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So, it is currently known that turrets will be lock-and-fire and have to be controlled manually by a person for each turret. This beings up a problem. In combat, your average turret gunner will be: 

 

-wait for orders to lock to a target

-lock to target

-rinse and repeat

 

This will likely be tedious and detract from gameplay. It also won't make much of a difference compared to centrally controlled turrets all aimed by a few people except for adding a weak point of potential miscommunication. So, how do we address the issue?

 

-A Quasi-Aim System: Make the turrets free-aim but still ude hitscan, with where the person is aiming being a factor in the DPS. While this might make combat more engaging, your average space battle will involve velocities too high for  manyal aiming.

 

-Relegate People to Management Roles: While this may solve the problems of tedium and not being able to hit things, implementing this would reduce the importance of players and something about emergent gameplay and being a social MMO and blah blah blah.....

 

Of course, no system is perfect.

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1 hour ago, 0something0 said:

So, it is currently known that turrets will be lock-and-fire and have to be controlled manually by a person for each turret.

-snip-

This is believed to be true by some people, but is an interpretation of JC's words.  Some of us still think this may not actually be the intention of his words.

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the question is always how the locking will occur, there can be quite a variety in that. be it with a kind of minigame involving the ships sensors or an optical targeting cone, i hope they have good ideas concerning that.

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As far as I know it makes a different where you aim at the target.

If you hit (well) you will hit the target at the location you where aiming at.

So it's more then just one time lock on.

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The rumoured "one-player-per-turret" requirement may have some practical roots though.

 

If turreted ships need multicrew setups, it reduces the number of ships in a battle by a significant amount, which reduces server load. If that battleship didn't need 5 players to man its 5 turrets, there would be 6 battleships in that battle, instead of just one...

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IMO it would be the best with weapon grouping. So if you can handle controling multiple guns, then good for you. But if you have weapons that differ greatly (tracking speed, firing angles, ect.) You better have more people to help.

 

There are tons of other tasks that could encourage multi-crewed ships, i.e.: combat repairs, boarding, piloting small crafts as direct support.

 

Just please, no mindles sitting and clicking, that could be done by dumbest AI.

 

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On 5/3/2018 at 12:54 PM, 0something0 said:

So, it is currently known that turrets will be lock-and-fire and have to be controlled manually by a person for each turret. This beings up a problem. In combat, your average turret gunner will be: 

 

-wait for orders to lock to a target

-lock to target

-rinse and repeat

 

This will likely be tedious and detract from gameplay. It also won't make much of a difference compared to centrally controlled turrets all aimed by a few people except for adding a weak point of potential miscommunication. So, how do we address the issue?

 

-A Quasi-Aim System: Make the turrets free-aim but still ude hitscan, with where the person is aiming being a factor in the DPS. While this might make combat more engaging, your average space battle will involve velocities too high for  manyal aiming.

 

-Relegate People to Management Roles: While this may solve the problems of tedium and not being able to hit things, implementing this would reduce the importance of players and something about emergent gameplay and being a social MMO and blah blah blah.....

 

Of course, no system is perfect.

Well this 

Tedious Turreting 

prevents a 1 man death ship that can destroy fleets by pointing a cursor and clicking

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