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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 795
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Re: Defense Turrets
umm.. I like Tritians mod. Something like a Tug as far as armor/shield. The size 5 anti-missile ECM makes a VERY good point. If you couldn't use missiles (i.e. Nukes) it would take forever to destroy the "turret ship" or "turret ON ship" if you couldn't hit it with a missile. Long range mortar as Slim pointed out would make a good armament. Then again some sort of high-damage Straker would be good for up close as well. Or both.
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Cadet
Pilot Name: SlimPickns
Joystick: marble trakball
Join Date: Aug 2007
Location: Wyoming
Posts: 79
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Re: Defense Turrets
The one i used had a Hvy machgun, had to drop the how's barral to enable it. So yeh, a nasty fast gun for close, up.. but any fighter would be able to turrent it, up close. Its combined forces that keep things alive.. no one unit should be able to do it all, but we did kill units after us with hvy machine guns, when spaced properly.
The thing with a unit like a turrent, is, the foes will have units just for taking them out. Fast ships with ammo. or plasma, that will turrent them to a quick death, if they get close. Arty shells, are farirly slow. but have a splash that catches up in the sweet zone, on average fighters, if they are not constantly moving. So the arty, have to be taken out, or you get bombed to death. Also, we should have other structures for arty to hit, like a attack mobilebase, defences, ie other arty, force fields, AI turrents, AI defence ships. Hehe,, just thought they would be sweet shooting infests.. or tow a swarm, and have one pop in and set up on them. I want one now.... I had that once, In prison. |
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Re: Defense Turrets
I am thinking more of a ejectable 'pod' of sorts with high armor and shields (not overly high though) that matches the velocity and position of the ship its attatched to. A 'gunner' can be in this pod, but unlike other turrets, they can be individually targeted and destroyed separate from the owner ship. Also, they would gyroscope independant so that when the ship turns or rotates, the 'pod' would keep its pointed direction (but not heading and velocity of course).
One problem with turrets is that the pilot always jukes and jives around, totally messing up the aim of the gunners. A detached weapons pod with an independant gyroscope would solve that. |
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Re: Defense Turrets
One person launches the pod holder, 20 people "fly" the pods, or "aim" whatever you want to call it.
That way there are 20 hard to hit people instead of 20 easy to his fighers. I dunno....this whole turret thing seems a little weird. I liked the Idea of an extremely heavy (and big) ship that has to stop to "turret", kind of like a guard dog, but now its getting a little far fetched for my imagination. Still, keep em coming, I love seeing your ideas dude |
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Re: Defense Turrets
The way I remember seing laser turrets in games is more like the implementation I suggested rather than a big ship turreting around. We protect the miner/logistics with 20 big ships? It doenst feel right.
If they are smaller like Krakens... they are harder to hit even when stationary. The only thing they need is for a nice ECM package that allows them to keep firing even when the ECM is turned on. The current Jammer for example blocks your ability to fire by depleting the capacitor for 1 minute, which is not a viable option, but perhaps a PWD is. Keep in mind that turret positions can be set as per needs are, either separate them apart, locate them inside roid fields, or even 'roided' (if that was possible, though I mentioned that it should require a 1k distance from other objects). You can locate those turrets close together for concentrated fire, or separate them appart to avoid a nuke that decimates the defense system. ELP |
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Re: Defense Turrets
Net, maybe thats where we are getting mixed up. I would think no ship of current jumpgate sizes would have more than 4 turrets. Like a freighter or Tow could have 2 to 4 turrets at most...depending on faction.
My main beef with turrets is they are classically hard to aim effectively when moving. Having a separate pod turret that is slaved to its ship would solve this, even allowing the 'gunner' to put accidental rounds into his own hull. |
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Re: Defense Turrets
Quote:
Im all for new stuff, but in the case of this, I'd have to see it in action to tell if I like it or not. Don't you think you would find 4 fighters to be a lot more useful than 4 people turreting on your ship? That way attack and retreat is possible, that ability to catch people trying to flee, stuff like that. I think I still like the idea of a turreting ship more than turreting hard points on haulers. |
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