I was thinking that turrets are effectively useless on most VHFs.
So why use them at all...?
Here are some of my suggestions to have useful turrets for VHFs.
1. Make them all 360 deg turrets (not sure if this affects Ship modelling or just ini file changes)
2. Make other equipment to make current turrets useful. I.e. Auto-targeting turrets that fire like NPC on your target as the target comes into field of view.
As a target swerves behind or tails you your rear turrets could auto-target the enemy. This could involve buying an expensive upgrade or something...
3. Make Small Missile Turrets (either with ammo or using energy like GB turrets) that you could fire when your target circles behind you etc...
What do you think...the current turrets are useless in the main and therefore unrealistic ....
1. You want turrets to be able to be able to turn backwards and forwards. Possible but really of much use? A fighter who has passed an enemy would be trying to turn to get said enemy back in line with it's main guns. Firing behind you with limited weaponry whilst flying in one direction is a bad idea in a dog fight.
2. Auto-targetting turrets have been discussed many a time and usually end up with it being found to be impossible. It would also remove a degree of control that people like in Freelancer. (Making it more like EVE)
3. You want a missile launcher that can turn etc like a turret? Probably easily done and would most likely be used. Though a missile launcher facing backwards would be of more use really. When the enemy flies by, hit the fire all weapons key and it would launch a missile from that too. It wouldn't fire forwards however due to weapon arcs (As the Liberty Gunboat shows if you dump a missile turret on the back)
#1 - Er.. I think the degrees in which a turret can turn is based on its location on the ship and where you aim. Most turrets can -technically- shoot 360 degrees on a single plane.
#2 - By the way, making things expensive won't help. The veterans of the server are the ones who trade the least.. it's the newbies who group up and trade diamonds/niobium all day long. But.. er.. if the idea is what I think it is (turrets that aim and fire automatically at any hostile), I'm not so sure about it. Often times you shoot a train CD that turns everything red.. then that can ruin your rep. Also, your -allies- are sometimes red to you. So I dunno how it would differentiate friend from foe.
- you can make turrets fire 360 by editing the hardpoints - that can be done without changing the shipstats much ..... but you ll get into balancing problems - serious ones.
think of it - the praetorian has two turrets - both fire backwards only. - if they were able to spin foreward, too - this bomber had 4 lvl10 guns and 2lvl5 turrets - now, think of the possibilities. - 4 colada and 2 tizona turrets. - thats quite a lot of firepower.
compare it to the taidan - which has ... 4 lvl10 guns - i believe. - i think a tizona turret is something like 500 shield dam at 4.0 - so the taidan would have 4k less shield dam / second.
turrets are useless - or mostly useless, but the ships are balanced based on their foreward firing guns / turrets. if we mess that up, the ships are simply not balanced anymore.
Turrets not working on a lot of fighters and bombers is a massive balance issue. The Sabre is good, due to its agility and high firepower. If every ship had the turret activated, ie the Titan, it'd make lots of balance requests for the next version. Ships are currently balanced, weapon wise. Adding turrets would stop that balance, and would make more work for everyone.
Plus, you'd have to go through and edit every single turret on every fighter/bomber and place the hardpoint in realistic locations.
' Wrote:compare it to the taidan - which has ... 4 lvl10 guns - i believe. - i think a tizona turret is something like 500 shield dam at 4.0 - so the taidan would have 4k less shield dam / second.
turrets are useless - or mostly useless, but the ships are balanced based on their foreward firing guns / turrets. if we mess that up, the ships are simply not balanced anymore.
tizona turret stats:
shield dmg 684
refire 5
so it make 3420 shield dmg in second.( so 2 turrets, another 6840 shield dmg in second)
so 360 degree turrets can make from praetorian fast shield killer.
Enough for me to see a Spatial (4 lvl10s, 2 lvl9s 3 lvl5 turrets - 2 firing forward) With 10 coladas, 2 tizzies and 2 tizzie turrets killing an adv trans shield in few seconds(and 1/2 of a BS shield before running out of power)...
As for the other turrets, I do think they are balanced as they are now.
' Wrote:#1 - Er.. I think the degrees in which a turret can turn is based on its location on the ship and where you aim. Most turrets can -technically- shoot 360 degrees on a single plane.
#3 - We already have those.;)
#3 - Sorry, yes, we have them... FOR CAPS ! We are, here, talking of VHFs...
Idea 2 doesn't looks really good, but I like the first and 3rd ones...
I personally sold my useless rear-turret to look better and have reduce instant-kill
OK for gentle RP, OK for gentle PvP too. What do you prefer ?
Hurk hurk hurk...
[\JG/]Pim (mercenary, ex-IMG)(Raven's talon, New London and New Berlin mainly)
John Smith(independant trader, ex-contract killer on Manhattan)(Heavy Tanker)
Auto firing turrets? that fire by themselves when a npc OR player come near?
this should be quite expensive, at least 100,000,000. i dont know how buying an upgrade would allow you to have certain types of turrets though.