Turret Factory and Turrets

MarshalTTMarshalTT Join Date: 2005-01-08 Member: 33799Members
<div class="IPBDescription">Bit like in HL2</div>I think turrets and TF-s need a big change.

Turrets have to be much inaccuracy but they give more damage. (like the turrets in HL2)

Turrets can be place by the commander around the TurretFactory. Marines can pick them up and put them anywhere in the map. Don't need TF in range. (TF is just for build them.)

Aliens can disable turrets by blow over them or destroy them by chew them down. If Turrets blowed over it will be disabled but it doesn't means they are destroyed. Because Marines can set them back again.




(Sry for my english.)

Comments

  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    edited November 2006
    Yeah instead of a shotty rush , the comm would drop a tf factory and start handing out turrets and ammo. LOL.................me thinks not. I imagine a admin handing out bans and kicks like they were going out of style, just isn't really feasible but keep up with the ideas, the more there are the more we all have to discuss.
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    Don't get me wrong, I love those turrets in HL2, especially the part where you set the turrets up to use against the combine.

    Not in NS kthx.
  • MarshalTTMarshalTT Join Date: 2005-01-08 Member: 33799Members
    Ok then. Leave turretbuilding in the current way.
    But I still have the same opinion in the next one:

    "Turrets have to be much inaccuracy but they give more damage."
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited November 2006
    I don't think increasing the damge of the turrets is viable..

    Do you want to 1 shot kill a skulk?

    And how exactly do you reduce the accurracy of an electronically controlled targetting system?

    If anything the accuracy should be increased, but that makes it harder still for the poor skulks.

    This is one thing that needs to be balanced for gameplay rather than realism, taking into account the lowest life form which is the one most likely to be attcking the turrets.

    **EDIT**

    I mean, who says we will even have turrets and TF's as we currently know them in the game, maybe it's time to move to something a bit easier to balance.
  • MystiqqMystiqq Join Date: 2003-01-03 Member: 11755Members
    edited November 2006
    Only thing i could personally consider is the ability to pick up turrets. However i can already see the problems it would create as anyone could pick up turrets and move them when the job of placing them is for the commander.

    Perhaps the actual deployment of turrets should be for the marines. Example, commander builds the factory and builds turrets but the marines would have to pick the turrets and place them. I hate to use the word "realistic" but personally all the "magic" stuff (like commander dropping ammo and meds) should be minimized.

    Donno, but its good to toss the ideas around and see if it sticks. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    <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#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> <img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" />
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    would be cool to have wierd turret factory that made like laser force field turrets, like a laser beam apears between the two structures and you could ring around your little phasegate and res node (like solar baricades in netstorm - actually thats an awesome game, get ideas from it)
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Turrets have to be much inaccuracy but they give more damage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Turrets actually used to do this in 1.04. They also used to cost more and skulks had more health to compensate. A skulk could circle-strafe a turret and chomp it down, making 4 turrets a 65ish waste of res. Bad idea, IMO.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I hate to use the word "realistic" but personally all the "magic" stuff (like commander dropping ammo and meds) should be minimized.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Almost every single alien ability is described as "magic", such as blink, stomp, leap, celerity, silence, cloaking, primal scream, umbra, etc... (How else can fades blink through walls? Transporter?)

    Marine abilities are described as "science", ammo and meds are actually a 'clever hack' through the nano-gridlock, and phase gates are some sort of complicated thing that involve the observatory as an 'anchor' to prevent marines from becoming one with infinity. Although I agree that perhaps in NS2 this should be made more apparent with the crap the commander drops 'quickly constructing itself' instead of BAMF PHASE GATE.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> would be cool to have wierd turret factory that made like laser force field turrets, like a laser beam apears between the two structures and you could ring around your little phasegate and res node (like solar baricades in netstorm - actually thats an awesome game, get ideas from it)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Try Electric turret factories, solar barricades didn't block physical objects, acid barricade-style walls would suck, bleh.
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