Forums » Suggestions
i meant (yes doc) the shitty view we have when manning a turret. this would require the least amount of network-related code (aka, not having to update turret gun position for every guns on a cappie). in essence, the inside view of a turret wouldn't impact frame rate and network lag.
it would still look as it does from the outside yes. but it's not like from the outside, you have clipped views.
it would still look as it does from the outside yes. but it's not like from the outside, you have clipped views.
Honestly, I think the worst thing is the inability to determine a threat's location from the bridge and then quickly enter the best turret from which to engage.
Number of solutions occur to me, but I imagine this is something the devs know is a bitch, haven't got the time or money to do, and will fix in their own sweet time (assuming VO limps along that long).
Number of solutions occur to me, but I imagine this is something the devs know is a bitch, haven't got the time or money to do, and will fix in their own sweet time (assuming VO limps along that long).
Yes, I always hated that, and wanted to add a "switch to turret which can actually see my target" key, but haven't.
I think it would be the most immersive if we had a HUD appearance change depending upon the nation of your ship, and for certain other situations. After all, you're no longer inside your ship, you're inside a HUGE ship.
I remember EVN had a different HUD appearance for each race. If you flew a ship of a different race, your HUD would change accordingly, just a picture change, but it added more immersion to the game.
Perhaps we could set several HUDs as customizable, each relating to a certain environment, like inside a Serco HAC would look mechanical and dangerous, inside an Itani valk would look smooth and sleek, and so on, so forth, and etc.
This may seem unrelated to the topic at hand, but we've been discussing what it should look like to man a turret on a cap ship - and I suggest that being able to use a customized HUD for different situations would let us expand upon the design, rather than placing the onus on the devs.
Theme packs, rather than HUD skins.
I remember EVN had a different HUD appearance for each race. If you flew a ship of a different race, your HUD would change accordingly, just a picture change, but it added more immersion to the game.
Perhaps we could set several HUDs as customizable, each relating to a certain environment, like inside a Serco HAC would look mechanical and dangerous, inside an Itani valk would look smooth and sleek, and so on, so forth, and etc.
This may seem unrelated to the topic at hand, but we've been discussing what it should look like to man a turret on a cap ship - and I suggest that being able to use a customized HUD for different situations would let us expand upon the design, rather than placing the onus on the devs.
Theme packs, rather than HUD skins.
It would be more interesting to fire the gauss if the fire rate were faster. However, this may overwelm slower computers. Here is a compromise: Give the guass a higher fire rate but limit the total number of shots with battery energy- just like in our ships. It would be great to be able to click of a few quick shots as an enemy raced across the screen. The computer controlled turrets could just plod away as they currently do.
a1k0n Cool: "switch to turret which can actually see my target" key
a1k0n Cool: "switch to turret which can actually see my target" key
I agree, and point defense is critical once we get torpedos back. I still stand by for the need of fast-firing, low power weapons for use against fast fighters and torpedos, be they automatic or player controlled.
I noticed the concussion railgun in the weapon lists in several stations. Are these possibly point defense because they are mighty powerful and could obliterate a swarm of missile not to mention an incoming torpedo.
I realise that that might sound OP but the concussion railgun i assume would be firing in the same way as a normal rail so hard to target maybe might be to hard to do an AI change for but at least if a1kon implemented that change to turret for nearest target or ship button it would be doable.
Back on topic.
I was wondering maybe not increase the number but do a mix of increased refire but also have some weapons changed to be more powerful but sustain the current refire thereby not becoming too imbalanced. This could also tie in with the suggestion I made about manufacturing various weapons of one type but have one lighter that fires faster for less damage one normal and one that hits harder slower and uses more energy. That would be a good thing especially when it comes to player cappies to allow some form of customization which would mean that it would be alot more involving then just gathering a ton of materials and building a set blueprint.
IF a1kon did implment that in some form would the torpedos be classed as mini ships as so many people have suggested to facilitate targeting by both the AI and a player?
I realise that that might sound OP but the concussion railgun i assume would be firing in the same way as a normal rail so hard to target maybe might be to hard to do an AI change for but at least if a1kon implemented that change to turret for nearest target or ship button it would be doable.
Back on topic.
I was wondering maybe not increase the number but do a mix of increased refire but also have some weapons changed to be more powerful but sustain the current refire thereby not becoming too imbalanced. This could also tie in with the suggestion I made about manufacturing various weapons of one type but have one lighter that fires faster for less damage one normal and one that hits harder slower and uses more energy. That would be a good thing especially when it comes to player cappies to allow some form of customization which would mean that it would be alot more involving then just gathering a ton of materials and building a set blueprint.
IF a1kon did implment that in some form would the torpedos be classed as mini ships as so many people have suggested to facilitate targeting by both the AI and a player?
The main thing I don't like like about turrets is when you scroll the mouse wheel to target something, you target yourself.
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