Forums » Bugs

Manning own turret == free turbo

Jul 22, 2013 Pizzasgood link
Currently, the game seems to just lock-in your current velocity when you man your own turrets. It even does this if you are turboing. It does not, however, lock in the energy drain that turboing entails. This means that you can not only turbo forever with any powercell, but you can even have that cell recharge at its full rate while you do it.

All currently turreted ships can already turbo forever with a fast-charge or ultra-charge anyway, so the main way to exploit this currently is to recharge your powercell to 100% on the way to a wormhole without having to disengage turbo for a while first. So not a game breaking exploit, but it would be good to get it fixed.

I also wonder if the velocity lock-in applies for speeds that exceed your ship's rated turbo speed. For example, if you man a turret just after hitting a stack of concussion mines or being thrown by a capship's explosion, both of which can accelerate you to extreme velocities. I'm too lazy to test that at the moment.
Jul 23, 2013 raybondo link
We're working on this issue.
Jul 23, 2013 Kierky link
Not a huge deal, but once turrets become more widespread, probably need to address.
Jul 23, 2013 coteyr link
Should turrets maybe draw from an ammo pool or power source? Not the ships power source but some kind of "You can't just shoot forever without pause or ill side effect" source?
Jul 23, 2013 CrazySpence link
dude, use a shield turret against a real attacker then come back here and try to say you actually want to cripple it :P

Also, those kinds of things belong in suggestions