Turret Mechanics and Game Dynamics

[Deleted User][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" />

Comments

  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    edited August 2007
    <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    edited August 2007
    I can't think of a better way to completely kill off turrets as any kind of use
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    its not a bad idea. unattended turrets will all get knocked over instantly making them useless, but with marines around (assuming the turrets are cost efficient and useful) then its a decent defence. similar to how mines work in ns1, good with marines but a lot less effective by themselves, and similarly completely countered by a high tier alien (bile bomb for mines, onos or something else? for these)
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    edited August 2007
    <!--quoteo(post=1646654:date=Aug 31 2007, 10:00 AM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Aug 31 2007, 10:00 AM) <a href="index.php?act=findpost&pid=1646654"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->its not a bad idea. unattended turrets will all get knocked over instantly making them useless, but with marines around (assuming the turrets are cost efficient and useful) then its a decent defence. similar to how mines work in ns1, good with marines but a lot less effective by themselves, and similarly completely countered by a high tier alien (bile bomb for mines, onos or something else? for these)<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    Picking up and moving.. good idea. Especially if they can fire in your hand. : )
    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.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    Yeah, to be honest it was mostly a bad idea.

    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.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    By all means, something that means that investing in a turret factory and turrets isn't a waste of time is worth discussing, maybe more specific upgrades on individual TF's are the way to go for that indeed <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1646681:date=Aug 31 2007, 10:38 PM:name=niaccurshi)--><div class='quotetop'>QUOTE(niaccurshi @ Aug 31 2007, 10:38 PM) <a href="index.php?act=findpost&pid=1646681"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By all means, something that means that investing in a turret factory and turrets isn't a waste of time is worth discussing, maybe more specific upgrades on individual TF's are the way to go for that indeed <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    Yeah, that's a good point. I just can't put my finger on what would work best. Central upgrades would mean that once they're done the turrets will always be that strength, and they'll all be the same, where as TF based upgrades mean diversity based on location but also fragility of res use.

    The question ultimately is what is wrong with turrets as they are currently? Or is it just that other alternatives are too good?
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1646690:date=Aug 31 2007, 11:42 PM:name=niaccurshi)--><div class='quotetop'>QUOTE(niaccurshi @ Aug 31 2007, 11:42 PM) <a href="index.php?act=findpost&pid=1646690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, that's a good point. I just can't put my finger on what would work best. Central upgrades would mean that once they're done the turrets will always be that strength, and they'll all be the same, where as TF based upgrades mean diversity based on location but also fragility of res use.

    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.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    Yes, I know, but is this because they aren't right as they are, or because things like mines and electrification offer alternatives that are much better value?
  • FroxFrox Join Date: 2007-08-27 Member: 62034Members
    I kind of like this idea, mostly because i want to see NS2 taking full advantage of the HL2 physics engine however if you did this i feel turrets should at least be less expensive of something if you can just knock them over. I wanna see similar things like this though cause i can totally picture laughing my ass off at someone getting plastered in the face by a thrown object and send him flying too if it's fast enough XD
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i think its a great idea, but it would have to be so that only ONOS can knock them over, otherwise it would make them kinda lame.

    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" />
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    edited September 2007
    <!--quoteo(post=1647124:date=Sep 3 2007, 09:17 AM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Sep 3 2007, 09:17 AM) <a href="index.php?act=findpost&pid=1647124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i think its a great idea, but it would have to be so that only ONOS can knock them over, otherwise it would make them kinda lame.

    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!
Sign In or Register to comment.