Turret Mechanics and Game Dynamics
[Deleted User]
Join Date: 2007-08-27 Member: 62018
<div class="IPBDescription">bang bang bang</div>I dont think this has been mentioned yet.
I think turrets should act, in a similar manner, to HL2 turrets.
In the sense that they can be:
- Knocked over.
- Picked up.
- Moved.
Although they should have a full 360 degree pivot unlike HL2 turrets.
Of course they will still have HP, and most aliens wont be able to knock them over easier. As they have a broad tripod stand.
But say an Onos runs into a marine base and starts hitting turrets, they will be fly across the room, smashing into a wall.
Or even fly into a marine and kill him.
Perhaps skulks can knock them down with a leap.
And lerks/fades could run into them at high speeds?
Turrets on the ground would still be able to fire, but would have a much more limited FOV, as shown below.
<img src="http://i136.photobucket.com/albums/q190/jozsa/turret.jpg" border="0" class="linked-image" />
Marines should then easily be able to pick up turrets, which would almost make them deployable.
When holding a turret though, you cannot use anything else. And possibly heavy armor lacks the ability to do this.
Also, turrets will only work in the range of a turret factory.
Perhaps a little green light start blinking when you're in range. So you can see it while you are holding it in your hands.
Okay, now i think Turret Factories should have some upgrades.
Which would obviously occur at the turret factory.
Possible upgrades:
<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->Damage:<!--colorc--></span><!--/colorc-->
Level 1 - 10 res - +2 dmg
Level 2 - 20 res - +2 dmg
Level 3 - 30 res - +2 dmg
<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Synchronism<!--colorc--></span><!--/colorc--> - 10 res
Causes all turrets to target a single opponent at once rather than random spam
<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->Advanced Targeting <!--colorc--></span><!--/colorc-->- 15 resources
Causes all turrets to target the weakest enemy first
Skulk > Lerk > Gorge > Fade > Onos
<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->(Note that Synchronism and Adv Targeting couldn't exist together, as Adv Targeting basically includes Sync. They are just two independent ideas)<!--colorc--></span><!--/colorc-->
<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->Defensive Targeting<!--colorc--></span><!--/colorc--> - 10 res
You can give the turret factory a "defense point", right click on any building/unit, and that will being their primary defense target
This building/unit will get a radius around it, and all turrets will fire upon any enemy in that radius before anything else.
To be honest, the only two upgrades i like are Damage and Synchronism.
But the others are some ideas.
Discuss :}
<img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" />
I think turrets should act, in a similar manner, to HL2 turrets.
In the sense that they can be:
- Knocked over.
- Picked up.
- Moved.
Although they should have a full 360 degree pivot unlike HL2 turrets.
Of course they will still have HP, and most aliens wont be able to knock them over easier. As they have a broad tripod stand.
But say an Onos runs into a marine base and starts hitting turrets, they will be fly across the room, smashing into a wall.
Or even fly into a marine and kill him.
Perhaps skulks can knock them down with a leap.
And lerks/fades could run into them at high speeds?
Turrets on the ground would still be able to fire, but would have a much more limited FOV, as shown below.
<img src="http://i136.photobucket.com/albums/q190/jozsa/turret.jpg" border="0" class="linked-image" />
Marines should then easily be able to pick up turrets, which would almost make them deployable.
When holding a turret though, you cannot use anything else. And possibly heavy armor lacks the ability to do this.
Also, turrets will only work in the range of a turret factory.
Perhaps a little green light start blinking when you're in range. So you can see it while you are holding it in your hands.
Okay, now i think Turret Factories should have some upgrades.
Which would obviously occur at the turret factory.
Possible upgrades:
<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->Damage:<!--colorc--></span><!--/colorc-->
Level 1 - 10 res - +2 dmg
Level 2 - 20 res - +2 dmg
Level 3 - 30 res - +2 dmg
<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Synchronism<!--colorc--></span><!--/colorc--> - 10 res
Causes all turrets to target a single opponent at once rather than random spam
<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->Advanced Targeting <!--colorc--></span><!--/colorc-->- 15 resources
Causes all turrets to target the weakest enemy first
Skulk > Lerk > Gorge > Fade > Onos
<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->(Note that Synchronism and Adv Targeting couldn't exist together, as Adv Targeting basically includes Sync. They are just two independent ideas)<!--colorc--></span><!--/colorc-->
<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->Defensive Targeting<!--colorc--></span><!--/colorc--> - 10 res
You can give the turret factory a "defense point", right click on any building/unit, and that will being their primary defense target
This building/unit will get a radius around it, and all turrets will fire upon any enemy in that radius before anything else.
To be honest, the only two upgrades i like are Damage and Synchronism.
But the others are some ideas.
Discuss :}
<img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" />
Comments
So why bother with turrets if they're as counterable as mines? That's the reason no-one uses anything but mines right now, as it's <10 res vs what... 50+? Worse than that by allowing turrets to be knocked over as soon as 5 minutes into the game means they become just as useless as mines against higher life forms too, except for the fact that a knocked over turret dragged away by a fade poses less threat than a mine being set off by a fade while a skulk is nearby.
Edit: And obviously we're not even touching here on the fact that turret placement is very important, and the ability for aliens t move them at any point to create weak points in the net without destroying one really does make them really poor value.
All in all I can't help but feel this is a terrible, terrible idea. No offence.
Turrets tipping over.. <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->baaad<!--colorc--></span><!--/colorc--> idea. Unless you can get an upgrade that allows you to anchor them. Although that's getting a little complicated.
Everything else.. eh. Doesn't do anything for me.
haha.
Just thought id get some discussion about it.
However i do think the turret damage upgrades would be good.
and maybe synchronism or adv targetting.
yep.
i dont know, invidual tf upgrades would mean you could spent 50 res on upgrades, 40 on turrets, 10 on TF... then it dies..... all upgrades lost.
thats even more discouraging to get turrets.
The question ultimately is what is wrong with turrets as they are currently? Or is it just that other alternatives are too good?
The question ultimately is what is wrong with turrets as they are currently? Or is it just that other alternatives are too good?<!--QuoteEnd--></div><!--QuoteEEnd-->
theyre not really a viable enough tactic.
I'd also like turrets to only face one way with a 100-120deg FOV, but do a lot more damage - like in aliens the movie <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I'd also like turrets to only face one way with a 100-120deg FOV, but do a lot more damage - like in aliens the movie <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yep. Agreed with both.
What do you think about global damage upgrades?
Also, if people want to say "but then skulks will get uber raped!!"
No. if a skulk can quickly leap over a turret, or sneak around it. Only getting shot maybe once, then its free to munch away!