Turrets in NS Source
Kittamaru
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?
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
EDIT: Thumbs down to the "HMG" turret.
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
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.
Marines at the other side should be able to put them up again.
Damage and Tracking would have to be increased to balance this
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.
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.
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".
^_^
<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.
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.
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.
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....
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.
Bweehehe. Better yet, musket turret.
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 ^^
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...?