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Author Topic: Little idea - turret operators.  (Read 9323 times)
==Troy==


Turrets: +65/-67
Posts: 439


« on: August 29, 2007, 08:06:10 PM »

Just a possible idea for the modders.

Turret operators:

Required : Defence computer
Action : A player comes to DefComp, uses it. Now he can see a turret camera, and can scroll through turrets.
Turret abilities when controlled : Same turn speed, same damage and rate, the only thing which is not limited is the range.

Pros : Can shoot far targets, unlimited ammo. Usefull in hands of a skilled player. Player himlesf is somewhat protected.

Cons :  Aliens are given 1(2) evos when they kill a controlled turret. Reaction time is limited and the aim is not that precise, in combination with limited turn speed - easy target for dretch. A human can be killed without noticing it, while he controlls the turret. Only a single turret can be controlled at a time.
 
Teslas cannot be controlled.

Little addition. It takes time to logon to a turret. Scrolling cameras you choose the appropriate one and it takes you about 4-5 seconds to log on to it and similary to log off. (to achieve a controll over the turret.)

I do not really need any feedback :wink:
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kevlarman

*

Turrets: +291/-295
Posts: 2737



« Reply #1 on: August 29, 2007, 08:42:08 PM »

Quote from: "==Troy=="
I do not really need any feedback :wink:
then why post?
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Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
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==Troy==


Turrets: +65/-67
Posts: 439


« Reply #2 on: August 29, 2007, 09:43:20 PM »

So that someone can use it. If he finds this usefull. (and if not just ignore it)
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Ezra


Turrets: +6/-2
Posts: 47


« Reply #3 on: August 29, 2007, 09:53:40 PM »

Quote from: "==Troy=="
So that someone can use it. If he finds this usefull. (and if not just ignore it)


Rofl...

Moep, don't know if it's a good idea the way of no range turrets. I create an outpost with good defence in a long corridor (Tremor for example) i use the Def com and i aim with facility aliens who want attack my outpost... No ammo, no limit range and skilled players => Massacre!
Logged

orb`

Death On Ice


Turrets: +126/-141
Posts: 1287


« Reply #4 on: August 29, 2007, 09:55:09 PM »

Would the player controlling the turret get the kills / credits?
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kevlarman

*

Turrets: +291/-295
Posts: 2737



« Reply #5 on: August 29, 2007, 10:05:04 PM »

Quote from: "Ezra"
Quote from: "==Troy=="
So that someone can use it. If he finds this usefull. (and if not just ignore it)


Rofl...

Moep, don't know if it's a good idea the way of no range turrets. I create an outpost with good defence in a long corridor (Tremor for example) i use the Def com and i aim with facility aliens who want attack my outpost... No ammo, no limit range and skilled players => Massacre!
you do realise that every single human weapon (blaster excepted) outdamages turrets?
Logged

Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----
Dracone


Turrets: +138/-278
Posts: 1076


« Reply #6 on: August 29, 2007, 10:07:11 PM »

A feature that can be accessed through camping. Interesting idea, manual control over a turret, but nonetheless, it enforces camping.

If what you really do want is for some random person to make a mod this way, then fine, but this will probably not be seen in many places should it be taken up.
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==Troy==


Turrets: +65/-67
Posts: 439


« Reply #7 on: August 30, 2007, 05:46:21 AM »

A player can controll a single turret only :wink: Thats 4 dps. :roll:

Camping? possibly, but a player is getting evos for killing such turret, and as I already mensioned the turret is an easy target for dretch. To have a secure turret you have to have at least 2 more, computer aimed, around the controlled one. Hence not so many players will have a chance to effectivly controll the turrets, and if there will be an extremenly camping situation turrets just wont be able to stand the dretches. Not mensioning a single mara, getting into the base and raping 5-6 humans near DC.

As for credits, player will get full amount for turret kill. Its not  that easy.

And the FOV setting for turret camera can always be changed by the modder, if he thinks that the unlimited range is too bad :roll:
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cp blast


Turrets: +0/-0
Posts: 156


« Reply #8 on: August 30, 2007, 11:50:33 AM »

Turret operators

YES! i like i like!
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Plague Bringer


Turrets: +147/-187
Posts: 3811


« Reply #9 on: August 30, 2007, 01:09:39 PM »

Humans aren't limited by their maximum turn speed, turrets are. A player controlling a turret that can't turn quickly is going to be severly handicapped, regardless of their aim. In the end it balances out.
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U R A Q T
==Troy==


Turrets: +65/-67
Posts: 439


« Reply #10 on: August 30, 2007, 05:53:22 PM »

Little addition. It takes time to logon to a turret. Scrolling cameras you choose the appropriate one and it takes you about 4-5 seconds to log on to it and similary to log off. (to achieve a controll over the turret.)
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/dev/humancontroller


Turrets: +19/-375
Posts: 855


« Reply #11 on: August 31, 2007, 02:30:03 PM »

What's next? A pack of 5 grangers at the overmind controlling insect swarms to attack, from miles away, battlesuiters camping at the human base? Cheesy
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Caveman


Turrets: +93/-192
Posts: 2286


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« Reply #12 on: August 31, 2007, 02:50:13 PM »

Quote from: "/dev/humancontroller"
... battlesuiters camping at the human base?


Have you ever played Tremulous?
Camping B'suits is nothing new. There is a reason they are called the 'Living Turrets'...
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Vector_Matt


Turrets: +2/-1
Posts: 732


« Reply #13 on: August 31, 2007, 05:23:36 PM »

Quote from: "Caveman"
Have you ever played Tremulous?
Camping B'suits is nothing new. There is a reason they are called the 'Living Turrets'...
The insect controlling part is the "What's next?" not the bsuit part.
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mooseberry
Community Moderators
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Turrets: +666/-325
Posts: 3934


Hello.


« Reply #14 on: August 31, 2007, 08:58:38 PM »

I had thought of this a while ago. I didn't (and still don't really) see this fitting into Tremulous, but maybe in a more silly mod like benmachines?
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Samurai.mac


Turrets: +18/-17
Posts: 317

If it ain't broke, check grammatical correctness.


« Reply #15 on: August 31, 2007, 11:35:25 PM »

What if you kept all the attributes of a normal turret (damge, turn speed etc, although possible increase the turn speed slightly) but gave it a much longer range and a scope? That way "naked" humans, who for instance, joined the game at stage 2 or 3, have a chance to earn some credits without having to be out fighting. It could be especially interesting if you set up a repeater and a turret in a forward position in a map.
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www.rweb.co.nr


Turrets: +0/-0
Posts: 44


WWW
« Reply #16 on: September 01, 2007, 10:43:25 AM »

SO many ideas, so many projects, but finally only the 1% is used and finished.  Tongue
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Taiyo.uk

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Turrets: +222/-191
Posts: 2309


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« Reply #17 on: September 01, 2007, 05:49:42 PM »

Having turrets to operate is just another excuse to camp. The whole point of turrets are that they are automated defenses.
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==Troy==


Turrets: +65/-67
Posts: 439


« Reply #18 on: September 01, 2007, 07:01:28 PM »

With all respect, Taiyo, the camping aspect of the subject was mensioned in the posts and was answered. The turrets are stationary, and by controlling them you are loosing the aim of the automated turret + limited turn speed = easy killed by dretch = 1 kill to aliens and 1-2 evos for the player.

It is more effective to camp ON the turret this way. :wink:
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HamStar


Turrets: +128/-27
Posts: 457


« Reply #19 on: September 01, 2007, 07:14:19 PM »

Omfg stop giving us more ways to camp, my brain can't handle this!
First theres sitting on the base, then theres battlesuit camping, then lucispamming in base, then theres reactor camping, and now you give us remote control turrets. you sir, have asploded my brain Wink
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benmachine

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Turrets: +99/-76
Posts: 915



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« Reply #20 on: September 01, 2007, 07:46:01 PM »

Quote from: "==Troy=="
It is more effective to camp ON the turret this way. :wink:


Soo... why would you ever do it?
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benmachine
==Troy==


Turrets: +65/-67
Posts: 439


« Reply #21 on: September 01, 2007, 07:51:07 PM »

Camping does not require a lot of skill. RC turrets are

1) fun
2) Something which can have a new strategic implementation, as was stated - repeater + turret outpost.
3) Having a PROPER setup you can give an advantage to a turret, rather than a human camping on it. But this will NOT allow 5 players camp with stock 100 BP, otherwise the defence line will be prone to dretches.
4) Again, this requires skill. Not skilled players will prefer to camp ON turret. Skilled players will find a way to use the feature with advantage. :wink:

Myself I can see a few implementations of new human bases with this feature.

And in general this is neutral to the camping syndrome, look for yourself:



Having a turret AND a human camping on it is quite different to

Having a turret with powerless human near DC controlling it?

From this point of view the camping is reduced.
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ShadowNinjaDudeMan


Turrets: +86/-58
Posts: 1388

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« Reply #22 on: September 01, 2007, 08:05:57 PM »

how many humans would be able to use it at any one time?
All?
UL?
As many turrets?
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==Troy==


Turrets: +65/-67
Posts: 439


« Reply #23 on: September 01, 2007, 09:45:09 PM »

As many turrets as they like. Well, not to me for decide, but personally I do not see any reason why not. Why? AGAIN you will not be able to kill a dretch with a turret due to limited turn speed! Ever been in basi grab with low sens mouse? It will be worse than that when the dretch will be circuling you.

And having 10 humans on turrets, controlling ALL 10 turrets will result in double rape - aliens will get evos for turrets AND for people.
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+ OPTIMUS +


Turrets: +263/-164
Posts: 1092


« Reply #24 on: September 01, 2007, 11:31:04 PM »

hmmm cool idea, but the "long corridor" problem is the main bug.

imagine 2-3 turrets OWNING a corridor with continous bullet spam :-P
so... camping fixed, but SPAMMING not.

otherwise this 'controlling' stuff could be cool. maybe controllers could share the power of the base, making some turrets/teslas more effective than others, and... DECIDING WHERE PEOPLE ARE SPAWNING!(this would be ubercool). this could also happen with grangers, being inside their hovels. they could also increase the strenght of the reac zap/om damage for the cost of weakening other structures. so builders can't be pussies anymore, they would turn into STRATEGAZ.
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tehOen
Guest
« Reply #25 on: September 02, 2007, 08:30:49 AM »

suxxors
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DHRUVINATOR


Turrets: +12/-12
Posts: 281


« Reply #26 on: September 02, 2007, 07:51:46 PM »

Whos played james bond nightfire?
You can control some sort of turret look a like machines which shoot out bullets which you go up to it press a button and you control it. If we could do that on tremulous that would be cool but fucked.
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ShadowNinjaDudeMan


Turrets: +86/-58
Posts: 1388

NOM!NOM!NOM!


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« Reply #27 on: September 02, 2007, 08:45:07 PM »

Quote from: "DHRUVINATOR"

You can control some sort of turret look a like machines which shoot out bullets


Really?
Gosh.

Cutting edge idea that lol.
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My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!
+ OPTIMUS +


Turrets: +263/-164
Posts: 1092


« Reply #28 on: September 03, 2007, 12:23:27 AM »

DHRUVINATOR was machinegunned by a sort of turret look a like machine which shoot out bullets

PAWNED XD
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success is the ability to go from failure to failure without losing your enthusiasm

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HamStar


Turrets: +128/-27
Posts: 457


« Reply #29 on: September 03, 2007, 05:43:29 PM »

Hm..it would balance the camping and bullet spam if the RC turret cost more bp than the normal turret :/
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