Base turrets?

A place to post suggestions for new features, new bugs, and comments about the existing code.
BobtheHobo
Posts: 117
Joined: Fri Mar 30, 2007 11:05 pm

Post by BobtheHobo »

OK, when a base is damaged it's shields will no longer recharge. I think this implies that it's shields are then down or had been disabled. Perhaps if you base shields allowed them to be damaged by normal weapons like disruptors then as soon as the shields are down turrets stop working. Not too big a change because although shields can now be brought down easier, it's harder because of base turrets. Just a suggestion.
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Will nan for food.
fuzzylunkin1

Post by fuzzylunkin1 »

I think this is a good idea from a realistic view. But this game really isn't realistic . . . yet.
BobtheHobo
Posts: 117
Joined: Fri Mar 30, 2007 11:05 pm

Post by BobtheHobo »

Besides the whole flying physics I don't see what isn't all that realistic. Unless your just referring to the fact that this is set in the future.
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Will nan for food.
Jagnara
Posts: 137
Joined: Thu Mar 30, 2006 8:00 am
Location: Georgia, USA

Post by Jagnara »

Camaro wrote:QUOTE (Camaro @ Jun 10 2007, 12:58 PM) just slip a little code in that only members of PK can man the turrets. /biggrin.gif" style="vertical-align:middle" emoid=":biggrin:" border="0" alt="biggrin.gif" />
i second that.
"From my mother's sleep I fell into the State,
And I hunched in its belly till my wet fur froze.
Six miles from earth, loosed from the dream of life,
I woke to black flak and the nightmare fighters.
When I died they washed me out of the turret with a hose."
fuzzylunkin1

Post by fuzzylunkin1 »

Bob The Hobo wrote:QUOTE (Bob The Hobo @ Jun 13 2007, 11:34 AM) Besides the whole flying physics I don't see what isn't all that realistic. Unless your just referring to the fact that this is set in the future.
Yeah that's what I mean.
Schwartz
Posts: 97
Joined: Thu Jan 18, 2007 5:03 am
Location: Minnesota

Post by Schwartz »

maybe we could make a small gun outpost, 2 to 3 turrets, on any rock with the same sheild as a tele or refinery (galvable). whadda think?
Last edited by Schwartz on Mon Jun 18, 2007 3:01 pm, edited 1 time in total.
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
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Post by Andon »

I think that putting turrets onto a base would require a major code change.

Perhaps having a 'Base Defense' cap ship? Have a few turrets on it, slow speed, no ripcord, heavy armor and shields, perhaps?
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Barrager
Posts: 341
Joined: Mon Dec 22, 2003 8:00 am
Location: Boston, Ma

Post by Barrager »

firstly, I used guardians once, I had a fricken line of them setup that created a no mans land!... in space... somehow. it took them cruisers to reach us. Noir thus hence forth got rid of their shields and made them cost a @#(! ton!

Gaurdians are hardly a viable tech for GT anymore. What I don't understand is why gunships cost $1 and guardians cost 1.5-2K that bastard. raise the $#@!ing gunship cost!
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Schwartz
Posts: 97
Joined: Thu Jan 18, 2007 5:03 am
Location: Minnesota

Post by Schwartz »

Andon wrote:QUOTE (Andon @ Jun 18 2007, 10:22 AM) I think that putting turrets onto a base would require a major code change.

Perhaps having a 'Base Defense' cap ship? Have a few turrets on it, slow speed, no ripcord, heavy armor and shields, perhaps?
nah that would be no fun
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

for my WIP core, I've made 'Mobile Turrets' that have the 'pilot' with the normal turret weapons, and two 'Gunners' with turret weapons as well. Low speed, booster, etc. Cost $1 each, so that everyone and their mom can't have one (Like gunships). I think I'm going to make a 'Base Defense' Capitol ship, with low speed, high armor, high shields, a few turret gunners, and possibly a high turn rate (Not so sure about the last). It would accomplish nearly the same thing, but without the massive code changes needed to put turrets on a base
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