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Thread: Disconnect turret POV from maneuvers
It's not some kind of a "bug"--the turret is attached to the ship, how else is it supposed to move? It's not floating separately in space.
Multiplayer ships can have heavy shields and armor, this is because they work best when they're flying slow and steady so your gunners can target more easily.
I agree they're not ideal for flying by themselves--a group of two or three A-wings can rip you up in a Decimator if you don't have any fighter company. But with a small fighter escort of one or two ships, the potential for damage and firepower is really multiplied.
If you have a capital ship to take on, your multiplayer ship can fly slow and steady, the pilot can aim the missiles and/or spacebombs, the turrets can pick off ships that come near you, while your fighter escort engages the enemy fighters at close range.
I dont' know about PVP, but this has worked pretty well for us in PVE so far.
O.
Making them independent would definitly be a change for the better. And I actually like flying as a gunner.
I've played every space sim that's come out of the box since Wing Commander, and the fact is that the current turret system blows.
You people that are stating things like "The turret can't move independently of the ship.. it's ON the ship" are really highlighting your ignorance of the issue. It's basically like this.. let's say there is a fighter approaching at an elevated level to the ship, and you are in the top turret-- the side facing the fighter's angle of approach. If the ship yaws left, your cross hairs are yanked off the target.
What we're asking here doesn't improve the gunner's skill, it just does what ever turret system ever designed is supposed to do.. allow the gunner to choose when he moves the weapon WITHIN THE LIMITS OF PHYSICS, OF COURSE, and not simple movements of the vehicle it is placed on.
obviously, a roll is going to have some affect.. it's possibly placing your turret out of operation. Yet, if you are the gunner looking to hold a target within your sights, and you have not been rolled out of the firing lane, you should be able to keep the turret trained on a point independant of the ship's movement. IOW, within a field of fire, the only thing moving your crosshair should be you.
It's possible you still don't get it. Maybe you maintain this silly WWII argument (you know, the one deliberately not accounting for all the different types of energy weapons, missiles, locking systems, and chaff) and you refuse to acknowledge the need. But the fact is that in PvE the hardest targets are certainly those that are turreted -- in PvP turrets are pretty much a joke. Even the most stubborn of people has to admit that there is obviously an issue with the game design when the weakest of PvP opponents are the strongest in PvE.
Vegitaa wrote:
...adding mount points to the MP ships. Add a second shield generator, multiple engine slots, additional reactors (we have a main why not a secondary) this way you can take advantage of the huge mass the MP's provide while making them better. Then when someone says, "Why is the MP's so overpowered/faster/tougher/etc..." The answer would be, " Because it has two shield generators, one forward one rear. It has 4 engines so of course it's fast. It has 2 guns per turret that why it fires faster. It has multiple reactors which is why it can continue to fire so much..."
/drool
Now THAT is a multi ship I can get behind. (and in)
Is it over powered? It shouldn't be. It should be at least as powerful as four single fighters working together. Arguably it should be more powerful given the higher level of co-operation between the four players in an MP ship vs the co-operation between 4 players in 4 fighters.
I still think it would be easier to add new subcomponents for "heavy" upgrades. For instance, right now you can install an "intensifier" on a shield when crafting and that intensifier adds about 15% to the front and back hp of the shield but also increases the energy consumption by about 20%. Why not just add a "massive intensifier" that adds about 400% on to the front and back hp but has a similar effect upon energy consumption and mass as well. You'd end up with a shield generator that was VERY effective but that could not be installed in anything but an MPS just because of the mass limits. To cover this, you'd also want to add similar "massive" subcomponents for reactors, armor, and perhaps capacitors?
Moreover, the really cool way to add these in would be to make them loot drops off of large ships (anything from about a Lamda transport up) ONLY - not craftable - which would logically be equivalent to high-end component loot drops in the ground game (like Krayt tissues) so it fits well into the SWG way of doing things.
CaseytheHutt wrote:
Possibly, but that still adds the issue of having to add logic to bind certain components to specific chassis - something currently not in the game.
True but also fairly easy to validate
I still think it would be easier to add new subcomponents for "heavy" upgrades. For instance, right now you can install an "intensifier" on a shield when crafting and that intensifier adds about 15% to the front and back hp of the shield but also increases the energy consumption by about 20%. Why not just add a "massive intensifier" that adds about 400% on to the front and back hp but has a similar effect upon energy consumption and mass as well. You'd end up with a shield generator that was VERY effective but that could not be installed in anything but an MPS just because of the mass limits. To cover this, you'd also want to add similar "massive" subcomponents for reactors, armor, and perhaps capacitors?
Apart from being more difficult to validate from the ship management screen, how is this different than Mark VI and VII components? Of course the Mark VI and VII components would also have subcomponents. Ultimately the constraint of the MPS would be power and not Mass.
Moreover, the really cool way to add these in would be to make them loot drops off of large ships (anything from about a Lamda transport up) ONLY - not craftable - which would logically be equivalent to high-end component loot drops in the ground game (like Krayt tissues) so it fits well into the SWG way of doing things.
Maybe looted schematics or something akin to Firespray <groan> disks. As a "Player Economy" guy I don't like to see the skill point and resource investment undermined by loot but that is a subject for another thread. For now let's just leave it as an agreement that MPS only components are made available in some form.
Exactly, we're both arguing for the same thing - just nit picking about how best to do it
I lean the way I do because, as a general rule, I try to push the devs for whichever solution is going to require the LEAST amount of effort on their part, on the assumption that the less effort required, the more likely they are to go for it. My own little revision on Okam's Razor : net effect being equal the solution that requires the least coding is the easiest to talk the devs into
EDIT: Darnit, mispelled Okam!
Message Edited by CaseytheHutt on 11-17-2004 10:27 AM