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Defense Turrets
OK, I thought about this one while reading Kar's Logistic ships. Basically people dislike the idea of turrets on ships (even if they are AI and dont have perfect aim), so I got to think... there could be another way of having 'turrets.
When a team goes out to mine with protection and everything, or to protect the logistics ship.. basically the idea is about a ship that can convert and become a Defense Turret, locked in a position. I was thinking on having a set ammount of time (perhaps 1 minute) for deployment and converting back to ship mode. 1. This could be done like.. if the logistics ship had a mini-hangar some carebears or low skill PvPers... could come in and change their ship for the Turret system, then launch, find a suitable position 1 or 2k away of another object (this way people can do concentrated fire between turrets or spread them to avoid nuke splash damage). Once battle is over, or miner is ready to leave, the turrets convert to ship again, dock and get their normal ships and leave teh scene. 2. The other way, if no mini-hangar available, well, have a ship that can be converted into a turret and same as above, once op is finished, then convert back to ships and go home or wherever. The idea with both would be that once in turret mode, they can hit twice longer (distance I mean) same hitting damage or reduced. These turret capable ships would all use PWD's to protect them from missiles, (which is not a whole protection package) but helps. The thing I dont like much is the fun factor. Many wont like it, some will. PvP squads have had always recon guys roided who spent hours in a given day giving enemy positions and movements and never moved from there. The turrets is more kinda like a protection for when a ship is coming for repairs and such, turrets try to defend them while they are getting a R/R/R. This could also bring another ship into place, or role, the repair man. If a turret gets damaged, a repair ship pilot does his magic and 'services' the turrets. It would be nice if there were different logistic ships types and sizes, which would then allow for a fixed ammount of turret-ships, and even they could be bought with a fixed weapon package, be it mortar/flak, ammo or the cheap straker combo, and perhaps one or two laser packages. Ok, be good and flame away... ELP |
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Re: Defense Turrets
hmm, great idea Elpirata but it's somewhat involved on the coding side.
I recommend something similar but much easier to implement. A turret ship you could purchase to help out in PvP battles or even just assist your buddy w/ mining. You could make it low enough rank so newbs could get into one and help out w/ PvP. Lvl Requirement: rank 12 Size 2 engine (1) (280v max) Size 4 PP Size 1 radar Size 5 ECM (explained below) Size 5 shield w/ plenty of armor Size 2 guns (6) 1 modx, 0 missiles No setup time required, but you'd need to bring it to 0v before you could fire it. Since it'd be pretty heavy, it'd take awhile to get it down to 0v. The reason for the size 5 ECM is that there would need to be a new ECM created which offered total protection against missile lock. Obviously, only the turrets (and the nix) would be able to fit a size 5 ECM. |
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Re: Defense Turrets
As long as the person is controlling the gun I have nothing against it. But I do not believe that a computer controlled gun belongs anywhere in this game.
Silly questions....Whats the diff between this idea and someone who plays in a bomber? I guess I'm just not getting it.... |
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Re: Defense Turrets
Quote:
A manned turret shouldn't be a problem IMO. Auto turrets might be. So long as the pilot can switch between pilot mode and turret mode and still fly then i don't see an issue. |
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Re: Defense Turrets
Trit, so basically you are explaining something kind of like a heavy bomber, with guns that will not fire at all until stopped and have anti-missle ECM capability?
The bomber is a great turreting ship, as long as there are no MS spammers in the sector, or a really well trained circle pilot. |
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Re: Defense Turrets
Quote:
First off, the 'ship' would be available at level 12, it'd have a much lower thrust:mass ratio then a bomber, it'd have a better shield and better armor, not as much firepower, be impervious to radar locking missiles, one modx, and most important, no missiles capability itself. This is all very different then a bomber. And most importantly, when I say it cant fire unless at 0v, I mean it physically CAN NOT FIRE unless it's completely STATIONARY. So it's different then a bomber in every conceivable way. So much so, that i'm a little shocked you could think it was the same as a bomber unless you did an extremely cursory scan of my original idea without actually reading it at all. |
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Re: Defense Turrets
So not as heavy hitting as a bomber?
![]() I was imagining a slightly larger ship than a bomber, slow, lumbering, etc. But if someone is stupid enough to get in close than it would be worse than approaching a bomber. For me, the main use would be to watch a landing tube to keep people from speed docking. But I understood all the other stuff, the 1 modx (for anti missle ecm), the powerful shield cause its a sitting duck, and slow speed because in my mind it would be a very large and heavy ship. Are you envisioning this as a short range only ship, like it would be extremely painful to leave faction space? Cause the bomber is borderline on that point. |
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Re: Defense Turrets
@ Netburn: lol, u should resub :P Short Range: Definitely, I would limit its speed too (if its available via the logistics ship) but I wasnt thinking about this as a big thing either, else they wouldnt fit in another ship....... Bombers nowadays dont have gun hitting power as they used to. Furthermore, fighters dont carry MS nowadays, only HF's and Bombers (and cargo ships who have the required big hardpoint). Bombers also were made faster, to keep up with battle fleets and survivable enough to reach its destination and deliver their payload. BTW, FYI... just in case lol, The Nado used to be the quantar bomber and nowadays is the quantar heavy fighter. @Tritian: There is no need for a size 5 ECM, they can use either the Jammer or the PWD. What I think I didnt specify on my idea is the use of missiles, once u have guns that do twice the normal range, missiles should be disabled in some way. This could allow for also a missile platform of sorts, which instead of having guns would fire size 1 missiles and the more expensive option being a size 2 delivery platform. No guns, just missiles, so I would give it twice the bomber hardpoints, because they will ran out soon. People will play then with different turret combinations/positions and will keep defending and at |