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Are player turrets destroyable now?
I logged on this afternoon and noticed that one of my turrets shows destroyed and another is at 90%.
I am unable to enter the destroyed turret. My dent is at 95% so someone must have attacked just after I logged at some point.
Don't get me wrong, I think this is a good thing, I just don't recall seeing it announced.
I am unable to enter the destroyed turret. My dent is at 95% so someone must have attacked just after I logged at some point.
Don't get me wrong, I think this is a good thing, I just don't recall seeing it announced.
They've always been destroyable on NPC tridents (Also player tridents when you're undocked).
The player Trident Turret health bars mimic that of the actual Trident Health. Also when it becomes player controlled again, any of the turrets that were destroyed magically come back for some reason.
The player Trident Turret health bars mimic that of the actual Trident Health. Also when it becomes player controlled again, any of the turrets that were destroyed magically come back for some reason.
Ah. That must have been how it happened then. I've just been leaving the dent parked lately.
The two front turrets were at 100%, the lower aft was destroyed and the upper aft was at 90%. My trident was at 95%. I did not check to see if they recovered when I took control. I'll do that next time. Thanks for the info!
The two front turrets were at 100%, the lower aft was destroyed and the upper aft was at 90%. My trident was at 95%. I did not check to see if they recovered when I took control. I'll do that next time. Thanks for the info!
any of the turrets that were destroyed magically come back for some reason.
Seems reasonable, since they're trivially easy to kill and there's no other mechanism to get them back.
Seems reasonable, since they're trivially easy to kill and there's no other mechanism to get them back.
there is nothing reasonable about respawning something on a persistent ship simply because the pilot undocked and re-docked. It makes absolutely no sense.
If you want to stay somewhat consistent with other regenerating things in the game, then there should be a cooldown time between the time the turrets are destroyed and when they start to regen (regen from 5%). It shouldn't have anything to do with something completely unrelated like leaving and entering the ship. Also, neither should targeting. Another thing that's borked for player owned tridents.
If you want to stay somewhat consistent with other regenerating things in the game, then there should be a cooldown time between the time the turrets are destroyed and when they start to regen (regen from 5%). It shouldn't have anything to do with something completely unrelated like leaving and entering the ship. Also, neither should targeting. Another thing that's borked for player owned tridents.
My vote is to just have the turret only disabled at 0% rather than destroyed, and then let people repair the turrets using repair guns. That way there's no need for regeneration.
Disabled is a tolerable idea
As much as I'd like to agree with Pizzasgood and CrazySpence, this should wait until there are some Serco nationalists that are not afraid to use their tridents. As it is now I can go a week or more without sighting a single one. Make it one bit weaker and it could be months between sightings.
I realize we have to make it more interesting for the pirates but nationalistic play is suffering too.
I realize we have to make it more interesting for the pirates but nationalistic play is suffering too.
we use the tridents when necessary. Hauling crap through uit space (we often do convoys of 5 dents at a time). hive stuff. We're not avoiding using them in pvp because we're afraid to lose them, replacing a trident is no different than any other ship anymore - they're totally expendable like anything else in the game (cept superlite). We just mostly use them for trading - almost exclusively.
We just dont find the gameplay of running and repping fun in pvp. It's convenient when you are doing pve, but if you're aiming for exciting pvp then it's much more of an annoyance. This is especially true when the avg layout of players puts serco at 20%, itani 30, and uit 50. Having less players on hand makes a trident a liability rather than an asset in any battle. And a pvp battle that puts more players with instant repair / rearm in the same sector against fewer players isn't interesting. In that situation, there are better things to do in the game with our time. Since nothing players do have any lasting effect, waiting it out is perfectly reasonable. Eventually the numbers even out, the population swings a different direction, or you play around the issue. Plenty of room in the VO universe.
Correcting things that shouldn't happen isn't making it weaker. Turrets respawning at 100% just cuz you undocked and redocked makes no sense. Targetting a trident and losing it because the pilot undocked makes no sense. Fixing those things doesn't make the trident weaker, it makes it behave more intuitively.
We just dont find the gameplay of running and repping fun in pvp. It's convenient when you are doing pve, but if you're aiming for exciting pvp then it's much more of an annoyance. This is especially true when the avg layout of players puts serco at 20%, itani 30, and uit 50. Having less players on hand makes a trident a liability rather than an asset in any battle. And a pvp battle that puts more players with instant repair / rearm in the same sector against fewer players isn't interesting. In that situation, there are better things to do in the game with our time. Since nothing players do have any lasting effect, waiting it out is perfectly reasonable. Eventually the numbers even out, the population swings a different direction, or you play around the issue. Plenty of room in the VO universe.
Correcting things that shouldn't happen isn't making it weaker. Turrets respawning at 100% just cuz you undocked and redocked makes no sense. Targetting a trident and losing it because the pilot undocked makes no sense. Fixing those things doesn't make the trident weaker, it makes it behave more intuitively.
We just dont find the gameplay of running and repping fun in pvp
So you run to a station instead of a trident. Nice rationalization.
So you run to a station instead of a trident. Nice rationalization.
There is a slight difference from fighting and finishing and going to a base to start again and running to an in system Trident for free reps in the middle of a battle. But whatever.
What exactly is "fighting and finishing" when you haven't destroyed your enemy's capship?
There is a slight difference from fighting and finishing and going to a base to start again and running to an in system Trident for free reps in the middle of a battle. But whatever.
The only way to hold territory that is not a conc station is to use tridents. You want the territory back, take it from me. Flying past and saying 'Gee I'd love to fight but boo hoo I see a trident there' makes it seem you just like the dueling and not the warfare. Do what you want but don't complain about the people that want other types of conflict. I don't care if *you* bring a trident or not but stop talking the other Serco pilots out of doing it.
The only way to hold territory that is not a conc station is to use tridents. You want the territory back, take it from me. Flying past and saying 'Gee I'd love to fight but boo hoo I see a trident there' makes it seem you just like the dueling and not the warfare. Do what you want but don't complain about the people that want other types of conflict. I don't care if *you* bring a trident or not but stop talking the other Serco pilots out of doing it.
Once the shield is down, the turrets can be selected individually. This is useful for taking larger ships like connies. Once you pop the shields, head to a spot you can get close to and destroy the 1 or 2 turrets shooting at you and you just created a blind spot where it can't hit you. Sit there and pelt it until it goes boom.