Forums » Suggestions
Allow us the ability disable specific turrets when using +activateturrets
The +activateturrets command has been a great addition to the game. I suggest, as a small improvement, that we can disable specific turrets from being used by the command.
My reasoning is this: Sometimes it is tactically appropriate to only fire turrets that don’t use energy. This is needed when a capital ship pilot is attempting to defend oneself while trying to jump out of a sector. Currently we are forced to take manual control of a turret to do this.
The ability to remove the turrets on the fly is a work around, as the turrets can’t be used for 5 minutes, this accomplishes the same thing, but the shields do drop, which is kind of a negative in a combat situation.
My reasoning is this: Sometimes it is tactically appropriate to only fire turrets that don’t use energy. This is needed when a capital ship pilot is attempting to defend oneself while trying to jump out of a sector. Currently we are forced to take manual control of a turret to do this.
The ability to remove the turrets on the fly is a work around, as the turrets can’t be used for 5 minutes, this accomplishes the same thing, but the shields do drop, which is kind of a negative in a combat situation.
Perhaps the command could be enhanced.
/ActivateTurrets all
/ActivateTurrets 1
/ActivateTurrets 2 3 4
/ActivateTurrets 1 3
/ActivateTurrets 2 4
...
/ActivateTurrets all
/ActivateTurrets 1
/ActivateTurrets 2 3 4
/ActivateTurrets 1 3
/ActivateTurrets 2 4
...
+1 by the way
+1 good thinking
+1
+1
+1.
+1
+8993
I like SkinWalker's enhancement to the OP adding that 'all' should be implied when there is no parameter.