Development Cycle Archive

Thread: Publish 8 Testing Feedback: Turrets with Manual Targeting

Aztekious
Tue Apr 20, 2004 2:44 pm
#14

I agree, Our Guild dropped 8 bases and 24+ Large Block turrets, We were attacked, And lost every turret, They didn't do enough damage to any imp, I think they only took out maybe 3 Imps, And they were taken down in a matter of seconds.. yes, Seconds. And thatwas only with3-4 Imps attacking each turret.






A z t e k i o u s A v i c
Proud Member of The Rebellion...Viva La Resistance!!!!!!
KzinKiller
Tue Apr 20, 2004 3:05 pm
#15

omg ... you must be joking .... this design philosophy would lead to a NORAD nuclear missile defense system that worked via touch-tone phone:


"If you are under biological attack, please press 1 ... if you are under thermonuclear attack, please press 2 ..........


"You have pressed 2, you are under thermonuclear attack ... if this is correct, please press 1 .........


"If you would like to activate ABM systems, please press1 ... if you ..........."


*phone melts*




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
JediMindslayer
Tue Apr 20, 2004 3:11 pm
#16

These control terminals should be spawning at the lowest level of the building.

Why?
Because 3 riflemen = 1 dead turret controller.

Make it so that if the turrets are to be manually controlled,
the controllers need to have some kind of outside influence
relaying targets to them.

Make defenders develop communications to take advantage of the
manual interfaces without requiring the controllers needing to worry about
dorking around with menus while riflemen and swimming CM's blow them apart
before they even see the radial commands refresh.

IMPORANT INCENTIVE TO DO THIS:

Pure crafters can then actaully have a reason to go overt to provide
base defenses via manual turret control.




GATCGATCGATCTCCCTTTCCTTTCAACGGCGGAAGTCATAATAAAGTAAGTGTTTCGGGTTGGGTCTAGAATGAGTATATC
AGATCTCCAGGAGGGAGCATTTCCATTAATGATCGGGTTATCGCCAATACCTCTAGTTATATATTACTCCATCGAGTGATCG
TTCAATACTCGATCGTAGACGTTAAGTCACGGAGTTTCTAGCACCAATTTCAATAATAGCTGAGGATACGAAGCAGCGAGGA
TAATTACCGGGAGGTATAGGATCGCCAAATAATCCTCTAGATTCTTACTCCTTTCCCTGGCGATCACCTAGATCGATCTCTA


OdiousEncounter
Tue Apr 20, 2004 3:17 pm
#17

Um, SUI? Is that the current box that pops up for everything (slicing, ranger tracking, etc.)? UI = user interface, but what's the S?



----------Auriga Starlighter----------

raynedog
Tue Apr 20, 2004 3:34 pm
#18

Sounds to me as if we want turrets to 1 shot kill everyone, my question would be if 60 people are attacking abase, how many should the turret be able to kill if the all had buffs and 90% armor?


10? 15? 30? 60?






MCH /---\ MBH /---\ MHS / --\ FS
KzinKiller
Tue Apr 20, 2004 3:35 pm
#19

On a more practical note ....


How on Earth is somebody near the entrance going to make good decisions on who to target in a dynamic environment with people running all over the place, especially when he's facing the terminal with a radial menu occupying his field of view?


Wouldn't it be preferable to simply give the turrets a /slave function where their fire would be directed at the current target of a designated player, like say .... a Squad Leader? Make this a Master Squad Leader perk (lord knows there's few enough), where they can assume operational control of all a base's turrets and direct their fire with the SL's own targeting, so long as the target is within the turret's range, not the SL's.




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
Jameyfresh
Tue Apr 20, 2004 3:36 pm
#20

Are these terminals for manual use of the turrets going to spawn in the walls so they can't be used just like all the other terminals inside faction bases?


Tierce the Master Squad Leader on Tempest
HAKD
JediKozel
Tue Apr 20, 2004 4:00 pm
#21

this would work if the base entrance would be locked. And since that is not working ...



Mokael Openg
Mayor by Day, Fixer by Night, Gunfighter by Need
"Face it, if crime did not pay, there would be very few criminals."
Laughton Lewis Burdock
(from Shadows of The Empire by S. Perry)
Aztekious
Tue Apr 20, 2004 4:05 pm
#22






raynedog wrote:

Sounds to me as if we want turrets to 1 shot kill everyone, my question would be if 60 people are attacking abase, how many should the turret be able to kill if the all had buffs and 90% armor?


10? 15? 30? 60?







I dont want to see one shot kills, But I have seen people go solowitha large turret, and stay on both feet the entire time, Most fights I see are those with 70%+ armor and buffs, So why not design a turret to fight these situations.. a 3-5 man crew can wipe out an army of turrets, You could have 5, or 50 turrets, and they will be able to take them all out, and thats just not right, Not for the ammount of FP you need to spend on them anyway.. Also, While on the subject, Why not buff up NPC's who are at the base, the NPC's are so weak they are nothing more than a faction farm location.



A z t e k i o u s A v i c
Proud Member of The Rebellion...Viva La Resistance!!!!!!
Gygord
Tue Apr 20, 2004 4:17 pm
#23

As much as I like the idea of controllable turrets, there still is the issue of turrets being underpowered.


Raise the damage output of all turrets, and raise their hitpoint, resist, and armor statistics. As said earlier, a 3 person team of riflemen can take down a turret easily with good armor and buffs. Two large turrets defending a single base should be able to hold off a group of twenty invadersor more, while infantry defenders can back them up.


And, as we're developing the concept of turrets with manual targeting, is there any future possibility of this idea being applied to player-owned and base-controlled AT-STs? Basically, the same interface could be used in targeting, while the player would also be given movement controls. Allow it to only be applied to factionally related issues, and have the player actually :become: the AT-ST (no avatar standing in front of a terminal) and this, in theory, could work.





___________________________
~ Lieutenant Colonel Garof Entwistle, Rebel Gunfighter and Swashbuckler, Starsider
~ Lieutenant Garof Veparode, Imperial Sniper and Heavy Swordsman, Kettemoor
We put the Gunman in Gunman's Duster.
rArrrr2000
Tue Apr 20, 2004 4:22 pm
#24

funny they take all this time to add a toy when they could have REVAMPED A PROFESSION


or listened to the cries of many and nerfed the hell outta RIFLEMAN AND CM




Drayzen | Narthax
You never know when death is coming...
All you hear are gunshots.
boceifus2000
Tue Apr 20, 2004 4:36 pm
#25

I think manual control is an awsome idea if implemented correctly.


1: The terminals on the multi floor bases need to be at the bottom. If they are put at the entrance of the base the operators can still be shot through the walls. Besides, why would you have the main defense controls of a military base right at the entrance anyway?


2: Makeing it a SL perk is not an option in my opinion. You won't always have a SL around to defend your base. Maybe make control of the turrets a rank incentive? Make it to where you have to be a certian rank to operate it.


3: Make the placement footprints smaller for turrets not donated to the baseto allow some sort of defense in depth. Ya'll assume there will be sombody on-line to defend a base at all times. This is not the case.


4: Increase the hitpoints of turrets donated to the bases. (I refuse to call it HAM since they don't have a HAM bar). I think 600k is a reasonable amount for donated turrets, BUT, with the minimum range restriction they have ONE person can still destroy a turret with no fear that the other turrets will be shooting at him. Hence the need for non-donated turrets close by to give some sort of defense in depth for when attacks occure during off peak times. If you want to make it more difficult it needs to be diffucult to destroy whether there are people on-line to defend it or not. I still like that the turrets have to be destroyed before the opposite faction can enter the base, but they should be tuff nuts to crack, not a speed bump.


Those are my ideas for the current system. The usefulness of the bases needs to be looked at also for future publishes. Right now they don't really serve a purpose or have a real benefit to be placed other than a recruiter. If done right I can see bases being some key battle grounds in the space expansion



Colonel Boceifus Gadian (BotD)
Retired
Quote: I have seen too much death in my lifetime...

Balanor Gadian
Retired
Quote: I have made so many credits I can buy my own galaxy...
boceifus2000
Tue Apr 20, 2004 4:42 pm
#26

I forgot to mention that maybe there should be some type of AoE effect for turrets. The AoE wouldn't need to be as hard hitting as a direct hit. They are, after all, artillery.



Colonel Boceifus Gadian (BotD)
Retired
Quote: I have seen too much death in my lifetime...

Balanor Gadian
Retired
Quote: I have made so many credits I can buy my own galaxy...
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