Outlander Solutions - Continuous Contention
Introduction
Warnets are a computerised threat mitigation system unlocked by microelectronics, enabling automatic planning and execution of global, strategic, and tactical operations. Using gathered intelligence to plan missions, an expansive and well-supplied warnet can independently contend with threats across long distances, reducing the need for manned garrisons.
Warnet-linked assets include signal towers and strike cannons, which will expend time and resources to contribute mission impact. Completed missions can mitigate incoming threats or prevent them outright, or otherwise serve some direct function - typically in the form of tactical strikes, or strategic operations.
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[i]This mod was heavily inspired by the likes of Rim War, Fortifications - Citadel, (Saakra's) Empire, and Preemptive Strike. While excellent, my playstyle and hardware specs didn't quite suit - thus, warnets.
Warnets operate on a resource-in, effect-out system, modifying incidents and patching threat points directly. In this way, I hoped to achieve functions of a semi-controllable 'storyteller': a systematic framework for tailoring the threats you face using the contents of your own base.
Due to the way threats are currently handled, it is recommended to play this mod with high-threat storytellers if balance becomes an issue.[/i]
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Issues
This mod is still heavily in development! There's lots of functions I haven't really pinned down properly, and I got a bit ambitious, so make sure to save before trying things. I've tested the following:[list]
[*] Skyscreen turret - anti-air/anti-shell works fine for the most part; somewhat iffy because target prediction is hard.
[*] Threat point reduction - functional!
[*] Global missions - functional!
[*] Strategic missions - propaganda, settlement destruction & threshold config functional! To test: bandit camp impact
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Features
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Buildings
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[*] [b]Warnet Controller[/b] - The control center for an established warnet. Stores all mission data, and can link to strike beacons to enable tactical missions. Missions require data to activate, which can be collected by signal towers.
[*] [b]Warnet Compiler[/b] - The data storage unit of choice for warnets. Each unit of data is equivalent to 50 mission points, or threat points by default.
[*] [b]Solution Processor[/b] (NEW) - A capacity booster for all your warnet needs. Solution processors can periodically generate intel, or reduce cooldowns for defense nodes, allowing them to have greater mission impact.
[*] [b]Signal Tower[/b] - The simplest and most universal warnet asset. Passively gathers intelligence, and can operate wireless missions.
[*] [b]Strike Cannon[/b] - A powerful long-range cannon. Can only reload automatically using adjacent shell magazines, and functions as an effective auto-mortar. Can operate bombardment missions.
[*] [b]Shell Magazine[/b] - A heavy-duty shell magazine for self-loading artillery. Required to operate strike cannons.
[*] [b]Skyscreen Turret[/b] - A radar-fitted explosive flak turret. Using chemfuel, it can switch between ground, air, and shell targeting modes. In ground mode it is less effective, with a slower fire rate and reduced explosive radius. In air mode it will damage and destroy skyfallers and their occupants mid-air, while in shell mode it will destroy explosive projectiles. Very limited ammunition capacity.
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Apparel
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[*] [b]Strike Beacon[/b] - A utility pack needed to request tactical missions. Once linked to a warnet controller, it can access it remotely. Must be refuelled with components after two uses.
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Missions
Missions can be initiated from an active warnet controller, with a maximum point effect defined by their definition and the quantity of stored mission data. Missions progress through three stages: 'active', during which warnet assets operate and contribute to the mission, 'quest-conditional', in which the mission will not apply its effects until the completion of a quest, and 'effect', in which the mission will continuously apply its effects until depleted or at the end of its defined lifespan. Missions are divided into three types, as follows: [list]
[*] Global : Untargeted, primary use is threat mitigation.
[*] Strategic : Intended to target world tiles.
[*] Tactical : On-demand support, with use of a strike beacon. In development.
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Completed missions will mitigate incident threat points, expending their own points to do so.[list]
[*] [b]Global: Smokescreen Broadcast[/b] - A simple wireless mission that mitigates raids and mechanoid attacks.
[*] [b]Global: Identify Outpost[/b] - A simple quest-conditional wireless mission that mitigates raids via a successful outpost attack.
[*] [b]Global: Preemptive Bombardment[/b] - An undirected bombardment mission that mitigates most surface-based threats.
[*] [b]Strategic: Site Bombardment[/b] - A strategic bombardment mission capable of mitigating distant threats. With enough cumulative bombardments, you can destroy settlements. Beware of retaliation raids!
[*] [b]Strategic: Propaganda[/b] - A strategic mission that improves your relations with the faction of the targeted site by a small amount. Useful if you have signal towers to spare.
[*] [b]Tactical: Tactical EMP[/b] - A wireless tactical mission that delivers a single EMP blast of varying size.
[*] [b]Tactical: Tactical Artillery[/b] - A tactical bombardment mission that delivers a barrage of projectiles towards the target location.
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For Modders
To add new C# functions, focus on creating a new child class to Mission - it is designed to be extended, with examples including Mission_ProjectileBarrage and Mission_InstantBlast.