Anti-Personnel Turrets in Odyssey Should Take Out Scavs in Reactivation Missions

Basically the title.

I know it's a relatively minor thing, but if you reactivate the base the Anti-Personnel Turrets should target and engage any remaining scavengers in the area. It's pretty lame that they don't ever seem to engage anyone or anything except for when the Player has a bounty and ignore all else

IIRC the base defenses (including Sentry Skimmers and Goliaths) go against you only if you trigger the Alarms.
 
Certainly would be easier if missions finished themselves.

Maybe they could also add base NPCs that do the activation mission for you? Then all you need to do is land : the base NPC competes the reactivation for you, then switching on the base kills of any scavengers.

In fact that sounds too difficult. Maybe change missions just to autocomplete when you take them. And pay 20 billion each. Then we can finished the game in 30 minutes and go do something else (y)
 
Certainly would be easier if missions finished themselves.

Maybe they could also add base NPCs that do the activation mission for you? Then all you need to do is land : the base NPC competes the reactivation for you, then switching on the base kills of any scavengers.

In fact that sounds too difficult. Maybe change missions just to autocomplete when you take them. And pay 20 billion each. Then we can finished the game in 30 minutes and go do something else (y)
Oh come on,
I agree with OP. If you take the time to activate the defenses, the defenses should do something.
That's no autowin, that makes sense. Scavengers only target practice anyways.
 
Oh come on,
I agree with OP. If you take the time to activate the defenses, the defenses should do something.
That's no autowin, that makes sense. Scavengers only target practice anyways.
It's just dumb, sorry. Any game that has 'activate defences to do stuff for you' does it in a 'this is a tough opponent - soften them up this way' kind of gameplay. Scavengers are not tough - as you say. This is yet another demand for addition of a risk-free way to play by someone who has probably only just started and it trying to face down the scavs because they don't know how to fight them.

And as soon as this is added then the calls will be 'this is too easy - please add tougher opponents!', and so it goes around again.
 
Certainly would be easier if missions finished themselves.

Maybe they could also add base NPCs that do the activation mission for you? Then all you need to do is land : the base NPC competes the reactivation for you, then switching on the base kills of any scavengers.

In fact that sounds too difficult. Maybe change missions just to autocomplete when you take them. And pay 20 billion each. Then we can finished the game in 30 minutes and go do something else (y)

It's just a different way of completing missions. Many games have different approaches for doing the same thing and play style. You could either go gunning through them all, or stealth and activate defences. Both fun and valid.

No need to be a condescending child about it, you know the OP wasn't asking for auto win, just an interesting little feature.
 
It's just dumb, sorry. Any game that has 'activate defences to do stuff for you' does it in a 'this is a tough opponent - soften them up this way' kind of gameplay. Scavengers are not tough - as you say. This is yet another demand for addition of a risk-free way to play by someone who has probably only just started and it trying to face down the scavs because they don't know how to fight them.

And as soon as this is added then the calls will be 'this is too easy - please add tougher opponents!', and so it goes around again.
It's not dumb, sorry.
 
It's just a different way of completing missions. Many games have different approaches for doing the same thing and play style. You could either go gunning through them all, or stealth and activate defences. Both fun and valid.

No need to be a condescending child about it, you know the OP wasn't asking for auto win, just an interesting little feature.
It's an extremely powerful alternative method. It could maybe work if you have to be security level 3 and the targets are activated per-turret (more chance of being spotted) and that the first action of settlement under attack is to send somebody to turn the turrets off. How would bounties work?
 
Active turrets should shoot who they are programmed to shoot.

If scavs, or whoever, don't want to be shot by turrets, they should take steps to make them difficult to turn back on, if they can't be repurposed for their own use. Unplugging them, or pouring sand in their barrels, for example. Maybe even posting guards at their controls.
 
IIRC the base defenses (including Sentry Skimmers and Goliaths) go against you only if you trigger the Alarms.
This is the right answer, the scavs never actually do anything that would turn the base against them. Even with the security clearance, you’re not part of the settlement. I do think hacking a turret to defend you should be an option, maybe only possible to override 1, and it would never target anyone else with security clearance. I mean an e-breach is expensive compared to the common rewards, why not have some fun with them?
 
This is the right answer, the scavs never actually do anything that would turn the base against them.
You know this by fact? Don't think so! It is just an assumption, same could be said that the scav stole the power regulator in the first place. In order to do so, they have to do illegal stuff, hence the defense system of the station should be in alert (agro to the scavs)?
 
This is the right answer, the scavs never actually do anything that would turn the base against them. Even with the security clearance, you’re not part of the settlement. I do think hacking a turret to defend you should be an option, maybe only possible to override 1, and it would never target anyone else with security clearance. I mean an e-breach is expensive compared to the common rewards, why not have some fun with them?

Alternately, being able to register yourself with the settlement and have all the turrets defend you from scavs could be counterbalanced by some amount of blowback from the hiring faction. After all, you are operating outside the scope of your contract and misappropriating the factions resources for your own benefit. How much potential blowback you might face, and the nature of that blowback would require some balancing, but all sorts of things spring to mind: failing the mission, reputation loss, reduced mission payout, a hitman hired to hunt you down after the fact, a military team sent to cack you on-site. Done right it could add a lot of fun without necessarily being an I-WIN button.
 
God this "omg bro npcs are so ez git gud" notion some are piling on the OP is exhausting and bordering on toxic. You're good at clicking on things until they die, GOOD FOR YOU. The point being made here is that as there are intruders in a base the anti intruder/aggressor countermeasures should work against them. You've been given clearance because you were hired to power it on in the first place, the IFF should clear you. Or in the case of you just plugging a spare power thingy in without it being a mission to restore or eliminate scavs, sure the IFF should target you.

Absolutely no one is whining that NPCs are "too hard" and that it's "not fair" they can't get something else to deal with them. Stop it, you're being disingenuous. Odyssey's combat/operations parts aspire to be an immersive sim, and in an immersive sim there are multiple ways to achieve your goals/get past barriers be they personnel or machines/alarms. All OP is saying is that LOGICALLY the antipersonnel countermeasures should trigger against intruders, and for that they are 100% right.

edit: rewording potentially confusing Americanismses.
 
Last edited:
All OP is saying is that LOGICALLY the antipersonnel countermeasures should trigger against intruders, and for that they are 100% right.

And they do, if the intruders are triggering settlement alarms.
Scavs are smart enough not to do that... Cant comment for other... entities
 
Certainly would be easier if missions finished themselves.

Maybe they could also add base NPCs that do the activation mission for you? Then all you need to do is land : the base NPC competes the reactivation for you, then switching on the base kills of any scavengers.

In fact that sounds too difficult. Maybe change missions just to autocomplete when you take them. And pay 20 billion each. Then we can finished the game in 30 minutes and go do something else (y)

escalated-quickly-anchorman.gif
 
I've thought the same, and not because I want a big green 'win' button (nor does the OP), but because being able to sneak about and reactivate the base defenses would be a very fun alternative to having to hunt down every scav. As people point out, there would have to be some balancing elements. Perhaps scavs could be efficient at taking turrets offline so the reactivation only does a bit of the work for you.
 
I've thought the same, and not because I want a big green 'win' button (nor does the OP), but because being able to sneak about and reactivate the base defenses would be a very fun alternative to having to hunt down every scav. As people point out, there would have to be some balancing elements. Perhaps scavs could be efficient at taking turrets offline so the reactivation only does a bit of the work for you.
Now that's getting towards something that could work. After turning the power on you could hack/reactivate individual turrets at each one's local control panel. Give some of the Scavs rocket launchers or similar, capable of knocking them out again.
If turning on the power simply set the turrets to kill all the Scavs then there'd really be no point in them being there in the first place; land ship, run to power building, turn on power, wait 2 mins for all Scavs to die, run back to ship.
 
Back
Top Bottom