Development Cycle Archive

Thread: Publish 8 Feedback: Manual Turrets

Thunderheart
Tue Apr 27, 2004 8:18 am
#1



Purpose: Turrets that guard HQs auto pick targets. These targets that a turret chooses may not be the best opponents for a turret to be attacking.



Primary Goal: To allow players control over what targets the turrets guarding their HQ shoots at. This will give defenders a much greater chance of success in defending their HQ and make attackers have to be more organized when attacking a base.



Features: New terminals will spawn near the entrances to all HQs called Turret Control Terminals. Each terminal will control one turret, if there is a turret in place defending the base. If a base does not have any turrets defending it or that base does not have maximum capacity in its turrets numbers the extra terminals will not work.




Operating Instructions:




  • If you are an admin to the base you can use the control turret option on the radial menu of these terminals to bring up a list of available targets that the turret currently has.


  • When selecting the option you will get a SUI menu that tells you the name of the turret it is controlling, the amount of hp the turret has left, and that turrets current target.


  • Listed below is a list of available targets to select from.


  • This list is generated by the good targets a turret has.


  • Each of these targets has a listing for that targets Current Health.


  • 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 using the manual turrets ability?



Were you able to better defend your bases?




* Note: The development team plans on dramatically increasing the defences of the turrets to make them much stronger in an upcoming patch.






Kurt "Thunderheart" Stangl
Community Relations Manager
Chianti
Tue Apr 27, 2004 8:22 am
#2

I stated this in the other Turret thread, but since this is the live one I'll repeat it.


Manual turret control is premature. It's a nice little addition that allows non combat classes to participate in base defense. Aside from that it's useless.


A single master swordsman can solo a large turret. Their HAM is too low, and their damage is too low. In order for manual turret targeting to be effective, we would first need to make TURRETS EFFECTIVE. They have no use right now other than to delay a raiding group long enough to call in reinforcements.


I suggest raising the damage output, and raising the HAM of large turrets. 500-600k sounds reasonable. As it stands, even large turrets dont last more than 70 seconds (its been timed).
Android778
Tue Apr 27, 2004 8:26 am
#3

I completely agree with Chianti, the turrets are very ineffective with their current health/dmg.
Khragon
Tue Apr 27, 2004 8:29 am
#4

Turrets should fire but not be destroyable until the 2 hour window the base is vulnerable. You cannot put turrets on bases now because your enemy will come destory them at 4am while you sleep, and they can be soloed by Swordsman very easily, too easily
Sc0rPs
Tue Apr 27, 2004 8:30 am
#5

Thanks for the notes TH, now the command to grant others admin access is /setpermission admin <name> correct? This does nothing when we try it so only owner can apparently control turrets. This IS a nice feature, but does not work as there no way to grant admin...



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AzramX
Tue Apr 27, 2004 8:32 am
#6

Couple things..


First thing is that it doesnt matter who you target with buffs they can run right past the turret and into the base to take out the person at the controls. And Im sure in my assumtion that you require someone to be overt to control a turret.


Second thing is that they are not effective so targeting one person doesnt do anything because they can be kept pretty busy by one person. Like those before me stated they are not effective.


Third thing is the defenses of the Base must be breached in order for this to work.. Patrols must be taken out. Turrets must be taken out. Mines must be taken out. Doors must be breached. They should not open for overts of opposite faction with other outside defenses intact. This just allows for more people to run past everything and hide in base and shoot everything from inside (exploit: You know who you are) and then after that you can attack the inner defenses of the base and take it down.. Turrets dont respawn but infantry will.. thats how a take down should be done.
Sc0rPs
Tue Apr 27, 2004 8:37 am
#7

Oh one more thing, detachment HQ's have 5 turret placements but only 4 turret control terminals. Also inclined to agree they need to pack a bigger punch as well as a challenge for a group to defeat.



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Sc0rPs
Tue Apr 27, 2004 8:39 am
#8

Az, how are they able to run inside your HQ with turrets still up? They can't enter until all turrets are destroyed.



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Rikilii
Tue Apr 27, 2004 9:14 am
#9




-------------------------------------------------------------------------------
Thunderheart wrote:


* Note: The development team plans on dramatically increasing the defences of the turrets to make them much stronger in an upcoming patch.


--------------------------------------------------------------------------------

Why an upcoming patch? Why not just increase the HAM and damage numbers in a hotfix?




---------------------------------------------------

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
Sc0rPs
Tue Apr 27, 2004 9:27 am
#10

Upon considering, I think a permission list would be ideal for turret control. Can this please be hot fixed in? How can one owner control all turrets???



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Proof the Empire is the good guys!

Colonel Galdwin
Imperio59
Tue Apr 27, 2004 9:44 am
#11

TH i know this is a little off topic but, it seems currently no one can check vulnerability windows anymore. We are back to having to check every 2 hours and hoping that we find a vuln window on the bases we would like to take down (or in my case, hack for the 1K BH xp )


Is this a bug or a feature? Because finding rebels spies is no problem (those greedy bothans...) but if they can't check anything, they become useles...




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lockder
Tue Apr 27, 2004 9:51 am
#12



i only want say please add a command to give admin for use the turrets for more people. The owner cant be all time in base for use it and maybe owner its a fighter guy and he prefer attack before use the control turret but maybe a crafter want help to defend their base and he cant because he isnt the owner. Please add a permission list



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lockder
Tue Apr 27, 2004 9:53 am
#13

i forgot something, could you move the terminals into the base ?? a target which cant move( someone which is using the terminals is very vunerable)



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