PC A17 Tower Defence?

Brykx

New member
From what I've read about the new AI in a17 zombies are taking the way of least resistance etc., which makes me wonder how path lenght, turrets etc. are taking into account and if a kind of tower defence base layout will be possible.

Will something like this "work"?

towerdefencemwdaq.jpg

 
Better AI does not stop tactics. It only invalidates cheesy exploits. =P
What if every single one of the black squares were plain and simple one hit pieces of glass windows? Does that count as an exploit, a cheesy exploit or a glassy exploit?

 
1) I was thinking of having a drop to near bedrock (to kill off the weak zeds)

2) Then a run across 10 rows of log spikes (to kill off the medium strength zeds)

3) Then the base is 7x7 with the corners being steel. Behind each wall are three shotgun turrets that will fire, point blank, at the (now) weaken radiated zeds that manage to break a wall block.

This should save a lot of ammo not being wasted on the weak and medium strength zombies and give the shotgun turrets max damage per shot on only the strongest remaining ones.

Note: I might need a 9x9 fort so turret fire can cover the entire wall better.

 
I was inspired by that design and did fair bit of testing. If you can get zombies funneled into the tunnel, they are dead. What I did was:

1) tunnel was 38 blocks long and 2 wide(25 feral soldiers couldn't fit in and started flailing at the entrance)

2) floor had one layer of steel spikes and on top of that layer of water to slow them down

That was more than enough to handle normal ferals and normal polices. If you want some action, you can create "custom arrow slit" by placing backwards wedge tip and upside down ramp on the wall. This does protect from polices spit until they are very close.

If that wasn't enough, 3) turrets make this complete overkill.

 
I was inspired by that design and did fair bit of testing. If you can get zombies funneled into the tunnel, they are dead. What I did was:1) tunnel was 38 blocks long and 2 wide(25 feral soldiers couldn't fit in and started flailing at the entrance)

2) floor had one layer of steel spikes and on top of that layer of water to slow them down

That was more than enough to handle normal ferals and normal polices. If you want some action, you can create "custom arrow slit" by placing backwards wedge tip and upside down ramp on the wall. This does protect from polices spit until they are very close.

If that wasn't enough, 3) turrets make this complete overkill.
I like the water idea, I didn't know they were slowed by water.

But the tunnel might be too long and encourage the zeds to dig down and not go down the pits and down the spike tunnel. I think its best to have all your defenses within the night horde spawn distance range.

I'm guessing tunnels longer than 15 meters to your fort would be too long. Unless you build a trench to bedrock completely around your base? A lot of work (or TNT!) to do it.

 
How about a "Double Decker" tunnel?

Lower level - At bedrock, Easily accessible to zeds, has spikes.

Upper level - Player shoots and drops explosives on zeds. Only accessible from players fort(s).

Or every 500 meters you have a fort where you can only access the forts from a draw bridge so if one fort is over run with zombies, they still cant get to the upper deck of the tunnel. Every 40 (my guess) meters you have a pit fall to the lower level to help zombies get to you. :)

Which leads to a "stage two" grid of forts where each fort is connected to four other forts! The forts can be very small, just strong enough to get to the surface in safety. Then, you are pretty much perfectly safe from night hoards (by Day 534). :)

 
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I had complicated, but amazing design for a horde defense bunker, but if AI is good now, this will not be actually useful and work as intended!

 
From what I've read about the new AI in a17 zombies are taking the way of least resistance etc., which makes me wonder how path lenght, turrets etc. are taking into account and if a kind of tower defence base layout will be possible.
Will something like this "work"?

View attachment 25254
Perhaps one more door with a 1 - 2 block gap between. And a turret covering that gap from above.

 
I'm so exited to test/abuse the new zombi behaviour in a17 :D

Another design to be tested/improved:

basem3ias.jpg
+ all the things in my head.

Maybe a groundfloor maze?!? ^^

 
Nice design!

I'm excited too. I've tried similar designs in the past to try and funnel the zombies and they just get stuck on a corner or something and start beating on the walls. Never worked out quite right. Be fun to see how it works in A17

 
Is there any evidence that a normal fight cage has been invalidated? Is the whole "trap field" thing a necessity now, or does a normal "ring around the base with an overhang, and rows of steel spikes outside of that" still normal?

Zombies aren't learning to jump gaps, right?

 
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