Unfortunately, in order to give them a chance of breaching the defenses, I'd have to turn the difficulty up to the point where the blade traps would be useless - paper mesh, basically. I could refuse to administer repairs, but I'm not going to do that. Instead I'll just make a separate video sometime of me spawning in 100 irradiated zombies (25 down each corridor) and let the blade traps work their magic. I'd rather that than let them sit there to gather dust. Lol
You know, I might have to try that type of design sometime! This is my first real time delving into the complicated world of electricity, and so far, I'm quite enjoying it.
Vultures? During the last horde (day 49), I couldn't get a break from them. During the most recent horde though? None. Nadda. Zip. It's semi-random, same with dogs and demolishers. The next horde I might get 10 demolishers, or 20, or none. I might get vultures during the next horde, or not. During each wave the game, as far as I understand it, the game tallies up each spawning entity (or groups of entities) based on some factors, such as, "Irradiated cop? 8%", and then the game may or may not spawn a/many irradiated cop(s) during that wave, for example.
All I can say is, be careful with turrets! Specifically with demolishers. Turrets have no bias in where they shoot.
Likewise. This is the first game, heck, the first world in this game, that I feel very much attached to and have that urge to keep on playing, which is incredible, to say the least. Normally I hop on a world and leave after day 20 or something, but now, even though I'm approaching end-game, I have no desire to hit the restart button. The Fun Pimps truly have crafted a gem here.