[NS:S]Walking Turret

ZenzouZenzou Join Date: 2005-01-07 Member: 33462Members, Constellation
<div class="IPBDescription">Either a walking or rolling turret</div>A mobile gun turret that can only move within the range of a turret sensory structure. The commander can set it on a patrol path that can loop and the turret will stop when it detects an alien lifeform. This is built upon the fact in NS1 that you need to cover all sides of the TF, instead you can just have 1 turret patrolling the TF in a circular pattern.

Comments

  • Gectou4Gectou4 Join Date: 2003-04-18 Member: 15622Members, Constellation
    about turret :
    may add a little turret witch a marin can throw it (on wall or ceil)
    (i mean little because only lerk/skulk or fade bomb can touch it)

    that's can be used at the same idea of Smoke grenade/Flashbang you throw them before come and wash the room
  • ZenzouZenzou Join Date: 2005-01-07 Member: 33462Members, Constellation
    or perhaps something similar to the Laptop gun from Perfect Dark... or a small sentry turret nade which the player can either throw or roll that attaches to the nearest surface... of course since it's so small it has a limited clip and can only be used for a bit.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    I'd like a turret i could pick up and shoot <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    ALso a special grenade launcher shell that is a mini turret helocopter that can engage targets around corners before blowing up killing anything alive nearby.

    Really the truth is why isn't their remote control drivable robots like we have now!!!

    <a href="http://www.defensereview.com/1_31_2004/SWORDS300dpi.jpg" target="_blank">http://www.defensereview.com/1_31_2004/SWORDS300dpi.jpg</a>

    <a href="http://www.defensereview.com/1_31_2004/Talon-2.jpg" target="_blank">http://www.defensereview.com/1_31_2004/Talon-2.jpg</a>

    I bet i could ninja 3 hives with these babies, and tow in a new prebuilt cc on a trailor aswell <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • SlayerOfSkulksSlayerOfSkulks Join Date: 2003-06-23 Member: 17634Members
    edited September 2006
    <!--quoteo(post=1566378:date=Sep 16 2006, 02:02 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE(FocusedWolf @ Sep 16 2006, 02:02 AM) [snapback]1566378[/snapback]</div><div class='quotemain'><!--quotec-->
    I bet i could ninja 3 hives with these babies, and tow in a new prebuilt cc on a trailor aswell <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    We have a name for funky amazing tech like that in NS: "Unbalancing". <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    But yes, while I don't think remote control weaponary in general would make sense for NS (the commander should really be keeping his eye on the whole battlefield instead of ninjaing in a remote death machine, and marines themselves should probably be in the thick of it if only for balance reasons), I do like the idea of a spherical "turret grenade" which, when thrown, creates a small weak turret. Ideal for allowing squads to create temporary instant obstacles on-the-fly, and to "shoot round corners" to force enemies to fall back or flush them out. I don't know if BF2-style "squads" are being considered in some form for HL:S, but this strikes me as being the kind of ability a "squad leader"-alike could be given.

    Whether there's a need for them really depends on where NS:S goes, conceptually, and what abilities the aliens will have next time round.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    It seems like it would be rather useless.

    If im a comm, and i can have more firepower defending an area (Lets say, 4 turrents) for just a little more than one turrent rolling around; i would take the 4.

    Just my $.02
  • SlayerOfSkulksSlayerOfSkulks Join Date: 2003-06-23 Member: 17634Members
    edited September 2006
    <!--quoteo(post=1566736:date=Sep 18 2006, 08:01 PM:name=WaterBoy)--><div class='quotetop'>QUOTE(WaterBoy @ Sep 18 2006, 08:01 PM) [snapback]1566736[/snapback]</div><div class='quotemain'><!--quotec-->
    It seems like it would be rather useless.

    If im a comm, and i can have more firepower defending an area (Lets say, 4 turrents) for just a little more than one turrent rolling around; i would take the 4.

    Just my $.02
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Turrets (in current NS) have major 3 drawbacks.

    1) They are limited in where you can place them by the locations of turret factories. You pretty much have to place them in set locations; there are places where it is not sensible, feasible, or useful to build them. ("Not useful" not taken to mean a turret wouldn't be of use in the location, more that the work needed to do so would be far greater than the advantage of having it.")

    2) They take time to build. Again, turret factory, then turrets, plus marines to place them; it's a committal of time, resources and manpower that, again, may not offer enough of an advantage to make up, and if the area is already under attack, there simply may not be time.

    3) They require comm intervention. The comm sees far more than any marine, but he's not *quite* everywhere at once, and he can't see everything. Sure, a marine can request turrets, but even if there is time to do so AND the comm agrees, it's still taking the comm away from other items to build it.

    Balanced correctly, I don't see turret grenades as a replacement for turrets at all; one is a static defence used en masse to cover key areas when marines are unavailable, the other would be a mobile support offense used to suppliment marines in direct combat. I see them more as an alternative to standard grenades, used in (very) limited quantities (I'm personally thinking only one maximum per marine, limited only to "squad leaders" if such a concept exists and such a limitation is possible) to set up temporary choke points quickly and easily, and to help hold back or scare away light enemy offences.

    As for cost, who knows?
  • MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
    Why is this needed? It's not good to simply throw an idea and say why it would be neat or cool. You have to say why it's needed. Balance is important.
  • SlayerOfSkulksSlayerOfSkulks Join Date: 2003-06-23 Member: 17634Members
    There's one flaw with your statement.

    We're not suggesting elements for NS, we're suggesting items for NS:<b>Source</b>... And we don't know what's going to be in it yet. If we can only suggest items for balance reasons, we can't suggest anything. There's no balance to address. We can't say what is "needed" or not, because we have no idea what situations will present themselves. We can only theorise.. and that's what I've done.

    What we CAN do is suggest ideas which are implementable, fun and useful, without likely being over-balancing. It's entirely possible that changes in NS:Source... the types of maps used, the abilities of the kharaa etc... would lend to this being a perfect addition, possibly even *helping* balance. At this point, there's no way to tell.

    In as much as it's possible to state a "need" for an item to be included in a game that doesn't exist yet, I believe I've done so in my reply to Waterboy. It allows an occasional "instant response" to an alien attack (probably by a "squad leader" if a concept such as that exists) when the commander doesn't have the time, resources or ability to aid the squad directly. If the maps are bigger or more open than in NS, this is a genuine concern. Open maps give the kharaa far more angles of attack against a squad, which makes it more difficult for a squad to watch everywhere and concentrate fire, especially when the squad is fairly small. And with a larger map to concentrate on (and potentially more players wanting attention), a commander will have a much harder time responding to matters in time. Both of those would theoretically shift balance in favour of the kharaa. This item would help with both of those matters.

    You wanted a "need"? Well, this is good as you're likely to get... As I said, coming up with a concrete need in something which doesn't actually exist yet is impossible.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    Maybe its a funny Idea, maybe its a cool Idea, but if anything, the TF should have a Turrettower to defend itself (with an Angle where Skulks, Lerks and Gorges can hide right beside the Factory).

    Turrets are not meant to be a Build-and-Forget-Factor in this Game.
    If they would be, they would cost 20 Res, have 5 single Acting Chainguns and 10 Damage per Bullethit...
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    A funny idea indeed!

    lol I can just imagine...

    "Omg WTH comm"
    "whats not dropping teh movin terrets!"
    "movin gturret splz"

    And what should they look like? Oh how about replicators from Stargate! With guns! Yeah...

    Ok, ok, in all seriousness I fail to see the reason to add this for anything other than humor. Not to mention this could put extra strain on the server. (ie: lag increases)


    <b>vote <!--coloro:red--><span style="color:red"><!--/coloro-->no<!--colorc--></span><!--/colorc--></b>

    PS: It's good to be back.
  • iheartw3ldariheartw3ldar Join Date: 2006-11-10 Member: 58507Members
    <!--quoteo(post=1563779:date=Jul 20 2006, 05:16 PM:name=Zenzou)--><div class='quotetop'>QUOTE(Zenzou @ Jul 20 2006, 05:16 PM) [snapback]1563779[/snapback]</div><div class='quotemain'><!--quotec-->
    A mobile gun turret that can only move within the range of a turret sensory structure. The commander can set it on a patrol path that can loop and the turret will stop when it detects an alien lifeform. This is built upon the fact in NS1 that you need to cover all sides of the TF, instead you can just have 1 turret patrolling the TF in a circular pattern.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    How fast will this turret partol its path? Will it attempt to walk in the direction of a structure\player that is being attacked? How many of these walking turrets per TF?

    Wall mountable turrets anyone?
  • HeymanHeyman Join Date: 2005-03-29 Member: 46895Members
    edited November 2006
    The last thing a skulk wants is a turret that follows them into vents. <img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" /> ********** <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    An option would be Turrets like those Neutrals in Starcraft, in the Researchbunkers, that Hide in the wall.

    In NS they take half damage from attacks when hidden, but take 1.5 the damage when deployed (ie active and 'open')

    An option would be Turrets like those Neutrals in Starcraft, in the Researchbunkers, that Hide in the wall.

    In NS they take half damage from attacks when hidden, but take 1.5 the damage when deployed (ie active and 'open')
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