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| auto turret https://www.runestorm.com/forums/viewtopic.php?f=63&t=12769 |
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| Author: | MMM [ Sun Aug 27, 2006 7:17 am ] |
| Post subject: | auto turret |
hey guys, i was thinking about auto turrets. maybe making something like in HL2. it will help the defence of power nodes, power cores, flags, goals. but lets not make it too strong, because it really is a player killer and not a vehicle killer. it is stationary and destroyable. [br][img width=200 height=200]../../files/public/1156684172_172_FT0_hl2_turret.jpg[/img] [br][img width=216 height=423]../../files/public/1156684172_172_FT0_hl2_turret2.jpg[/img] so...... like it? |
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| Author: | Bjossi [ Sun Aug 27, 2006 7:29 am ] |
| Post subject: | auto turret |
I like the idea, however they shouldn't be too deadly and not to sensitive to damage either. |
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| Author: | MMM [ Sun Aug 27, 2006 7:31 am ] |
| Post subject: | auto turret |
thats right |
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| Author: | Rayne_870 [ Sun Aug 27, 2006 8:39 am ] |
| Post subject: | auto turret |
should be able to hack it and change it from the enimies control to urs....or maybe even add a friendly fire safety so it doesnt fire on its own team, and u can hack that and disable it |
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| Author: | Bjossi [ Sun Aug 27, 2006 8:43 am ] |
| Post subject: | auto turret |
And perhaps being able to upgrade it with shields and other things, |
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| Author: | Sgt. Kelly [ Sun Aug 27, 2006 9:36 am ] |
| Post subject: | auto turret |
Controlling bonus when used with M50 camera?
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| Author: | Carsomyr [ Sun Aug 27, 2006 10:37 am ] |
| Post subject: | auto turret |
Hmm. . .Turrets have been discussed, buit nothing conclusive came out of those discussions. Honestly, I'm kinda skeptical about how well turrets would do in BW. But it could also suprise me and be a totally awesome gameplay feature. I lookf forward to seeing where it goes. |
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| Author: | Bjossi [ Sun Aug 27, 2006 11:32 am ] |
| Post subject: | auto turret |
Shall we go a bit advanced about the concept of auto turrets then? Name AutoTurrets (brand/company undecided) Description Manufactured as a defensive weapon in team goal games, or simply to help you or your team out in DM/TDM. These gadgets are made to be very customizable, so it is easy to replace an existing turret with another one. More things can be done like using tools to upgrade or repair damaged units. Here is a list of things that can be done. Turret addons Pulse Turret: A small and low-damage pulse gun that can be used for turrets. This weapon fires thin but long & light-blue colored pulse rounds, they don't do much damage but the weapon's high rate of fire and the pulse's high velocity can give infantry a hard time. EM-Gun: This weapon is not a laughing material, it shoots electro magnetic pulses at velocities that can even go into trans-dimensional jumps; theorotically exceeding the speed of light in the molecular dimension we all know so well. Let's say the projectile is slowed down; you will see a blue-ish energy ball flying in one direction leaving a trail of extreme amount of electrons behind, creating a rythmic shaped trail. But the energy required to fire these is immense, so the rate of fire is very slow. This weapon would be best used to damage vehicles to give the opposite team an easier time to take them down. Machinegun: The standard machinegun we all know, shoots metallic rounds at high rate of fire and each bullet's velocity goes slightly supersonic. Damage is average but nothing spectacular. Best used against unarmored infantry. Upgrades Magnetic Shield: This upgrade generates a transparent electronical shield around the unit, the shield will work like clothing; the same shape as the unit. This shield makes turrets very well protected against lighter firearms carried by infantry. The shield needs to recharge, so if it is under fire for too long, the shield generator will be destroyed. Plus, the shield generator uses the same power source as the EM-Gun so using those in a combo is not considered to be a good idea when considering strategy, since that means the gun will recharge even slower than before, plus the shield. Improved Motor: This upgrade will improve the motors of the turret, making the gun turn faster when targets are not in the line of sight. Fusion Core Power: Very rare but very useful upgrade, it replaces the standard power source with the brand new fusion core technology. In the core of this power source, there is incredible energy being collected from fusing Hydrogen into Helium. Unfortunately this power source's energy is temporary; but while it lasts, you don't have to worry about energy shortage when using shields and the EM-Gun in a combo. So if the enemy team have an unit using fusion core in combo with EM-Gun and shields, you might want to find another route to the enemy team base. This is a raw version of my idea, I'll develop it further as I get ideas.
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| Author: | Gordon Freeman [ Sun Aug 27, 2006 11:43 am ] |
| Post subject: | auto turret |
I like the idea it would make matches even more strategicalbut i think it should have a amount of armour that can't be upgraded with another shield. It wouldn't be fair to the other vehichels and turrets |
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| Author: | Terran Gell [ Sun Aug 27, 2006 1:06 pm ] |
| Post subject: | auto turret |
Let's not get to complex with the it. I like the idea of a controlable turret. If you put in upgrades then it becomes a whole ordeal that's just unnecessary. Example: with the turrets you see in a game of RPG invasion, people (read: noobs) preoccupy themselves with upgrading their damn turret. Then you get idiots sitting back managing their turrets instead of playing the game. Simply put, turrets would be a fun add-on. The one's from HL2 with the ability to directly control them would be sweet but I honestly think they should be kept as simple as possable. |
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| Author: | MMM [ Sun Aug 27, 2006 1:24 pm ] |
| Post subject: | auto turret |
yeah, let's not make things to complex. lets just keep those two fireing modes. oh and like those from HL2 thay can only shoot in a angle of 90 degrees from where it is aimed at. so no 360 ok. this way you can walk behind it and steal it ^^ . |
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| Author: | Bjossi [ Sun Aug 27, 2006 1:31 pm ] |
| Post subject: | auto turret |
So my idea is too complex just because I describe it in many words? It looks fairly simple to me; being able to put new guns on the turret and upgrade it, and that is complex how? |
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| Author: | Terran Gell [ Sun Aug 27, 2006 4:49 pm ] |
| Post subject: | auto turret |
Because you don't want people hanging back and messing with their turret. Repairing it, upgrading it, etc. You should be able to deploy it and forget it to keep things moving along. |
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| Author: | Carsomyr [ Sun Aug 27, 2006 9:43 pm ] |
| Post subject: | auto turret |
I agree. UT is too fast-paced for people to spend too much time fiddling with their turrets. |
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| Author: | ShadowBlade [ Mon Aug 28, 2006 4:13 am ] |
| Post subject: | auto turret |
yeah.. nice idea for a different game-type.. not a DM type o' thing.. this would work better in a ctf, maybe ons game..
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| Author: | Bjossi [ Mon Aug 28, 2006 5:41 am ] |
| Post subject: | auto turret |
This idea was directed at ONS or other team games, it'd be very pointless in DM/TDM but still fun for mindless gameplay. If you have tried out the Sentinels in Weapons of Evil, you'll see that having complex turrets is not complex at all. You only have to spend 5 - 10 seconds playing with the turret and then you let it hang out there protecting a node or some place in CTF. Try to be less narrow-minded people. |
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| Author: | Carsomyr [ Mon Aug 28, 2006 6:01 am ] |
| Post subject: | auto turret |
I've tried the WoE turrets, and I usually just put the turret in a map choke point and spent most of my time tending the thing. Maybe that's just me, though. |
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| Author: | Bjossi [ Mon Aug 28, 2006 7:11 am ] |
| Post subject: | auto turret |
I just place a turret, then I upgrade it a little if I can and then I just leave it alone most of the time. But I'll repair it in a hurry if I run past it. |
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| Author: | Deuxhero [ Mon Aug 28, 2006 10:10 am ] |
| Post subject: | auto turret |
I'd give my oppion but it be a bit biased being an Engineer 75% of the time in team fortress (yet playing an Engineer in shifter for Tribes made me a LOT better at snipeing) >_> but if your consred about being mindless how about a MG that can be used normaly but also be left as a defence |
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| Author: | Bjossi [ Mon Aug 28, 2006 11:30 am ] |
| Post subject: | auto turret |
There are endless ways of making mindless gameplay, I already suggested to make reloading an optional part of the gameplay. It doesn't get more mindless than that.
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| Author: | Carsomyr [ Mon Aug 28, 2006 2:03 pm ] |
| Post subject: | auto turret |
Great Scott! Not only does he play DX, but he plays Tribes Shifter! |
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| Author: | Deuxhero [ Mon Aug 28, 2006 7:16 pm ] |
| Post subject: | auto turret |
Yep but i acedently set a lissen sever to a favirote and i can't play tribes even with a reinstal (after whipeing the folder) |
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| Author: | Carsomyr [ Mon Aug 28, 2006 7:53 pm ] |
| Post subject: | auto turret |
I feel your pain! Well, no, actually I laugh at it, but DANG. That sucks. Shifter is AWESOME! |
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| Author: | Meatboy [ Mon Aug 28, 2006 11:27 pm ] |
| Post subject: | auto turret |
Make the turret a team thing able to take and use any gun. You walk up to the turret and offer it a weapon. It takes it and all the ammo you have from your inventory. You set the fire mode on the weapon before you give it up. Once the turret runs dry. It begins a count down. When it reaches zero It explodes. Would be good in ONS and CTF games, plus the destruct feature means you dont have turrets every where. |
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| Author: | Bjossi [ Tue Aug 29, 2006 10:22 am ] |
| Post subject: | auto turret |
Why explode? Just make it idle until you feed it with more ammo. Pretty good idea by the way. But I don't think you should be able to put the handheld guns on turrets, since the turret holder would need to be extremely flexible so every gun would fit. Maybe make the minigun compatible with turrets since it will be one badass piece of a monster weapon. But that has been planned the whole time if I'm not mistaken. |
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| Author: | MMM [ Tue Aug 29, 2006 11:20 am ] |
| Post subject: | auto turret |
maybe just keep it more or less like in Half Life 2... anyway in HL2 it's pretty damn good balanced for someting with unlimited ammo and good damage. becouse it needs somewere 1 second to react and fire, it is well balanced, in long distance it wont kill anybody. and when it spots someone it starts a fast short alarm. and if it's destoyable, a sniper could take it out in 2-3 shots. and well, the anti-vehicle turret is a good idee, lets make it a EMP turret that will fry any electonics in vehicles. it will be nice if it will shoot out a EMP beam each 1-2 seconds. this will keep things simple, don't you think so? PS: i hate all that upgrading, and it takes a hell lot of time.
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| Author: | Bjossi [ Tue Aug 29, 2006 11:51 am ] |
| Post subject: | auto turret |
Then don't use the upgrades, it would just be there for those who want it. |
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| Author: | Terran Gell [ Tue Aug 29, 2006 3:36 pm ] |
| Post subject: | auto turret |
Ok, I got it. Let's comprimize. No upgrades but you can still make it innovative. Make the turret mobile. Huh? A flying one like a cypher or a small walking one that follows you. You can have a controler device in your invintory that can order it to where your cross hairs are or control it directly. That way you can have it check out an area or gaurd a certain point. I think that's fair. No upgrades, just a simple small machine gun like the one's in HL2. Hey you could even make it an alien weapon. Call it the Skirth Scout.
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| Author: | Mr.UglyPants [ Tue Aug 29, 2006 10:03 pm ] |
| Post subject: | auto turret |
yep a auto turret would be great for BW. |
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| Author: | Meatboy [ Tue Aug 29, 2006 10:57 pm ] |
| Post subject: | auto turret |
Bjossi wrote: Why explode? Just make it idle until you feed it with more ammo.
Pretty good idea by the way. But I don't think you should be able to put the handheld guns on turrets, since I was going the explosive route due to the fact if the turret was a pick up item they would end up cluttering up levels like Nali Cows. Have it fade away blow up but just go away so you dont have to wade through tons of dead turrets plus having them go away makes them more of a one shot instead of a gotta tend the bloody thing. Perhaps they could just come in gun type flavors Mg, Shotty Heavy MG, Rail, Sniper but you dont know what you got till you pop it open.
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