Forums » Suggestions

Turret shielding

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Mar 15, 2005 Shapenaji link
I noticed on the cap ship, that the turrets seem to be shielded from certain angles. This makes straight energy attacks a little difficult. (Though still quite doable).

However, it is disturbingly easy to take out turrets with gems. Is there some way that the turrets could have very precise shielding?
so that weps only have about a 1 in 3 chance of hitting?

4 gems kills a turret, and all the turrets were gone by the first time it hit geira.
Mar 15, 2005 softy2 link
Observation :

Not just gems, 3 Yellowjackets take them out easily too (since the cap ship doesn't move a lot). So the trick is just to turbo in, and fire the jackets at around 300-500m range, and turbo out. It was exhilarating though with all the turrets shooting at you.
.

Suggestion :

Why not make the turrets impregnable (or atleast very hard to kill) to energy/homers, but make them vulnerable to Rockets?

This would make "Divebombing" the cap ship a lot more fun and takes a lot of skill.
Mar 15, 2005 danielky link
does the new frig have it so that you can sit a certain distance away and shoot without getting shot at? I used to do that in s16 during alpha. It worked rather well, too. It took a while, but it worked nicely.
Mar 15, 2005 Shapenaji link
well, you can't sit anywhere, its escort and the strike forces will attack
Mar 16, 2005 johnhawl218 link
Is the frigate actually in game and respawning now????
Mar 16, 2005 roguelazer link
Yeah, except it kills itself after a few seconds.
Mar 16, 2005 LeadFist link
"Yeah, except it kills itself after a few seconds."

what???
Mar 16, 2005 johnhawl218 link
So then it's not functioning and is basically not in game
Mar 16, 2005 roguelazer link
Some sorta bug. Have faith.
Mar 16, 2005 Shapenaji link
I don't believe it kills itself, it just respawns every 6 hours.

It didn't kill itself before.
Mar 16, 2005 roguelazer link
I've logged in twice today and twice yesterday. The first time yesterday was after it was first killed. Every other time, it's killed itself.
Mar 16, 2005 Beolach link
How about making turrets disableable, but not destructable? Like, they can never drop below 1HP, but when they're less than 10HP they cannot fire. That would allow friendly pilots with repair modules to bring the turrets back into operation.
Mar 16, 2005 Shapenaji link
The problem with that beo is that its VERY easy to repair the turrets. As Greebo showed the first time it came out.
Mar 16, 2005 Beolach link
I'd almost say that's a good thing. IMO it should be easier to defend the CapShip than to destroy it (at least until we have either Goliath Cannon or another CapShip to send up against it).

But maybe give the turrets a minimum time that they'd stay disabled, even if they're repaired, so if someone disables a turret by dropping it below 10%, they have three minutes or until the turret is repaired, whichever is longer, that they don't have to worry about that turret.
Mar 17, 2005 Soulless1 link
Or, just make the cap ship have 'auto repair systems' (which makes sense given the amount of crew it'd have etc) that bring each turret back after, say, half an hour of that turrets death.

A better way (stolen from planetside base turrets lol) would be that the turrets auto-regenerate all the time, and you have to kill them to stop them firing. However, even once dead they auto-repair themselves at the same rate, but they do not become 'active' (alive) again until they are back up to 50% health.

That way you can take the turret out, and you know that it'll take like 15 minutes to get back to 50%, but if left alone they will repair themselves, even when they have been destroyed. This gives you plenty of time to attack the frigate, but you might still want to have one guy going round suppressing the turrets to make sure they don't become active too soon.

Also this would avoid the stupid situation of a cap ship patrolling around for hours with no weapons because noone has attacked it.
Mar 17, 2005 ananzi link
make it so you can shoot down missiles.

then the frigate can have a bunch of anti-missile guns
and can blow up, say, 100 missiles at once without being
hurt.

thats how it was in xwing, iirc.
Mar 17, 2005 Katarn link
What's wrong with missiles working well against the turrets? I mean... they need to have some uses. I think this is a good place for them in the game
Mar 17, 2005 mr_spuck link
The problem I see is that the ship doesn't get replaced after every patrol. Ok .. currently it does ...but that's a bug -.-
Would be a bit weird to have it run around without turrets forever just because somebody decided to take a few potshots. It's fun to see it shoot down itani npc :P
Mar 18, 2005 Lord Q link
here is my solution to the "turrets are two vulnerable to missiles" complaint:

if the turrets are to vulnerable than perhaps the cap ship needs one or more of the following:

1. a point deffence laser grid: this would be a small number of turrets (between 2 and 6) that together are able to cover every section of the ship with fire. the lasers would target only incoming missiles, and each indavidual turret would be able to fire on 6 missiles every second. this way missiles can still be very efective, but it will require you to finde or make a blinde spot in the deffence grid before you can efectively eliminate the other turrets. (i also think that the point defence turrets should take less damage to destroy than normal turrets)

2. an ECM field, this would stop all missile tracking within 100m of the cap ship (they become completely balistic when the enter the field). this way there is still a good chance your seekers will still hit the ship but targeting a specific turret with a seeker will be more dificult. The ecm field could also be generated by one turret like point so that it can be disabled if this idea sopunds too powerfull optherwise.

3. give the cap. ship it's own missile batteries. that way it can fire back with the same weapons that are doing it in. this would also give the cap. ship a larger engagment range, and prevent enemies from hovering just out of range of it's turrets and spamming missiles.
Mar 18, 2005 Phaserlight link
Ahem...

http://www.vendetta-online.com/x/msgboard/3/9099#104922

...."I told you so"?

Seriously though, I think Lord Q has some good ideas. Perhaps the range (duration) on the cap ship weapons could be bumped up some also.