Forums » Suggestions

Change Turret Friend/foe behaviour

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Aug 04, 2018 Nyscersul link
So, seems a certain group of pilots have taken it upon themselves to use the turrets of the conq sectors against the players owning the conq sector. The two ways this is usually done is by causing any missiles fired at them to hit a conq assest, thereby causing the player who is defending to be temp-kos, thereby unable to defend, or, alternately, they just sit behind your ship, trying to get the turrets fire to hit your ship.

Both of these behaviours are making the shear existence of the conq station's turrets a liability to anyone attempting to defend.

I would like to suggest that the turrets be able to recognise if they are hitting a friendly target, and stop firing for a moment, specifically the gauss ones. I would also like to suggest the complete removal of any form of temp-kos from them, therefore making it so that irrelevant of the behaviour of the attackers, the turrets are not gonna be used against them. You either have a key, so dont get shot, or you dont.

As a safeguard against people trying to use the removal of the temp-kos for the purpose of farming lenbs there maybe make the station fighters not drop them. Maybe add the usage of higher grade droppable weapons to the unrats to compensate.

If you conquer a station, those turrets should *only* be defending you, until such time as the station is rightfully conquered, not through griefing tactics, but by *actually playing the game as it was meant to be played*. Seriously the frequency with which they do this is ridiculous.
Aug 04, 2018 Nyscersul link
I should mention in response to this tactic, there have been multiple times i have been forced to wipe out all the defences myself on a station we owned so that we were able to effectively defend. The turrets were that much of a liability, it was better they were not there at all.

In fact, if fixing them isn't possible removal would be acceptable.
Aug 04, 2018 greenwall link
-1
Aug 04, 2018 -Wash- link
-1

Defend in a greyhound not a capswarming dent, as the game is intended and it won’t be an issue.
Aug 04, 2018 Prince of Persia link
-1 indeed

Looks like nyscersul plugin remote pilot isn't helping him much in station defend/takes :)
Aug 04, 2018 prepioli link
+1 it takes very little to set off temp KOS... It doesn't make a lot of sense. It could use a better-refined implementation.
Aug 04, 2018 -Wash- link
@prepioli: Maybe you should read the whole OP where Nys says "but by *actually playing the game as it was meant to be played*." Thus my rebuttal of "Defend in a greyhound not a capswarming dent, as the game is intended "
Aug 04, 2018 Aryko link
Too many changes for a miniscule purpose.

Defend in a greyhound not a capswarming dent, as the game is intended and it won’t be an issue.

A much easier solution that doesn't involve 0 player input. You can't mould the game in a way which suits automated bots.
Aug 04, 2018 PaKettle link
Sadly it has always been difficult to determine if a player hit a turret by accident or intent.

The only way to be sure is to create an immunity to friendly fire for the turrets themselves excluding rep gun fire of course so defenders can still repair the turrets. Any player wishing to fire on a turret would have to give up their key to do so.
Aug 04, 2018 Nyscersul link
I notice all the people arguing against are the ones who use these tactics.

Bots doesnt even come into it.
Aug 04, 2018 -Wash- link
Aug 04, 2018 greenwall link
Initiating temp-kos by leading homing missiles into collision with a friendly has always been a valid gameplay tactic, whether in conq stations or normal stations, or just PvP or PvE in general.

There are enough other weapons at your disposal for conq station battling that you don't HAVE to use swarms. Most people are aware that swarms are only effective in station defense when the dock is being fought for.

Coaxing turret fire onto your enemies is similarly valid. It's a tactic that comes with a lot of risk due to the extended times one needs to remain in close proximity to the target...

Solo-defending with a capship is very risky, and should be -- otherwise it would be WAY too easy to hold stations, especially with *certain* plugins in use.
Aug 05, 2018 Pandoram link
-1
Aug 05, 2018 We all float link
-1 Use energy based weapons and you won't have a problem.
Aug 05, 2018 HighTechRedneck link
It isn't a miniscule problem; CONQ stations are an asset to the game/cap ship building in general; and interfering with that is a valid tactical move to halt enemy construction(obviously). So it isn't as miniscule as you think. I have mixed feelings about this one. +0
Aug 06, 2018 Aryko link
It's miniscule as the issue is only with the usage of missiles, solution being not to use them.

OPs suggestion on the other hand involves changing too much, it's benefit allowing them to just sit idle and let plugins do their job, which is definitely not how the game is supposed to be played.
Aug 06, 2018 HighTechRedneck link
VO is meant to be played as each individual pilot wishes. Intendid purpose is combat. Itani player with +600 Serco and KOS Itani? Sure,why not.
Aug 07, 2018 Nyscersul link
You are all failing to see the point tho... Why should it be so possible for a pilot to use the conq station weapons against other ships? You say its a valid tactic, i say its an exploit of the worst kind... People using the weapons which, in the case of station defense exist to protect the station's owner, then become more of a liability to the defenders than the attacker themselves?

Its like the nation defense turrets and the sf being used to attack - they exist to protect an area, not to provide additional firepower to pilots exploiting the behaviour.

Something should be done about this because frankly it turns what could be a great battle into a situation where one individual using these tactics ...

What is the point of creating a defensible station mechanic at all if you are gonna allow players to use it against the owners in this way?

Its outright pathetic that so many people here fail to see that this is only an accepted tactic to people because it has never been addressed. Its an exploit using protective turrets to disable a players ability to defend... Its ridiculous to allow.

And, your post wash was mostly seeming to refer to friendly fire from players. I am not suggesting that at all, that would be quite inappropriate, i am referring to the dumb ai that gets abused constantly.
Aug 07, 2018 Nyscersul link
All i am asking is for the devs to make it so the defending turrets and fighters do what they are meant to do - defend - not attack.

I've even seen this tactic used in places where the players could not otherwise damage each other, like 2 uit in dau - a situation where this tactic achieved a kill that has been specifically coded to be impossible by the developers.
Aug 07, 2018 We all float link


I would say the turrets are there to protect the station, more than the key owner. You don't actually own the station. If you did, you could set prices on items, and make credits from the items sold there(and as station owner, all items could be free, but they are not) . Instead you have a kind lease on the usage of the station. And if you attack the station, then the station assets are going to defend it. Even against a leasee.