Offensive turret idea
mushookees
Join Date: 2008-03-26 Member: 63967Members
<div class="IPBDescription">a totally different way to solve the turret problem</div>UWE have made it clear they dont want defensive turrets, so ive been thinking about how to make offensive turrets work.
Ok my idea is to essentially turn turrets into an ability and create an illusion that the turret is actually damaging targets
let me explain
The turret will actually not be doing any damage at all, instead it will be acting the same way enzyme cloud works ! it will provide a damage buff to marines in its field of influence
Turrets tracking targets etc will no longer be handled by the server but instead will be handled by the clients. So on player A's client, the turret will be firing at whatever target hes firing at where as that same turret on player B's client will be firing at a different target that player B is shooting at. This is the illusion i was talking about, to players on the ground it appears as if the turret is helping them out, however the turret isnt really doing anything at all, its the player doing all the work ! the player is just receiving a damage buff. In a way a turret firing at a target is the same as the red glow of enyzme cloud, its just an indicator that the buff is being applied.
the turrets wont last forever, like any ability they will disappear after 10 or so seconds. And to prevent multiple damage buffs stacking, simply add a cooldown (3 or 4 seconds so that 2 or 3 buffs can stack maybe ?)
From a lore perspective :
TSA, in an effort to take the fight to the enemy, have adapted phase technology in order to directly phase active self powered sentry turrets into combat situations. Due to the nature of the violent phase transition, these sentry turrets remain extremely unstable and soon start to dis-integrate at the sub atomic level.
technically, this is no longer a turret anymore lol, but it gives the illusion of being one :D well, what do you guys think ? :)
Ok my idea is to essentially turn turrets into an ability and create an illusion that the turret is actually damaging targets
let me explain
The turret will actually not be doing any damage at all, instead it will be acting the same way enzyme cloud works ! it will provide a damage buff to marines in its field of influence
Turrets tracking targets etc will no longer be handled by the server but instead will be handled by the clients. So on player A's client, the turret will be firing at whatever target hes firing at where as that same turret on player B's client will be firing at a different target that player B is shooting at. This is the illusion i was talking about, to players on the ground it appears as if the turret is helping them out, however the turret isnt really doing anything at all, its the player doing all the work ! the player is just receiving a damage buff. In a way a turret firing at a target is the same as the red glow of enyzme cloud, its just an indicator that the buff is being applied.
the turrets wont last forever, like any ability they will disappear after 10 or so seconds. And to prevent multiple damage buffs stacking, simply add a cooldown (3 or 4 seconds so that 2 or 3 buffs can stack maybe ?)
From a lore perspective :
TSA, in an effort to take the fight to the enemy, have adapted phase technology in order to directly phase active self powered sentry turrets into combat situations. Due to the nature of the violent phase transition, these sentry turrets remain extremely unstable and soon start to dis-integrate at the sub atomic level.
technically, this is no longer a turret anymore lol, but it gives the illusion of being one :D well, what do you guys think ? :)
Comments
And then rename those sentries... Sieges.
Was the whip intended to be an anti-structure or anti-personnel weapon?
well i thought that may happen lol
To understand it, think of the drifters ability : enzyme cloud. This ability when activated creates this red aura and then gives aliens within range an attack speed buff.
What im saying is that when a sentry is dropped, it will give marines within range a damage buff for a short time(like 10% more damage per shot for 10 seconds). The sentry itself is not physically doing any damage, it tracking targets and doing the firing animation + firing sounds ... is all just for show, just like the red aura of enzyme cloud, its serves as an aesthetics purpose and as a visual indicator that the marines are receiving the buff.
This idea would be good performance wise seeing as the server wont have to calculate sentry tracking etc. And there wont be sentry spam.
to sum up :
Sentries will be in the ability tab next to nanoshield etc.
Sentries wont need power or the need to be constructed
It would cost 5 res or something like that
it would last a limited lifetime, like 10 seconds before the sentry dissapears
it would give a damage buff to marines in range, like 10% more damage per shot
like nanoshield, it would have a cooldown to stop it from being spammed
well hope that makes it clearer :X
The problem is, it's not a sentry. Yeah I know you are saying give it the illusion of shooting, but I'm not buying that, it's trying to fit a cube into a round hole. If they were going to add this feature then it would be better to come up with a whole new building than try to reuse the sentries. Are they going to come up with a whole new building just to add this feature? Probably not.
The more I think about it one thing stands out. Whatever way you try to shape it, sentries are a defensive weapon and they always will be. If they don't want that then just remove them from the game.
The role of a Sentry is to 1) hold a region and 2) provide extra damage during a defense.
Temporary sentries fail miserably that first aspect. Sure you can speed drop them if an area falls under attack, but that doesn't fit thematically. Nor does the concept of invest-to-defend-region that turrets represent.
Offensive Turrets should be left for Siege/Arc guns.
The role of a Sentry is to 1) hold a region and 2) provide extra damage during a defense.
Temporary sentries fail miserably that first aspect. Sure you can speed drop them if an area falls under attack, but that doesn't fit thematically. Nor does the concept of invest-to-defend-region that turrets represent.
Offensive Turrets should be left for Siege/Arc guns.<!--QuoteEnd--></div><!--QuoteEEnd-->
Which IS Their role, i dont know why uwe tried to make the defense side of robotics builds OFFENSIVE instead of DEFENSIVE, quite estupid.