I think the best way to implement this idea is to have no turrets on normal bases. Instead have special bases you can build that have no doors and no other use (could make them refs perhaps) except as a stationary turret you can go into through the station transfer screen.
This way normal bases are still vulnerable to attack and you get to have gunstations to hold down territory.
Turrets on bases
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privateerm
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I was sitting at my computer this morning looking over the programming projects that I am supposed to have done by 5pm for my job and I happened accross this thread..... /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" /> Thanks getting me going!!
I think it would be great to have a turreted base. Perhaps not ON a tech base though. How about a con to build a stationary turret base that takes a regular asteriod. Your com would then have to plan to put this base close enough to your tech base for D. You could buy range/damage upgrades and it would add another aspect to the planning and strategy. The placement of the asteriods could become even more strategic. You would have to plan you direction of attack, even more strategy.
Dogbones has already tasked me with something to work on, and if I ever get it done /doh.gif" style="vertical-align:middle" emoid=":doh:" border="0" alt="doh.gif" /> , I wouldn't mind looking at this on.
I think it would be great to have a turreted base. Perhaps not ON a tech base though. How about a con to build a stationary turret base that takes a regular asteriod. Your com would then have to plan to put this base close enough to your tech base for D. You could buy range/damage upgrades and it would add another aspect to the planning and strategy. The placement of the asteriods could become even more strategic. You would have to plan you direction of attack, even more strategy.
Dogbones has already tasked me with something to work on, and if I ever get it done /doh.gif" style="vertical-align:middle" emoid=":doh:" border="0" alt="doh.gif" /> , I wouldn't mind looking at this on.
Blah blah blah blah (breath) blah blah blah blah (breath) oh, what was this thread about again......
i know this is old but here is my 0.02f
cut and paste parts of /IGC/ShipIGC.cpp (note the commented out code around line 1500 to limit a turret's movement in ExecuteTurretMove) into StationIGC.cpp, fiddle with the base models adding "stationship hard points" /w the restricted movement (clank) code back in.
now camps/attacks may have to EDIT use a "safe approach"
cut and paste parts of /IGC/ShipIGC.cpp (note the commented out code around line 1500 to limit a turret's movement in ExecuteTurretMove) into StationIGC.cpp, fiddle with the base models adding "stationship hard points" /w the restricted movement (clank) code back in.
now camps/attacks may have to EDIT use a "safe approach"
Last edited by Imago on Wed Jul 09, 2008 2:09 am, edited 1 time in total.

These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
i have a idea make the turents mountibal on the bases but make it a late game tec with a longer range say 2k and 5 max on 1 tec base only 3 on a op and no on a tel or ref + they have limited amo say only 2 racks and you must purchas more to use them agen say only $500 a pack of 2000 sheles with a 60sec purchas time. is this a good idea or not plese tell me. it should make it fair but balanced and usibal but may be rily touf to impliment . and make the turents killibal with only about the hp of a hvy scout .
Last edited by science on Thu Sep 25, 2008 6:53 pm, edited 1 time in total.
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MadAccountant
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Youngmoose
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FF or dictionary (omg, wtf, you want me to use a BOOK?! yes). In general, if you want your opinion respected, try to sound coherent and intelligent. That is doubly true for this community.shannow wrote:QUOTE (shannow @ Sep 25 2008, 07:05 PM) i do not have spell check
Last edited by SaiSoma on Fri Sep 26, 2008 3:23 pm, edited 1 time in total.
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badpazzword
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Necroposting doesn't help you either, btw /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
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