Pick ups by turreted ships...

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Koln
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Post by Koln »

I thought that if should be possible that you stay in an empty turret of a bomber (or any other turreted ship with an empty turret) if it picks up your pod. That's it, when a bomber for example picks you up, you have the option of going back to base or staying in the turret, it would be kind of interesting :D .

Is this possible to be coded? Just asking :D .
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Icky
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Post by Icky »

That would be a disincentive for a bbr/gs/hvy scout to pick up newbie pods.
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Makida
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Post by Makida »

When you are "picked up" you're transported to base instantly. I'm not sure how "choosing" to do that or entering a turret would work; I'm guessing it'd require a major code change, since right now there's nothing that lets you "choose" anything at all at such moments. It'd probably require completely new code describing how pods behave.

Also: I am not sure this would be very useful. If a bomber launches without turrets, nine times out of ten it's because the bomber pilot does not *want* turrets (for example, they're trying to be stealthy.) Turrets often won't even be mounted. An inexperienced pilot might choose to board the bomber, and will find themselves with nothing to do with an unmounted turret, or, worse, they might start using the turret when the bomber is trying to be stealthy. Or if they realise their mistake they'll need to eject again and hit the bomber again and make the choice again, which all adds to a delay.

It'd be even worse if, in the heat of battle, a pilot makes the wrong decision by *mistake* (mis-click) and then has to go through it all again. Frustrating!

The only time when this would work is if the bomber had to launch in a hurry, and didn't have time to wait for one or both turrets. And even in cases like this, an extra nanite scout launching because a podded pilot got back to base extra quickly will usually be more useful than the turret.

Even if this could somehow be implemented, I'd say it would be better to let the *bomber pilot* decide whether they want to send pods they pick up to a free turret, or to base. This would eliminate the delay while the podded people make a choice. But generally, I don't think this would be a hugely useful change, though I can imagine a few fairly rare instances in which it might make a difference.
Last edited by Makida on Wed Apr 22, 2009 5:02 pm, edited 1 time in total.
Andon
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Post by Andon »

The only way this could be useful would be if it was the bomber/hvy scout/whatever's choice.

As it is, though, it would be way too much work for something that's only useful in a tiny portion of the time.
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SpaceJunk
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Post by SpaceJunk »

If the ship is carrying a turret weapon it could be understood that the pilot hopes to man it, or that it was so lazy that if manning a turret is a disadvantage then they deserved it.

Also, ejecting from a turret could teleport back to base instead of launching a pod.
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Adaven
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Post by Adaven »

SpaceJunk wrote:QUOTE (SpaceJunk @ Apr 23 2009, 09:14 AM) Also, ejecting from a turret could teleport back to base instead of launching a pod.
Interesting, but too easy to exploit. "Oops our bomber is about to die, better eject before we get podded so I don't have to walk home and/or risk losing my kb!"
Last edited by Adaven on Thu Apr 23, 2009 2:42 pm, edited 1 time in total.
SpaceJunk
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Post by SpaceJunk »

Mmh... with a countdown then? :blush:

a) The ship has a turret mounted an unmanned: the rescued pilot mans it.
b) The rescued pilot gets in the turret but wanted to go back to base: 10 seconds eject (the turret is blocked).
c) The ship has no turret mounted: the rescued pilot is instantly teleported to base.

It could make sense to pick up gunners during a rolling bomb run, or when a capship gunner has dropped. Or if a bbr was camping when the turrets went to defend, and later come back in scouts.

Maybe it could share code with the junk ships idea, i.e. your pod boards a ship and it gets in the first empty slot (pilot or turret).
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