Forums » Suggestions
A Turret Hotkey
Heya,
Before everyone says, "just use turrethop", i am posting this on behalf of a) every ios player that has played the game and b) those people who are for whatever reason unable to use plugins.
Simple suggestion - and ingame command that switches to a turret, like a hotkey.
There are players ive seen who try to use turrets but are unable to do so effectively because they have to go through menus.
I would otherwise suggest the possibility of finding a way for ios to install plugins but i fear this is due to the level of security in ios, and is therefore not possible.
Before everyone says, "just use turrethop", i am posting this on behalf of a) every ios player that has played the game and b) those people who are for whatever reason unable to use plugins.
Simple suggestion - and ingame command that switches to a turret, like a hotkey.
There are players ive seen who try to use turrets but are unable to do so effectively because they have to go through menus.
I would otherwise suggest the possibility of finding a way for ios to install plugins but i fear this is due to the level of security in ios, and is therefore not possible.
Yeah iOS is a complete sandbox nightmare. There are some plugins that should be rolled into the game client that I think would benefit users on all platforms.
Droid Buttons for all mobile platform installers I think is a must have.
Autojett
Manu
Definitely as least some more /commands for short cutting to say turrets etc
Droid Buttons for all mobile platform installers I think is a must have.
Autojett
Manu
Definitely as least some more /commands for short cutting to say turrets etc
+1 for ios love!
+1 for Nyscersul's and Wash's suggestions.
(most)Plugins work on iOS though (was fixed ages ago, just use diskaid, create the plugin folder in the VO .app folder and away you go - you may need to use /lua dofile('plugin.lua') but I think that got fixed too). It just isn't very talked about because of the wrath of apple or some such. Also extracting archives directly on iOS can be a funny business, as can actually guiding the average iFad device user to do the above but that is for another topic.
But +1 for a built in; bindable turret selection command. I would prefer /TurretNext and /TurretPrev as well as /turret # though, imagine all the binds a Cappela may one day need if you had to use numbers!
But +1 for a built in; bindable turret selection command. I would prefer /TurretNext and /TurretPrev as well as /turret # though, imagine all the binds a Cappela may one day need if you had to use numbers!
Yoda, since you know how to install plugins on ios devices, go make a video about the process for our ios pilots please?
+1 to Nys and Wash
Add Targetless to the list
Add Targetless to the list
Targetless is too much. Not everyone uses it do to the lag of loading roid db
Someone else will have to make a video, but apparently if you have a PC handy, you can do it via iTunes too. I no longer have an iPad.
+1 OP.
Turrethop is stupid.
The fact that I had to write Turrethop is stupid.
The game should have a command for that...
The fact that I had to write Turrethop is stupid.
The game should have a command for that...
HEHEHEHE @abortretryfail - so many plugins have become second nature to us we cant remember the experience without them - sound alert suite for example.
Turrethop is stupid. The fact that I had to write Turrethop is stupid.
I totally agree. Although I think flicking between turrets to fire individual shots is only mildly less-stupid, even as a rapid/automated bind. But, it is an interim solution until we can make something better (last paragraph of that response, and then another response later).
Also, the capships were pretty experimental. We weren't sure if people would come together to operate them in groups, or what would become common.
so many plugins have become second nature to us we cant remember the experience without them - sound alert suite for example.
You know, that would be a pretty useful thread. To basically condense all the simple plugins you guys consider absolutely mandatory, and explain how they work from a gameplay standpoint, and then link to the source of the plugin online.
I would like to do a "gameplay pass" where we just integrate a lot of this stuff into the client. The problem is, it becomes kind of nuts when someone says "well, you just need to integrate all of targetless and droidbuttons and these three different insane guild-created suites".
The integration is challenging because we can't just use Lua to implement this functionality, otherwise we'd have the same performance problems built-into the client as Targetless and the issues with asteroid-databases and so on.
So, basically, we have to back-port the functionality through C++ and Lua in smarter and more effective (and more deeply embedded) ways, which takes a lot more time to do, plus it has to be cleanly integrated across all User Experience models (Desktop, TV, touch, VR).
However, some things, like trigger-sounds or turret-skipping crap, is probably pretty trivial? And it'd be really helpful to see a list of what the players consider "most-critical". But, if the functionality can't be described in a couple of sentences, then you probably need to consider paring down the feature into something that can.
Maybe try to limit your posts to 10 basic plugin functions, per person, each no more than two sentences? The really distilled "can't live without" type use cases.
I don't want to de-rail this thread onto that topic, but feel free to create a new thread for that, and link to any old threads that support it.
I totally agree. Although I think flicking between turrets to fire individual shots is only mildly less-stupid, even as a rapid/automated bind. But, it is an interim solution until we can make something better (last paragraph of that response, and then another response later).
Also, the capships were pretty experimental. We weren't sure if people would come together to operate them in groups, or what would become common.
so many plugins have become second nature to us we cant remember the experience without them - sound alert suite for example.
You know, that would be a pretty useful thread. To basically condense all the simple plugins you guys consider absolutely mandatory, and explain how they work from a gameplay standpoint, and then link to the source of the plugin online.
I would like to do a "gameplay pass" where we just integrate a lot of this stuff into the client. The problem is, it becomes kind of nuts when someone says "well, you just need to integrate all of targetless and droidbuttons and these three different insane guild-created suites".
The integration is challenging because we can't just use Lua to implement this functionality, otherwise we'd have the same performance problems built-into the client as Targetless and the issues with asteroid-databases and so on.
So, basically, we have to back-port the functionality through C++ and Lua in smarter and more effective (and more deeply embedded) ways, which takes a lot more time to do, plus it has to be cleanly integrated across all User Experience models (Desktop, TV, touch, VR).
However, some things, like trigger-sounds or turret-skipping crap, is probably pretty trivial? And it'd be really helpful to see a list of what the players consider "most-critical". But, if the functionality can't be described in a couple of sentences, then you probably need to consider paring down the feature into something that can.
Maybe try to limit your posts to 10 basic plugin functions, per person, each no more than two sentences? The really distilled "can't live without" type use cases.
I don't want to de-rail this thread onto that topic, but feel free to create a new thread for that, and link to any old threads that support it.
Thanks for sorting this so quick - im off to write some binds cor a poor plugin deprived goliath pilot whom thus far has been unable to defend themselves effectively.
I think the major issues are covered with the new update, and things like targetles... Well suffice to say that the idea of targetless is not original - its a given in any combat game that you would have a way to see target info in your hud without having to cycle through targets...
Targetless is an ott monstrosity, beautiful functionality, but far more than required...
Ill post a seperate suggestion...
I think the major issues are covered with the new update, and things like targetles... Well suffice to say that the idea of targetless is not original - its a given in any combat game that you would have a way to see target info in your hud without having to cycle through targets...
Targetless is an ott monstrosity, beautiful functionality, but far more than required...
Ill post a seperate suggestion...