few fast attack and spread mods to make them shoot wider and faster but alas it is too hard to mod every one. So I am all for some better mod and turret interaction either global or some map mechanical that would work and add sensible mechanic to a game. -
03 Sep, '25
Piotr Bomak AdminModding towers has been deprecated with the 2.0 Update. It didn't fulfill its purpose and didn work right most of the time. We decided to simplify it.