Forums » Suggestions

Remove turret magical regeneration

Sep 03, 2021 greenwall link
Turrets have become much more useful and functional in game with the recently introduced automation.

This new capability should be balanced with another long needed mechanic: that turrets, once destroyed, do not regenerate when a pilot retakes command of their capship.

The permanent destruction of turrets on hostile NPC capships has long been an effective and sensible strategy (deneb, blockades, levi), and it's time that is aligned with PC capships.

Additional counters to balance the permanent destruction are also welcome, such as: making turrets more powerful/effective and giving them higher armor. But once they are destroyed, that should be it.
Sep 03, 2021 incarnate link
Last I checked, turret destruction doesn't really work properly at all. That's why it's not exactly.. "enabled", in a meaningful sense. It isn't just a "magical regeneration" thing.

But, I'm certainly open to our taking a look at that. Whenever we're able to take a break from exploit mitigation redesigns and stuff.

On-going discussion is welcome.
Sep 03, 2021 haxmeister link
I'm inclined to reject the idea that our cap ship turrets can be permanently destroyed because I just selfishly like the idea that I don't have to worry about it. Also it is getting harder to generate money in this game as incarnate steadily tries to equalize things. The turrets are really expensive and we all have more credits in turrets than it cost to replace the entire ship.

However there is a bit of lost realism in that regard so I could possibly endorse a variation of this. Perhaps you can disable the turrets through damage, but as long as a pilot or other player is actually inside the cap ship.. there would be a timer for regeneration to the effect that the person in the ship is repairing the turrets.

+1
This up vote is to a compromise where we have realism in turret damage, realism in player/pilot repairs of the ship they occupy, and balance to the already high cost of replacing turret weapons in this way.
Sep 03, 2021 incarnate link
The turrets are really expensive and we all have more credits in turrets than it cost to replace the entire ship.

Just in case anyone has forgotten, the insurance mission is a placeholder. Don't think that you're always going to be able to replace your capship for 500k credits.

There were certain temporary measures that were put in place to make capships more frequently used in the earlier era of development (like, disabling the cooldown timer on insured replacement, which is still in the mission, but effectively disabled by setting it to 7 minutes). But you can definitely expect that as they'll get more benefits, they're also going to get more costs and more associated challenges.

There are old threads where a lot of this stuff was discussed previously.

Anyway, turrets are definitely going to be "disabled" by enemy fire. I don't know if they'll be "destroyed" or not. They will probably not magically fix themselves with a timer. Visiting a station seems likely.

But, going back to Greenie's OP, I'm not sure that this is all something I can drop in quickly. We haven't been focused on turret-related issues, but I think some aspects need to be implemented, yet.
Sep 03, 2021 csgno1 link
-1 I want the battle to rage right to the end
Sep 03, 2021 death456 link
I totally support turret destruction and Incarnate highlighted the points well. This brings them into line and we won't see noticeably people just flying into a conquerable station all turrets blazing then leaving...

And of course the insurance mission is a placeholder and every goliath/trident owner should be reminded of that.

Some form of turret disabling,repairing,destruction should be implemented.
Sep 03, 2021 look... no hands link
I like the idea of them being 'destroyed' in the sense that they are not usable without repairs. You could say the weapon is functional, but the mount, or fire control is inoperable.

Actually it might be cool to have the turret break down step by step. First, remote fire control (active turrets) is disabled, but the weapon remains functional under local control (manning the turret). Second the mount is broken, the gun can still fire, but only in the direction it is pointed. Third, the weapon is totally offline.

That stepwise failure is what I personally would find the most interesting a fun, and really would like to see applied more broadly, degrading ship performance with discrete systems going offline, or functioning at reduced capacity.
Sep 04, 2021 We all float link
I have always been for turret destruction/disabling. I think some sort of way to repair (externally) on the fly would be kind of cool as well. Maybe even replaced by another ship with some sort of addon.