Development Cycle Archive

Thread: Publish 8 Testing Feedback: Turrets with Manual Targeting

Thunderheart
Tue Apr 20, 2004 2:02 pm
#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.fficeffice" />



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.



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.




Have you tried the new turret changes?



What were your experiences?





Kurt "Thunderheart" Stangl
Community Relations Manager
Chianti
Tue Apr 20, 2004 2:12 pm
#2

All this sounds very neat, and possibly useful. However, wouldn't it be more productive to make turrets last a little longer in battle first? They go down like a house of cards during a raid, leaving little time for manual targeting to beeffective.
Ace2
Tue Apr 20, 2004 2:14 pm
#3

And the damage on turrets is a joke, i can kill them solo with 90% armor equiped.





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rArrrr2000
Tue Apr 20, 2004 2:15 pm
#4

haha TH chia just owned you with his uber common sense.


look at me were rifleman with a commando look at you 1 min later or less no more turret




Drayzen | Narthax
You never know when death is coming...
All you hear are gunshots.
Lycantha
Tue Apr 20, 2004 2:18 pm
#5

LMAO. /wipe tear


And while you are going through all of that... a three man Rifle team has destroyed your turret.


Please.. explain to me what this fixes? Turrets are a joke and only serve as a small speedbump to stop bike rushes.


Want the controllable Turret experience? Buy an AT ST, use it in a base defense and halve the survival time.


I really wonder at times what game you all are playing.





Lasai Bilof
Mercenary
Master Carbineer Since November 03
Ronin


Chianti
Tue Apr 20, 2004 2:18 pm
#6

yeah there isn't much in the way of valid pvp testing for the devs to know what needs to change. Thats why I hope they read posts like this on the forums

100k HP for turrets should be closer to 600k HP to make them useful. Large scale raids like the ones on my pa's base include upwards of 60 players at once, all attacking the base. Manual control during chaos like that is the last thing I'm thinking about. Having a turret that will a) do significant damage b) last more than 1 minute would be entirely more useful.


The only way manual targeting as it stands can possibly be useful is if we know the invading PAs members, and use the turrets to target their doctors and combat medics.
signal1941
Tue Apr 20, 2004 2:18 pm
#7

I agree, turrets need to be beefed way up. Too many times they are destroyed way too quickly and by really small groups, even soloed by swordsmen. Triple the hit points, remove damage vulnerablities and up the resistance to blast would be a good start



Takro Kest
Zarathustra
Tue Apr 20, 2004 2:21 pm
#8

Agreed, Turrets really need to be beefed up big time, but I think they should only be beefed up if they are in a faction building. Placing a super, super powerful turret on it's own could be a way to grief...not to mention the fact that if they stand on their own, you can simply repair them instantly with credits, and they don't run off the halfhour timer like they do to repair when they are in faction bases.


The GCW needs some teeth before the turrets are worthwhile for the most part TH



~Zarathustra~
~~Founder of Zaracorp Weapons~~
~Etheara Greame~
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~~~Dark Jedi~~~

Jei_Lightfoot
Tue Apr 20, 2004 2:21 pm
#9

Hell, we yanked all of our bases and turrets. The GCW, and PVP for that matter are just pointless right now unless you're a combat medic or rifleman.



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Lonkley
Tue Apr 20, 2004 2:24 pm
#10

menuing


during combat.


at least make / commands so that the turret will fire on your currently selected target.


That might be useful




----------------
There is a special place in hell for necro posters
Chianti
Tue Apr 20, 2004 2:31 pm
#11






Zarathustra wrote:

Agreed, Turrets really need to be beefed up big time, but I think they should only be beefed up if they are in a faction building. Placing a super, super powerful turret on it's own could be a way to grief...not to mention the fact that if they stand on their own, you can simply repair them instantly with credits, and they don't run off the halfhour timer like they do to repair when they are in faction bases.


The GCW needs some teeth before the turrets are worthwhile for the most part TH






Yeah thats what happens with small turrets now. Their HP gets bumped up to 100k when added to a base, with the exception of small towers (bugged?). Large turrets have 100k normallyand remain at 100k when getting added to a base. IMO they should get 600k HP when donated.
Aerius
Tue Apr 20, 2004 2:35 pm
#12

From the balance standpoint I think a good difficulty would be like one of those super battle droids on the corvette. Copy the damage potential and resists over except with a bit more life, 500k or so sounds good. The extra life is because you'll need to give it some kind of vulnerability to commandos. Make rockets AP3, make turrets AR3 with 25% blast resist or something. Resists to everything else should be 90%. Make it so you actually need high level commandos to take these down effectively. Swordsmanwould still be ok with their hammers. Swordsmen and commandos are arguably the worst classes in PvP, make them worth something.


You have to understand you need something that lasts a fair amount of time. As it stands, a team that knows what they are doing can have all the base terminals hacked in 2-3 minutes and the base is gone10 minutes later. The reason why when bases get blown up no one puts them back up is because there is little incentive to guard them.They give next to no benefit and are very tough to defend because they die so easily.Even if reinforcements miss one shuttle the base is gone, there needs to be more powerful things to help defenders while waiting for more people to show up.


Keep in mind that a large turret costs half of a base, it should NOT die in 30 seconds to 5-10 people.








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Chianti
Tue Apr 20, 2004 2:37 pm
#13

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.
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