Forums » Suggestions

Use my own turret

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Mar 01, 2010 Alloh link
Not new idea, but worth a bump:

I wanna use my own turrets!

All I want is press a key, open PDA, select "Tactical" and select turrets. The routine/code already exists, it works on capships. It works on Atlas/Moth for 2+ players. Only misses the connection, the interface event...

While I am on my turret ship continues last state (drifting, turboing, mining, parked). Pilot's controls unusable from turret, including weapons.

Remember Star Wars' Milleniun Falcon? You can leave ship's control, use turrets, get back to control and continue flight/jump. Just like that, I'd like to hit turbo on my Atlas/Moth and use my own turret against pursuiters...

Please, turrets are cool, but so far almost unused due engine's restrictions and few pplz. A simple change and surely many more players will actively use it!

Abuse prevention:
- Cannot jump from turret, but should show warning when reach jump point, so pilot must leave turret.
- Only ship's pilot can pilot ship. Avoid abuses (=give ship) OR
- Use own turret only possible if no one else aboard (=no gunner)
Mar 01, 2010 PaKettle link
As long as the pilot cannot fire the turret and pilot at the same time.... +1
Mar 01, 2010 Alloh link
surely not. Those are controlled from 'pilot seat'. To use them, press 'Activate', [Tactical] -> [Pilot].

edited and added bold.
Mar 01, 2010 ShankTank link
To out-nerd you, Han's copilot, Chewbacca, was left at the controls. Other than that, yeah I don't have a problem with this.
Mar 01, 2010 incarnate link
That would be interesting. Again, as long as turret/pilot are mutually exclusive functions.

It might have some technical caveats. But we can look into it.
Mar 03, 2010 toshiro link
Yes, please. I think this request has been around since there have been turrets, actually.
Mar 03, 2010 CrazySpence link
Yes!
Mar 03, 2010 look... no hands link
just get a second account, cheapskates.
Mar 03, 2010 ryan reign link
There are two fixes to the ever present empty turrets on the Moth and the Atlas...

1. A significantly larger player base... (ideal solution).
2. AI crews for the turrets.

I may be missing something but as far as I can tell, there is no practical use in flying a straight line at low speed while shooting at a fast moving target that can dodge. We aren't talking about ships that can take a pounding here... we're talking about big fat slow targets.
Mar 03, 2010 Alloh link
Ryan, the idea is engage turbo, leave cockpit and enter turret.

Then even a SHIELD turret can be usefull... Indeed, when I can use my own turret I will test all turrets models, but I feel that the so far useless shield turret will start to be used.

Then, when "Jump Ready" warning flashes, shoot a few shield blobs more and leave turret back to cockpit to jump, hoping that into safety. Or into another run... with turbo on.

Also, we can mine on sectors with 'light' bots (read collectors) and cover your own ship while mining.

At least, it gives a reason to add 10ton to a ship, the possibility of using it!

And remember that turrets have their own energy cell.

The only problem I foresee is the key to be used, to keep consistent with now used interface on capships it should be "Activate", it can conflict when you are on a jump point and want to go to turret. Not when returning from gunner to pilot seat. But plenty of possible solutions.
Mar 03, 2010 ryan reign link
"the idea is engage turbo, leave cockpit and enter turret."

Oh, I had no idea... well this makes all the difference when trying to evade an enemy in a high speed fighter who can not only move forward at greater speed than you but also strafe left, right, up, and down... not to mention get ahead of you.

"Also, we can mine on sectors with 'light' bots (read collectors) and cover your own ship while mining."

Any half decent miner can already do this... hell a half retarded fighter pilot can do this. When I used to mine a lot, I would spend hours in hostile sectors, and never die.

Closet. Candies. And crated monsters.
Mar 03, 2010 blood.thirsty link
"Use my own turret"

Well ye might do that, but not in front public eyes

bleed well : )
Mar 04, 2010 Dr. Lecter link
I hereby declare ryan the thread winner (AVP invoked).

However, I'd love to see a trader in a moth try and pull this off. Their death would be swift and merciless.
Mar 04, 2010 Alloh link
So, what would be the difference, Lessctor?

At least the trader will have the feeling to be trying something, and gives a reason to add 10ton to your ship.

But I guess that it will make a big difference for an AtlasX, and not as much for moths.
Mar 04, 2010 ryan reign link
Alloh, the point is... it would be no different. Using the turrets provided is a great idea however, the idea of giving up control for even a few seconds is terrible. I know a few seconds doesn't sound like much but, check out a border battle some time... in VO a few seconds is your the enemy needs.
Mar 04, 2010 Alloh link
Ryan, why would a trader enter a border battle on a cargo ship?

And proposal is use my own turrets, not add my turrets to available weapons. From a RP perspective, to use turrets one must leave ship's controls.

The best scenario I can imagine is you enter a sector, exit point is clear but far, and enemies are near. You engage turbo (lock) and use the turret for additional cover.

Also, Gauss2 turrets have a longer reach, and shield turrets can have some usage if I can lock turbo and use it.

It is not a request to change game balance. One turret will never make me/anyone invencible. But can be fun anyway!

And remember, not every player in VO universe is a p2p ace, as it should be!
Mar 04, 2010 Chaosis link
What's a p2p ace?
Mar 04, 2010 ryan reign link
"Ryan, why would a trader enter a border battle on a cargo ship?"

Did I say take a cargo ship to a border battle? No, I said... "I know a few seconds doesn't sound like much but, check out a border battle some time... in VO a few seconds is your the enemy needs."

"And proposal is use my own turrets, not add my turrets to available weapons. From a RP perspective, to use turrets one must leave ship's controls."

Yes, I'm painfully aware of the premise of this horrible idea.

"The best scenario I can imagine is you enter a sector, exit point is clear but far, and enemies are near. You engage turbo (lock) and use the turret for additional cover. "

Congratulations, you're dead every time.

"Also, Gauss2 turrets have a longer reach, and shield turrets can have some usage if I can lock turbo and use it."

Congratulations, you're dead every time.

"It is not a request to change game balance. One turret will never make me/anyone invencible. But can be fun anyway!"

No one is saying that it will make anyone invincible... the point is that this will do NOTHING. People will realize that every time they leave the controls to use their turrets... THEY DIE. There are other better/more important things that the devs could be working on.

"And remember, not every player in VO universe is a p2p ace, as it should be!"

What the hell does that have to do with anything?!
Mar 05, 2010 toshiro link
I posit that this idea has some merit. Upon exit-jumping, a rearward-facing turret can help in deterring pirates. It will not be enough to kill them, but perhaps give just enough pause to increase the time between the pirate and the trader jumping. Whether this slight advantage would outweigh the developer time required to implement, I do not know.

Also, can you stop bashing Alloh, please? It gets quite boring, and you're making me think of people who'd take candy from babies, and then do other heinous things, just because there's no-one to stop you.
Mar 05, 2010 ryan reign link
Tosh, I'm bashing a horrendous idea, not the poster. If you think that what I said constitutes "bashing" your less intelligent than people assume Alloh is.