Forums » Suggestions

"New" Turret Weaponry for TTMs

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Apr 09, 2013 idd link
Capital Guass Turret

Same stats as the "Civilian" NPC tridents (the ones that escort convoys).
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Capital Guass Turret MKII

Same stats as the "Military" NPC tridents (the ones in Deneb, critical hive skirms, and sector blockades of Edras I-2 and Ukari A-10).
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Capital Swarm Launcher

Same stats as the "Military" NPC tridents., except it has 24 ammo and can only be reloaded in 30 seconds.
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Concussion Mine Launcher

Launches a mine 100m out to where the gunner is facing. Has 20 mines in it and can only be reloaded in 1 minute.
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Proximity Mine Launcher

Launches a mine 100m out to where the gunner is facing. Has 18 mines in it and can only be reloaded in 55 seconds.
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Aerna Seeker Missle FLAK

Blows up next to incoming ordinance to destroy the ordinance. Has 30 missles. You can also damage players. Same stats as the regular Aerna Seeker Launcher and can be reloaded every 5 seconds.
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(This is prolly gonna have to include some programming magic)
Aerna Seeker Launcher

Ammo: 2
Can only be reloaded every 2 minutes.
Spawns an aerna seeker from the turret. Chases around the target that the gunner had selected.
Same stats as the regular NPC.
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If you make the item available devs, I'll be glad to make manufacturing missions for them. Bractus really needs an up in manufacturing missions, it really isn't that important a point right now. Discuss.
Apr 09, 2013 abortretryfail link
You know the "Civilian" Capital Cannons are the same as the "Military" Capital Cannons right?

Also, the turrets on the convoy Tridents are actually the larger beefy ones similar to the ones on the HAC, Connie, and Leviathan.

+1 for more turret weapons
-1 for more crap that has to be reloaded.
Apr 09, 2013 idd link
The problem would be the spam as already demonstrated with tracking missle turrets. You can just infinitly spam missles and never run out. It should be fixed.
Apr 09, 2013 Snake7561 link
+1.
And idd, it should just take some time to reload. How would you feel if you had to go 30km to reload a couple of missiles?
Apr 09, 2013 idd link
True. Time should be implemented. Also, abortretry fail, the turrets are actually different. The civilian has a higher firing rate but deals less damage. The military one has a lower firing rate but higher damage.
Apr 10, 2013 vanatteveldt link
This has probably been suggested many times before, but it is crazy that missiles don't fit in the cargo bay.

Why not allow an in-space missile reload action, run from the PDA, which takes 10-30 seconds or so, and reloads the ammo weapons from ammo in the cargo bay? This also allows a trident to be refilled from a friendly freighter... (make it so you can't turbo while reloading and it gives an interesting twist to missile-only fighters in pvp and furballs - if you can dodge without shooting for 30 seconds you get another chance after firing all ordinance)

(I mean, if we can refuel a fighter jet in high speed atmospheric conditions and dock a capsule to a space station in LEO in 2013, why on earth would we not be able to re-equip a stopped trident in the middle of space millenia of development later...)
Apr 10, 2013 TheRedSpy link
The heavy port on the trident should refill automatically, it's a given really. I'm sure it will when they redo it properly.
Apr 10, 2013 Kierky link
Yeah, the large port is a bit useless at the moment except for TU mines (which shouldn't reload if an auto reload scheme is implemented, it'd be a bit overpowered)
But all conventional weapons, such as rockets, swarms, things like that should auto reload on the Large Port.
Apr 10, 2013 TheRedSpy link
Its not overpowered at all, you can reload a TU mine in the back of a trident anyway, for an entire year you were able to reload a TU mine on a trident with another trident. So no, it isn't really overpowered and if it is overpowered the TU mine should be the thing that gets the nerfstick.
Apr 10, 2013 Kierky link
Now I think about it, TU mine webs. heh. sounds... explosive..
Apr 10, 2013 TheRedSpy link
You can do it anyway with a rag with trident support, if the TU mine is broken it's broken, it has no bearing on trident's ability to reload for free unlimited times.
Apr 10, 2013 Alloh link
More logical and simpler approach:

Make turrets a Large-port "slot" where you can fit any existing L-port weapon. Or equipament. Just add +1 Grid and +5 Energy to present stats of given weapon and we're done!

Basically, it becomes a special L-port that can be manned,by another player, or the pilot leaving the cockpit.

What leads to related question: Why require a few MW powercell when you have a 200MW reactor? Or we get rid of the powercell, OR change it to only feed turrets - Grid 20 would feed 4x(4+1) turrets equipped with 4 grid weapons +1 for turret "frame".
Apr 10, 2013 Snake7561 link
I didn't even read that suggestion, Alloh, I just started screaming when I saw the post's length.
Apr 10, 2013 idd link
Edited to timed reloaded instead of dock to reload.
Apr 10, 2013 Kierky link
What in the hell did I just read? Like, dogs vomit..
Apr 11, 2013 Conflict Diamond link
Suggested many a time from maiden voyage (22 months ago), to every new trident that rolls out of M-7

The issue, as far as I understand it (correct me if I'm wrong), is that capital ship turrets are the same add-on class as turrets on atlases, moths, TTM's etc, and the fixed weaponry on tridents and terradons are standard ports too. The devs did not want Capital Gauss turrets and Capital Swarms showing up on a party moth or atlas X. Remember Lecter flying around with SMALL PORT capital swarms and capgauss when the conq station turrets dropped them? Good times... (to his credit he had his day of mayhem then reported the bug)

The fix that needs to happen is that capital ships need a new set of add-on classes for turrets and fixed equipment. Reloads? Either increase the ammo limits for these new classes, allow reloads from hold, or both.

CD steps off the soapbox.
Apr 11, 2013 Phaserlight link
I basically agree with CD; I'd like to see a new class of weaponry for player-controlled turrets that work only on player-manufactured cap ships and above. Myself and others have suggested integrating the cap ship's powercell and giving it a large grid power to make the new weaponry capital-class exclusive, but I'll leave the exact mechanics of it up to the devs.

The only 2 suggestions of the OP I have a problem with are the "Seeker Missile Launcher" and the "Aerna Seeker Launcher". There is a Seeker Flare currently in game, but I'm not aware of any non-turreted weapon by the name of "Seeker Missile". If you mean the missile weapon used by national defense turrets, my opinion is this would be too powerful to go on a Trident. My objection to the "Aerna Seeker Launcher" has more to do with the aesthetics of launching a bot from a turret.

Otherwise, I'm all for more types of weaponry for player-owned cap ships. This may also provide another good manufacturing incentive, and give certain drops like that are not currently used like the Hive Queen Defense Matrix and Hive Nanite Replicators a place in Vendetta's manufacturing econonmy.

See also my suggestions for capital-class turret weaponry, for posterity's sake (long post alert).
Apr 11, 2013 Snake7561 link
+1 to Phaserlight
Apr 11, 2013 Phaserlight link
I was just coming back here to edit my post... Snake7561 beat me to it. I wanted to mention that another possibility would be to provide cap ship turret weapons as rewards to cap ship owners for participating in the Deneb war.
Apr 11, 2013 idd link
whoops yeah I meant Aerna seeker flares lol thanks for noticing!