Following on from the call for Explosive Bolts techs (which are already in 184.108.40.206 Unstable missions!). This project arose from my self-stocking base tech submissions and a subsequent conversation with game designer Kris (AKA @zanzistar). He's agreed to put new bases in too, if we can get at least 20 from as many different people as possible. Again, the requirements are as follows (my numbering): ... Because these techs will be used for capture the base type GSO missions at GSO level 5 [only]. Additional specifications: (3) Medium sized - no lag-tastic monsters or tiny embarrassments. (4) Avoid spamming block types - unlike destroyed enemies, players will likely get all the blocks from these techs, so we don't want to gift them 100 Wireless Chargers, batteries, Fabricators, etc, etc. Example of what to avoid, from 16:38 in this recent Tenzen video: Conveyors, Silos and crafting blocks, etc, are fine within reason, of course. If the blocks are necessary for cool functionality or novelty, then I'm sure it'll be considered. (5) Explosive Bolts will deploy when the base aggros on the player (at 100-150m) or a random enemy - there is no coder support allocated for this project, so it'll use the existing mechanics. (6) Easily anchored - please test out how reliably your tech will load in on hilly terrain (e.g. in Creative mode). These missions are not restricted to [perfectly] flat areas and techs that don't stand up will be removed during the quality assurance process (if they get that far). I tend to use a single anchor point and raised stem, on my base techs. But I think it'll be OK if some splayed legs are up in the air, sometimes. General Guidelines (advisory): (7) Use shields and/or regen bubbles - the bases are initially enemies in the missions, I'd strongly suggest making them resilient enough to tolerate a little accidental fire. To avoid players failing the mission too easily. (8) Bases can have their own weapons - or be totally passive (they'll have allies for defence, too). Avoid making it purely a turret. I think those designs make the "capture" mission objective confusing, and there have been new Hawkeye missions added specifically focusing on turrets as objectives, anyway. [Edit: I've been told that aggressive bases may be included as defending enemy techs, instead.] (9) Crafting techs should be functional - I'll probably try to check out submissions, to ensure they don't suffer from problematic crafting bugs (still no dev fixes scheduled in). My own submissions will focus mostly on functional Fabrication, but that is not necessary for all. (10) Be creative! - you needn't use the Explosive Bolts, either, but it would definitely be cool to see some transforming techs or revealing themselves from hiding. Multi-techs, etc. (As well as self-filling by scrapping Resource Blocks.) (11) Be wary of bugs with tech splitting and mutli-techs - examples: Tech fragments (without the primary cab - first attached) will forget all Filter settings, drop Silo contents and loose Conveyor direction changes (reverting to original block attachment priority). [Report] Tech fragments with cabs that were facing straight up/down, on the original tech, will get stuck in build beam. [Report] (12) Be wary of FPS reduction - In addition to total block count, use light blocks very sparingly (like half a dozen max, they are very taxing of hardware when on). Avoid too many fragments. Be aware of projectile (gun) spam. (13) Make it good! - the initial target was for 20 techs. I expect more will be accepted if they are of sufficient quality. So take your time, and make them shine. (14) You have 2 weeks from today - Go! (Submissions after this might still be accepted, but no guarantees - they are usually added in bulk, for efficiency.) So the deadline is Friday the 14th of September. I currently have no idea if @Matt might show the submissions in a dev stream.