Forums » Suggestions

Party moths thread

Jan 24, 2011 pirren link
Automate moth turrets, it may bring some old traders and targets in game.

+Add commands /turrets on/off so they'd autofire all hostile targets (like in convoys). This won't break gameplay, because autotargetting is far from perfect atm, but it'll make moth hunt much more fun and traders'll feel more safe and head into grey more often.

p.s. this won't hurt repair turrets ;)
Jan 24, 2011 Alloh link
+1 for automated turrets. Either make it a Firing Computer one can pourchase to "upgrade" your turrets, or a way to hire NPC gunners for a price. I was against it, but changed my mind.

Preferably, also add option so one can use his own turrets, leaving ship controls.

Surely include Atlas sole turret.
Jan 24, 2011 Kierky link
+1
Jan 24, 2011 ryan reign link
+1

I've been saying this since the inception of player operated turrets.
Jan 24, 2011 CrazySpence link
+1 septillion
Jan 24, 2011 Pizzasgood link
+1, but not just a binary on/off setting. It would need three settings: off, target hostiles, and target everybody except group members. So the command would be: /turrets off|hostile|all

(Yes you could further expand on it to optionally ignore based on guild, black lists, proximity, etc., but I think the idea here is to keep this simple so it can be implemented quickly and easily. If you really need more control, you can do it via plugins that alter hostility, ala makefriends.)
Jan 24, 2011 tarenty link
+1.

Why not include the ability to set different commands for different turrets? Example: /turrets Bow off | /turrets Bow;Stern off. All the turrets already have specific names. Assume all turrets are being selected when no name is given. This would make it easier to equip more than one type of turret and not have repair turrets shooting hostiles and weapon turrets shooting friendlies.

Add 'friendly' for repair turrets, as well.

Question: Would Shield Turrets fire upon ships or weapons/rockets themselves? The former would likely be easier for implimentation, but would result in less accuracy and effectiveness.

Now all we need is to add another "Other" port to the Behemoth, increase turbo energy to 95 e/s, and impliment personal Shield addons and we can make ourselves true battle moths. :D
Jan 25, 2011 pirren link
It would need three settings: off, target hostiles, and target everybody except group members. So the command would be: /turrets off|hostile|all

+1

Add 'friendly' for repair turrets, as well.

+1

Would Shield Turrets fire upon ships or weapons/rockets themselves? The former would likely be easier for implimentation, but would result in less accuracy and effectiveness.

Interesting what devs think upon this. Is it hard to implement it?

Now all we need is to add another "Other" port to the Behemoth, increase turbo energy to 95 e/s, and impliment personal Shield addons and we can make ourselves true battle moths. :D

Why no?
Jan 25, 2011 astib link
+1 to OP.

Nahin:
"Other" slot (or at least very similar idea) has been discussed many times before, for example I suggested it two years ago. It deserves much more of care and should be implemented in all ships, including Vults and Cents.
http://www.vendetta-online.com/x/msgboard/3/21623#267476
But I don't want to hijack this thread.
To be little bit bitching: Won't be ever implemented, I guess. Even it's so nice idea. :-(

-Astar
Jan 25, 2011 Alloh link
And some say that I go OT... but reading the title of topic, we are discussing a moth party...

Anyway, the Behemoth DEFENDER pocket capship allways seemed a logical evolution for convoy defense. With or without shields, would be an interesting addition for defending convoys while playing on android/mobile, with its auto-turrets.

Against incoming ordnance we should implement a new turret, using Flares, as an active defense proposed as Point Defense Interceptors. Effective against ammo-based weapons while transparent to energy weapons.

Finally, turret controls should be both GUI and terminal based allowing plugins integration. But at least 2 buttons, making turrets hot (engage enemies) or cold (off) would do a decent jobs. Repair turrets require separate logic (AI), since it must shoot only at damaged friendlies, probably keep them only manual.

What leads us to the fact that the pilot should be able to leave cockpit and use his own turrets.

Finally, check this CrazySpence's post: Automated defense system.

Everything here is directly related to original topic, and required discussions for its implementation (soonTM) ... And even more pertinent now that we are about to fly our own capships, where the pilot have no guns. Whatever is discussed here will apply in near future to player's Tridents...
Jan 25, 2011 ryan reign link
"And some say that I go OT"

No, pretty much everyone says that. We also say that you hijack threads trying to plug your ideas that everyone hated.
However in this case you slipped in an idea (not an original one, as it has been requested many times) that was not universally hated.
Jan 25, 2011 tarenty link
"Other" slot (or at least very similar idea) has been discussed many times before, for example I suggested it two years ago

I'm referring to the powercell port we have. Powercells fit under the Other Addons catagory in stations. The Shield addons I'm mentioning would fit in the same catagory. Back to turrets....
Jan 26, 2011 astib link
Oh, I misunderstood. Apologies. Anyways, this "other" could be used for more devices than power-cells.
But agree, back to turrets ... ;)
Jan 27, 2011 abortretryfail link
+1 to the "firing computer" idea.
Make it a craftable item that weighs a lot like a group radar and takes up a large port. It would be more useful than a swarm launcher on a moth.

Perhaps also make the add-on "link" the turrets so that if you have a gunner, they can simultaneously control all of the turrets.
Jan 27, 2011 tarenty link
+1 to the "firing computer" idea.
Make it a craftable item that weighs a lot like a group radar and takes up a large port. It would be more useful than a swarm launcher on a moth.

Perhaps also make the add-on "link" the turrets so that if you have a gunner, they can simultaneously control all of the turrets.


Yesssssss.
Jan 29, 2011 missioncreek2 link
The Firing computer could be built in to the Turret Port Weapon. It should be expensive compared to the normal manual Turret Port Weapon, making it preferable to hire a gunner.
Jan 29, 2011 Pizzasgood link
1-million a pop? That would also give people motivation to bother killing them - very expensive loot if they drop. And if you have the good fortune of finding a convoy hauling the stuff...

/me drools a little
Jan 30, 2011 blood.thirsty link
seems Alloh finally found a way to play with his own turret : )
Jan 30, 2011 pirren link
+1 pizzasgood, it would be nice to see such expensive item in moth :)
Jan 31, 2011 Alloh link
You are wrong, BT. I have used my own turrets using 2 computers/accounts...

And a Computer-Controlled-Turret is really not the same as leaving the cockpit and using your own turrets. But it is an important advance.

Updating my vote, my preferred solution:

1. TurretMaster Firing Computer: a new large port weapon that provides auto-fire on turrets for Moths and Atlas. Heavy and expensive item, I prefer it being sold by a smaller faction, only in grayspace, instead of manufacturing.
1.1. Simple implementation: When ON, engage any KoS ship within reach. NFZ-aware (safe near stations).
1.2. Later improvement: Fine selection of targets, defensive/offensive modes, etc...

2. Automated Defense System: When combined with Shield Turrets, the TurretMaster becomes a usefull defense weapon, capable of stopping many missiles and slower energy weapons shots. (ADS mk1)

3. New turret: Flak-based turret to create ADS mk2. Stops any incoming missile/rocket while ammo lasts.

4. Enable players to use their own turret(s)

Ok, for me these 4 topics would complete the "Party moths topic"