Immediate? First of all quote for us again the gamestage at which demolishers first appear. Unless you are purposely gaming the system to power level as quickly as possible there is zero immediacy to demolishers wrecking any base design. You should get many hours of demolisher-free hordes to have traps and passive defenses work just fine.
So exactly which horde day do you expect Demolishers to appear. I'm curious. It's gamestage 153 for the record.
Once demolishers appear you’ll need to switch tactics but why would you want the same tactic to work 100% for the entire game?
No I guess I wouldn't. I am the type of player that scoffs at those who played A16 and declared it was easy to "win" with any old base when in fact they had simply not taken the A16 gamestage high enough (~day 200) to see the sheer power the A16 horde could weild!! Great days! So no I guess I don't want complacency either.
However most "fortress builder" players like us like to gradually
add to the on-going fortress as the arms race with the horde escalates. You are suggesting a complete rethink before GS 153, which would mean everything you invested in the base up to then would be a waste of time and resource unless you were already taking Demos into account and thus had ruled out the "classic kill box" style you described. We've already had options taken off the table in terms of building, right from day #1.
In fact, the tone of your earlier posts had a definite hint of excitement and pride about a secret idea you want to try. On behalf of TFP: You’re welcome for that opportunity.
You know what? I am! However I have a sneaking fear it's either not going to work, or the repair bill per horde will just be too huge to be enjoyable. It will all depend on how many come at the same time on high GS.
I don't know how many players have actually had the pleasure of engaging the horde when there are a LOT of Demolishers in it but the devastation they can cause if even just one little mistake makes one of them explode and causes a chain reaction that verges on unwinnable. I predict as more players actually take the game far enough to face these guys, more players will quit the game specifically because of them. Remember a lot of players restart as each experimental dropped so who knows how many have had the pleasure of Demolishers yet?
Ironically, if their explosion was toned down to say 1000 instead of 5000, they might actually be quite fun to try to deal with. [Reducing block damage is no use since it makes all other zombie type impotent.] As it is, one Demolisher slip and your base is toast, so you feel reluctant to invest much in it in the first place.
In addition using the pillar gap tactic was declared no longer risk free in A17 long before demolishers were on the scene and it wasn’t done to make them unviable— it was done to take them down a notch from being OP. The only people who stopped having fun with them were those who can’t stand using anything that isn’t OP.
I like designing OP things. We had our design perfected to the point that the base would kill then entire horde on its own if we wanted it to, without us firing a single shot, with the total repair bill being typically no more than a few Blade Traps.
The main problem here is that many many base designs that are FUN, and also the use of traps (specifically Blade Traps) and also Turrets, are all greatly curtailed by the presence of Demolishers in their current state. That just means they are removing many of the more fun options from players who like to build big. Removing player choice is never good.
You forget that in the multiplayer game the gamestages of the individual players are added together and the group gamestage rises quickly. On a server with 5 players it is possible to have the first demolisher on day 14 even on default difficulty and if you level slowly. On day 21 you most certainly have multiple demolishers during the horde.
Bah. I wanted Roland to answer. But yeah, there you have the problem. You can easily get them extremely early. No base you can build by day 14 can engage Demolishers and survive them without exploits.