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Posted: Wed Jun 13, 2007 12:24 pm
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.
Posted: Wed Jun 13, 2007 2:41 pm
by fuzzylunkin1
I think this is a good idea from a realistic view. But this game really isn't realistic . . . yet.
Posted: Wed Jun 13, 2007 4:34 pm
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.
Posted: Wed Jun 13, 2007 6:00 pm
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.
Posted: Wed Jun 13, 2007 11:01 pm
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.
Posted: Mon Jun 18, 2007 2:57 pm
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?
Posted: Mon Jun 18, 2007 3:22 pm
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?
Posted: Mon Jun 18, 2007 3:27 pm
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!
Posted: Mon Jun 18, 2007 3:34 pm
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
Posted: Mon Jun 18, 2007 3:37 pm
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