0something0 99 Report post Posted May 3, 2018 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. Share this post Link to post Share on other sites
Felonu 208 Report post Posted May 3, 2018 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. Share this post Link to post Share on other sites
unown 25 Report post Posted May 3, 2018 Time will tell Share this post Link to post Share on other sites
vylqun 342 Report post Posted May 4, 2018 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. Share this post Link to post Share on other sites
Aaron Cain 557 Report post Posted May 4, 2018 12 hours ago, unown006 said: Time will tell Indeed time will tell, lets wait and see what they have in-store for us Share this post Link to post Share on other sites
Takao 97 Report post Posted May 4, 2018 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. Share this post Link to post Share on other sites
NanoDot 539 Report post Posted May 4, 2018 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... 2 0something0 and GunDeva reacted to this Share this post Link to post Share on other sites
CalenLoki 54 Report post Posted May 4, 2018 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. 2 CoreVamore and 0something0 reacted to this Share this post Link to post Share on other sites
unown 25 Report post Posted May 5, 2018 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 Share this post Link to post Share on other sites