Turrets in NS Source

KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
<div class="IPBDescription">2 Varieties</div>Have there be two turrets

1) Weaker than the current turret, but with an even faster tracking (so you can't leap past it). Less expensive, less HP (maybe 500 hp?)

2) Heavier hitting than the current one (3x the damage) but with a CAP on how fast it can turn- this means thing s like fast skulks, fades blinking, lerks diving, and maybe even charging onos can "outrun" the turret's maximum tracking speed.

Comments?

Comments

  • ubermenschubermensch Join Date: 2002-12-31 Member: 11692Banned
    This is something so nuanced I don't think you can give any constructive ideas this early in the dev stage.
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    edited December 2006
    And I would want either of these over the standard turret because...?

    EDIT: Thumbs down to the "HMG" turret.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    Because of balance.

    If you want quick, little turrets that stop a skulk or two, build the cheaper light ones.

    But if you want to really hold down the fort, build the heavy ones.

    Small life forms can take down the heavys
    Large life forms can kill the smalls easily

    this way it's a choice that could have effect later on in the game
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    I think its a good idea especially for attack strategies.
    Example
    Attacking marine spawn with advanded llife forms is getting the aliens no where its to well defended by heavy turrets so they rush spawn as skulks and lerks for the win. and vica versa

    Just a suggestion
    The build radius around the turret factory could be smaller for the heavy turrets and a larger build radius for the lighter turrets.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    edited December 2006
    Aliens should be able knock over Turrets (see Half Life 2) <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Im not saying a Gorgespit or a skulk should be able to knock them over, making them absolutely useless. But still...beeing able to knock over Turrets would be cool.
    Marines at the other side should be able to put them up again.

    Damage and Tracking would have to be increased to balance this
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    edited December 2006
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Attacking marine spawn with advanded llife forms is getting the aliens no where its to well defended by heavy turrets so they rush spawn as skulks and lerks for the win. and vica versa<!--QuoteEnd--></div><!--QuoteEEnd-->

    So are the aliens screwed if they have both kinds of turrets (plus or minus elect)?

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Aliens should be able knock over Turrets (see Half Life 2) Im not saying a Gorgespit or a skulk should be able to knock them over, making them absolutely useless. <!--QuoteEnd--></div><!--QuoteEEnd-->

    Onos knocking down turrets with charge (and keeping them knocked down, no picking them up) would be cool, if any other lifeform/attack could knock them down though, they would become very useless fast =P

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Because of balance.

    If you want quick, little turrets that stop a skulk or two, build the cheaper light ones.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Like the kind we have now?

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->But if you want to really hold down the fort, build the heavy ones.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Like the kind we have now?

    Balance would be a good reason, if the current turrets were inadequate for their purpose.
  • 404NotFound404NotFound Join Date: 2006-10-31 Member: 58103Members
    <!--quoteo(post=1582678:date=Dec 1 2006, 08:12 AM:name=Cheese)--><div class='quotetop'>QUOTE(Cheese @ Dec 1 2006, 08:12 AM) [snapback]1582678[/snapback]</div><div class='quotemain'><!--quotec-->
    Aliens should be able knock over Turrets (see Half Life 2) <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Im not saying a Gorgespit or a skulk should be able to knock them over, making them absolutely useless. But still...beeing able to knock over Turrets would be cool.
    Marines at the other side should be able to put them up again.

    Damage and Tracking would have to be increased to balance this
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    I could imagine the skulk-leap ability pushing over a turret, then the turret righting itself after a few seconds.
  • [Deleted User][Deleted User] Join Date: 2006-11-11 Member: 58532
    The user and all related content has been deleted.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    OMG nononono, this was beaten to death with the first NS, no vehicles, no controlled turrets, no mechs, no sniper rifles, no tracking missles........I leave anything out?
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    ROLF!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    And what about moving turrets?

    1.) Marines build two or three turets in they base.
    2.) Pick them up (holding turet instead of GUN, withouth ability to fire while holding stuff)
    3.) move to near another TF
    4.) Put on the ground and "switch on".

    ^_^
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Put 2 in a doorway and watch everything short of onii and blinking fades turn into paste. Almost as bad as Overwatch mode marines? I vote nay, in any case...
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    here:

    <a href="http://www.unknownworlds.com/forums/index.php?s=2662573099694518272&showtopic=98901" target="_blank">http://www.unknownworlds.com/forums/index....showtopic=98901</a>

    <a href="http://www.unknownworlds.com/forums/index.php?s=2662573099694518272&showtopic=97604" target="_blank">http://www.unknownworlds.com/forums/index....showtopic=97604</a>

    Have a good read.
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->OMG nononono, this was beaten to death with the first NS, no vehicles, no controlled turrets, no mechs, no sniper rifles, no tracking missles........I leave anything out?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not that controllable turrets are a good idea, (they're actually a terrible idea), but NS2 will be different than NS, one of those might actually be a good idea in NS2.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    edited December 2006
  • MystiqqMystiqq Join Date: 2003-01-03 Member: 11755Members
    edited December 2006
    Just because NS didnt/couldnt have something, it doesnt automatically be a "nono" in NS2. If this were NS:S, then perhaps but its not so. As far as i understand, NS2 is not going to be a "copy/paste".

    As for controllable turrets, i dont think so. However, soldiers picking up and placing turrets should be considered as HL2CTF has these and they work.

    I personally would like to see some new ways of doing things and perhaps going less of an "rts" like constructing to something more "realistic". I hate to use that word but still... just a thought.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    If Turrets can be knocked over. I would love to see that marines could weld the turrets to the floor so that they cannot be knocked over. Maybe weld them too walls too.
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    i think there should be 2 types of turrets, but not a hmg turret, thats overkill....

    the current turrets are fine, but in addition to these there should be flamethrower turrets, which can stop the creep from covering the other marine structures, and also hurt other aliens a little bit....
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    UT's 2004 did onslorght really well with vehicles, and manned gun emplacements

    multie lvl canyons, with high ways so to speak, lots and lots mini back roads for foot and ground control, plenty of cover caves dense forest tall grasses, in much larger maps and i think you will find more than one type of stationay defence is going to be needed, weather it be manned of just a few types.

    the high ways i spoke of wont acctuly be high ways but should be fairly easly to tell paths that you can obiously fit two of the bigest unit/vehicles down

    maned gun emplacment obiously act as road blocks or defences to cover the usualy open area between bases and cover

    in the kharaa's situation tho they would prolly benifit more so from extra cover all the way up to there base/hive, these so called high ways leading into said hive, or close by, should not become constricted as such but more so surrounded so dense cover on all side even allowing attacks from above under cover,

    if this is how alien bases would have there lay out as, e.g not haveing wide open area's will allow rines to pin kharaa in there hives,

    aliens would require a new form of base defence as well

    reason i say this is tf and turrets will cover the radius they can, and do it effectively as nothingcan take them down from ranged effectively

    but haveing to spread out OC and not haveing the ability to clump them up to defend the many many tiet twisting well covered coridors leading into a aliens base will be to res strickening and wouldnt do the job effectively, alien base defence would need to be changed or mixed up a few things tho, that would effectively control tiet enclosed spaces as a staionary or manned gun emplacment, cloud effect aka gases, volumetric or other wise, and or AI controled heat seeking swarm like creatures, the other thing would be like tenticals that travel and grow like infestaion, they hide and blend in well with infesation, would travel around courners and stop at a prittty good radius, the first rine standing on it would normaly giveit away, a nasty delay would be great, tenticals would constrict as such, lash maybe infect, ether step off it and find antoher way, or rush the lashing creep get the chamber/chamber and start wreaking havok on them, each version of this chamber will prolly only deal with one rine at a time, or two with split damage, but mixing it up with th toehr types of kharaa offence liek chambers would work well in teit enclosed spaces which would be the ideal location for alien bases, as apose to low cut grass open feilds leading into a fortress with gun emplacments mounted and maned on top of the fort walls.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
  • KradKrad Join Date: 2004-08-26 Member: 30914Members
    edited December 2006
    Shotgun turret. Because sometimes one bullet isn't enough.

    Bweehehe. Better yet, musket turret.
  • Femme_FataleFemme_Fatale Join Date: 2005-06-21 Member: 54310Members, Constellation
    i would love to see an electric turret defence.
    like a web of electric current on the ground or covering an area/wall w/e
    but it doesnt last long,and takes relatively long to charge.some sort of hold off,or that it pulls the TF offline for x seconds.(because you need a TF to build,but it doesnt say it needs to be online,online isnt the same as being dropped but not built btw.)

    i dunno.thats what id love to see <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    just spilling my brains here ^^
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    HMG turret = no. put a few at the end of a hallway and you win!

    the lighter ones are like the current turrets...

    electric thing was pretty cool...

    But I was thinking, just to prevent turret spamming...

    What if turrets had Friendly Fire on for more strategic placement, etc...?
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