Forums » Suggestions

Modular Turret

Dec 18, 2013 allan38 link
I'm suggesting 3 types of modular turrrets.
A modular turret is a turret you can modify by swapping out weapons in the turret.
You build the modular turret and can drop in weapons and convert them to different turrets.

The easiest one to do would be the:
Modular Energy Turret.
Allows you to drop in any energy weapon and convert it into a turret weapon.
It has heavy duty power couplers to handle any energy weapon in the game.

The following two create issues.....
Modular Mine Turret.
Allows you to drop in any non-TU mine and convert it into a mine layer.

Modular Missile/Flare Turret.
Yada, yada, yada.... Forget about using an Avalon....

Comment: We really need to require reloads packs for reloading ammunition based weapon turrets in space. This would keep mine turrets or swarm turrets from unbalancing the game. IE, you would still eventually run out of ammo and ammo has mass.

Suggestion: Have ammo packs cost 1/2 the weapon cost and mass. I know, so many things to do and all of them creating other issues.
Dec 19, 2013 Kierky link
Are you okay?

Why the hell not just sell every weapon as the game as a turret? lol
Dec 19, 2013 allan38 link
Expanding this way creates new turret options without requiring so much dev effort.

I intended for this to be a manufacturable item to make it harder to get.

If the weapons are already balanced then a turret version of an energy weapon shouldn't be an issue.

Hmm, except a Power cell draining turret...... I anticipate pie-rats wouldn't care much for a large frigate class trade vessel which carries weaponry capable of shutting them down...... The symmetry does seem kind of nice from a frigate class trade vessel that doesn't have small ports perspective. Of course, energy weapons aren't quite as accurate on a turret.

And HD/HE/Pentric/Heliocene/IOphase/Deniphase mining turrets would be so nice in converting the frigate class trading vessel into a frigate class mining vessel.
Dec 19, 2013 abortretryfail link
Why make exceptions for specific weapons? Why not just make a capital class turret port that can take different turret mountings (like how SPAZ does it...)

Dual S-port turret w/powercell.
Single L-port turret w/powercell.

Then we don't need special turret type weapons.
Dec 20, 2013 Keller link
A simpler solution would be to give the turret mountable slots. You'd then just have effectively 2 types of turret: Small slot and Large slot turrets.
Dec 20, 2013 abortretryfail link
That's exactly what I'm talking about...
Dec 20, 2013 Keller link
I didn't mean YOU Arf. I meant the OP.

However, to expand on your suggestion, there should 3 levels of turret. 1, 2, and 4 slot varieties for both small and large slot weapons. I agree they should have powercells to keep them from being able to fire infinitely; I'd still like the turret weapons to draw from the ship's power cell if the turret's is depleted. This should keep players from trying to max out the beam weaponry as the ship might be quickly rendered helpless if the turret weapons are fired too much. Players should also be able to create fire groups for them as well, allowing mixed armaments if desired.

For those paying attention, yes, this would make a normal Moth into a real pocket battleship in a lot of ways. With 2 4xLSlot turrets, these could carry a total of 10 Chaos Swarms. If you're into Trident killing, there you go. Admittedly, the thing would be a bit unwieldy (heck, how much weight IS all that anyway?), and slow slow slow (translate - pretty much dead meat if a real fighter catches up to it), but would pack a serious punch while the ammo lasted.