Development Cycle Archive
Thread: Publish 8 Testing Feedback: Turrets with Manual Targeting
Mine are broken on my TC base, Nesh is looking into it though... I'll let you know when I get a chance to try em out
Thunderheart wrote:
To change a target the player selects a name from the list and clicks on the attack target button at the bottom of the SUI. The turret will switch targets to begin attacking the new target. Hitting the refresh button at the bottom of the page refreshes the list updating good targets, HP, etc. If a turret does not have any good targets the player using it will receive a message that this turret does not have any targets to choose from.
What were your experiences
In all due seriousness, TH, you are probably better off waiting to evaluate the newTurrets, well actually ALL things Base-related, on Live servers. The Test Center will never be able to give accurate playtest results with Bases, simply because of the population differences and the fact that most the hardcore players are base killers.
OK, lets say for the sake of argument that turrets are supposed to be artillery, and they should be .. they are not mobile, they really cant target an individual, and they are "dumb" in modern warfare .. though they do have smart shells now .. besides the point.
Artillery in "modern" warfare is used for either Airbursts (agains infintary) and salvo'd against vehicles .. the point is .. you don't fire a howitzer at Bob, you fire it within' an area that you think bob may be at, and the airburst will cover most of his team. .. if these are normal high explosive frag shells, anyone within several yards will be dizzy, dead, or at the very least on their butts, AND if you happen to get hit directly with a even small calibre (say 88mm) .. there isn't anything left to burry but a dogtag at best.
Using this as a model, have the turrets have a VERY low instance of direct hits, but an AE effect at point of impact on the ground ..
direct hit = instant death..
0-5m = lotta damage, dizzy, stunned,and KD'd
6-10m = moderate damage (think shrapnel), stunned, and KD'd
10-15m = minor damage, and KD'd
Have them at AP3 damage,up theHP's a 100k at a time until the online community complains they aretoo difficult, then back 'em off half a notch, this isn't brain surgery. And idon't care what kinda armor your wearing, if you get a direct hit with a turret, it'sspawn point time, not incap. but make the turrets very very very inaccurate. It's all about the AE
-Oseff
maybe this is the way to get guild architects/ master artisans /merchants and image designers (if anyone is actually an idoutside of holocron demands hmm /ponder) and so forth to try and get them to participate a little more in pvp. for a phase, back in dec/ jan i was master archi. master arti and master merchant and all i could do was just sit there and watch the pvp at the bases and cities doing the old /cheer. if this turret command ability was in effect back then in the proffessions i was, i would be more then happy to jump on the turrets and try to aim them at people. it could also be positive for new individuals to faction who just dont have the skills up to par to actually dent anyone in pvp. i mean they can sit and try to do bleed 1 shots all day praying they hit or jump on a turret and try to target
Chianti wrote:
The menu system will actually take combatants out of a defensive and combat role while they chose targets. Turrets currently dont do any viable pvp damage, so taking people outside of a defensive/combat role simply to control them sounds rather counterproductive.
How about adding something like an/attackTarget commands that can be used within say 10m of the turret you're standing next to?
Overall, while this manual targeting has potential, I believe SIGNIFICANTLY raising hp and SIGNIFICANTLY raising the damage output on turrets should come first. This 'toy' is a bit premature.
Excellant.
RetuchMK3 wrote:
OK, lets say for the sake of argument that turrets are supposed to be artillery, and they should be .. they are not mobile, they really cant target an individual, and they are "dumb" in modern warfare .. though they do have smart shells now .. besides the point.
Artillery in "modern" warfare is used for either Airbursts (agains infintary) and salvo'd against vehicles .. the point is .. you don't fire a howitzer at Bob, you fire it within' an area that you think bob may be at, and the airburst will cover most of his team. .. if these are normal high explosive frag shells, anyone within several yards will be dizzy, dead, or at the very least on their butts, AND if you happen to get hit directly with a even small calibre (say 88mm) .. there isn't anything left to burry but a dogtag at best.
Using this as a model, have the turrets have a VERY low instance of direct hits, but an AE effect at point of impact on the ground ..
direct hit = instant death..
0-5m = lotta damage, dizzy, stunned,and KD'd
6-10m = moderate damage (think shrapnel), stunned, and KD'd
10-15m = minor damage, and KD'd
Have them at AP3 damage,up theHP's a 100k at a time until the online community complains they aretoo difficult, then back 'em off half a notch, this isn't brain surgery. And idon't care what kinda armor your wearing, if you get a direct hit with a turret, it'sspawn point time, not incap. but make the turrets very very very inaccurate. It's all about the AE
-Oseff
RetuchMK3 wrote:
OK, lets say for the sake of argument that turrets are supposed to be artillery, and they should be .. they are not mobile, they really cant target an individual, and they are "dumb" in modern warfare .. though they do have smart shells now .. besides the point.
Artillery in "modern" warfare is used for either Airbursts (agains infintary) and salvo'd against vehicles .. the point is .. you don't fire a howitzer at Bob, you fire it within' an area that you think bob may be at, and the airburst will cover most of his team. .. if these are normal high explosive frag shells, anyone within several yards will be dizzy, dead, or at the very least on their butts, AND if you happen to get hit directly with a even small calibre (say 88mm) .. there isn't anything left to burry but a dogtag at best.
Using this as a model, have the turrets have a VERY low instance of direct hits, but an AE effect at point of impact on the ground ..
direct hit = instant death..
0-5m = lotta damage, dizzy, stunned,and KD'd
6-10m = moderate damage (think shrapnel), stunned, and KD'd
10-15m = minor damage, and KD'd
Have them at AP3 damage,up theHP's a 100k at a time until the online community complains they aretoo difficult, then back 'em off half a notch, this isn't brain surgery. And idon't care what kinda armor your wearing, if you get a direct hit with a turret, it'sspawn point time, not incap. but make the turrets very very very inaccurate. It's all about the AE
-Oseff
Well said.
You start threads, and then dont reply or discuss with members with whats been said.
You the gamer feel you just set up the thred and then forget it.
If its true the Admin thing was gone a while ago then thats a fundemental flaw.
I bet in publish on the normal servers, the option is there, but in the end oly the building owner can use it as their is no admin, and they are still to wimpey, and are outside.
You guys really need to stop with this plan and do it right. What does that mean? You need to steal the Space Expansion code, you have already mentioned that some spaceships will have gunners, you need to do the same here. It needs to be "cool", not a little pop up menu. The way you have it suffers from the already mentioned problems and with the fact that it ISN'T FUN. Sitting in a base not being able to "see" what is going on isn't fun.
The turret should be like a character! You run your pc over to the terminal and select the "enter turret" option and then you get hit with a load screen. When it pops back up you have a complete different HUD from the POV of the turret top. It should be just like a character, you should be able to cycle through targets, heck a turret should even have specials! /overcharge, /aoe, /pointblank, put them on a timer system and you are set.
I think my biggest problem is that this is a second gen MMORPG, where is the character interaction when i'm sitting at a terminal?
PS: Buff up the turret hps.
One thing that I would request be changed is the Admin requirement to use the turrets. I belong to a town that is defended by multiple guilds and independent players. Giving Admin access to the base would be a securitiy risk and would limit who can actually make use of the turrets.
I ask the devs to consider addinga Turret Use list similar to the Entry list on a house. This will give authorized personel access to the defenses without exposing the base to excessive risk.
is there any way that they can revamp the revamp??
a new window which appears and lets you pick a name is just a pain in the neck thats not fun to control..
please consider revamping the revamp to make players actually become the turret.
the best way to allow a player to control the turret is to become the turret so they can see what players are where, and distinguish with their eyes who is the best target, opposed to just standing inside the base and clicking names on a list.
when i first heard turrets were going to be controllable i got excited.
now that i know HOW they are going to be "controlled" i wish they would just leave them alone..
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