Forums » Suggestions
manufacturing player owned space turrets
make a new manufacturing item: player owned space turret ( for example available with PCC mission tree).
Basic rules for player owned turret behavior:
1) turret can be deployed in any part of space
2) turret has an interface for designating enemy/friendly: faction, guild , named pilots, ship types, standings, group, everybody/no one - this interface is only available at station
3) number of concurrent turrets is limited: 2 maximum over the full universe for a player
4) lifespan of turret is limited: 48 hours maximum, after this delay they vanish. This delay starts after first deployment
5) turret are deployed like dropping any cargo
6) turret can be pickup up the same as cargo (yes other players can move the turret if they can fly through it)
7) you cannot dock with station with someone else turret
8) If the turret was deployed the lifespan timer is stopped when the turret is put back in a station inventory. The timer will start from its last value when the turret leaves the station.
9) deployed turret can be disabled for 10minutes by shooting them to 0c
10) different type of turret can be build, capital ship turret, normal turret port, large port turret, small port turret
11) turret must be equipped with the weapon port power cell (capital ship powercell for capital ship turret port)
12) turret has only one weapon port
13) weapon ammo based turrets can be reloaded in stations
14) turret are considered like an extension of owner regarding standing loss
15) SF kill any turret deployed in NFZ regardless of owner standing
16) opening fire range can be customized in the interface at station from 0 to max equiped weapon range
manufacturing requirements
-turret manufacturing mission is limited to (max number of owned turret divided by two) per 24hours
-item list TBD
-manufacturing locations TBD
Licences required
TBD
Limitation on designating friendly/enemy TBD
-overriding or not player standings
-limiting the number of item in the friend/foe selection list
turret ownership:
-turret can be sold at N2 station
-any player can purchase it at Latos N2 if he has the required licenses
-the player buying the turret owns the turret
-lifespan timer is not reset by sale/purchase
-there is no indication of the status of the lifespan timer (for scammer)
Basic rules for player owned turret behavior:
1) turret can be deployed in any part of space
2) turret has an interface for designating enemy/friendly: faction, guild , named pilots, ship types, standings, group, everybody/no one - this interface is only available at station
3) number of concurrent turrets is limited: 2 maximum over the full universe for a player
4) lifespan of turret is limited: 48 hours maximum, after this delay they vanish. This delay starts after first deployment
5) turret are deployed like dropping any cargo
6) turret can be pickup up the same as cargo (yes other players can move the turret if they can fly through it)
7) you cannot dock with station with someone else turret
8) If the turret was deployed the lifespan timer is stopped when the turret is put back in a station inventory. The timer will start from its last value when the turret leaves the station.
9) deployed turret can be disabled for 10minutes by shooting them to 0c
10) different type of turret can be build, capital ship turret, normal turret port, large port turret, small port turret
11) turret must be equipped with the weapon port power cell (capital ship powercell for capital ship turret port)
12) turret has only one weapon port
13) weapon ammo based turrets can be reloaded in stations
14) turret are considered like an extension of owner regarding standing loss
15) SF kill any turret deployed in NFZ regardless of owner standing
16) opening fire range can be customized in the interface at station from 0 to max equiped weapon range
manufacturing requirements
-turret manufacturing mission is limited to (max number of owned turret divided by two) per 24hours
-item list TBD
-manufacturing locations TBD
Licences required
TBD
Limitation on designating friendly/enemy TBD
-overriding or not player standings
-limiting the number of item in the friend/foe selection list
turret ownership:
-turret can be sold at N2 station
-any player can purchase it at Latos N2 if he has the required licenses
-the player buying the turret owns the turret
-lifespan timer is not reset by sale/purchase
-there is no indication of the status of the lifespan timer (for scammer)
So basically I can just deploy turrets and kill a trident with ease. Right idea,wrong logic. -0
+1 with a few ideas:
2) turret has an interface for designating enemy/friendly: faction, guild , named pilots, ship types, standings, group, everybody/no one - this interface is only available at station
^^^^^^^^^^^^^^^^^
That all would be cool, but slightly complicated. I would make things easier, make them so they don't shoot group members, buddies (add the iff option on the buddies list if you don't like your buddie) and guild members. Maybe add a key to them as well. AND the turret gets the same initial faction levels as the pilot dropping them (similar to how a player owned cap ship has the same faction levels as the owner)
3) number of concurrent turrets is limited: 2 maximum over the full universe for a player
^^^^^^^^^
Instead make it limited to 2 per player per sector, and make the cost similar to a TU mine. Or maybe a bit more expensive, like 1-5 mil per reload.(including reloading on cap ships)
4) lifespan of turret is limited: 48 hours maximum, after this delay they vanish. This delay starts after first deployment
^^^^^^^^^^^
24 hours is fine. Though give them some built in repair nanties to deal with minor damage .
5) turret are deployed like dropping any cargo
^^^^^^^^^^^^^^
Just have it deployed like dropping a mine
6) turret can be pickup up the same as cargo (yes other players can move the turret if they can fly through it)t
^^^^^^^^^^^^^^
Once it is deployed, that is it. Only way to get ride of it is to kill it.
9) deployed turret can be disabled for 10 minutes by shooting them to 0c
^^^^^^^^^^
Once it is dead, it is dead dead. Boom, gone. This is another knock off product (like the type m) so we simple pilots don't get access to the real good nation tech.
10) different type of turret can be build, capital ship turret, normal turret port, large port turret, small port turret
^^^^^^^^^^^
KISS comes into play here. Capital Gauss, come kind of capital missle. And maybe a Drain turret of some kind. 2-3 types max.
16) opening fire range can be customized in the interface at station from 0 to max equipped weapon range
^^^^^^^^^^^
Again KISS: have them start firing around 5k from them.
2) turret has an interface for designating enemy/friendly: faction, guild , named pilots, ship types, standings, group, everybody/no one - this interface is only available at station
^^^^^^^^^^^^^^^^^
That all would be cool, but slightly complicated. I would make things easier, make them so they don't shoot group members, buddies (add the iff option on the buddies list if you don't like your buddie) and guild members. Maybe add a key to them as well. AND the turret gets the same initial faction levels as the pilot dropping them (similar to how a player owned cap ship has the same faction levels as the owner)
3) number of concurrent turrets is limited: 2 maximum over the full universe for a player
^^^^^^^^^
Instead make it limited to 2 per player per sector, and make the cost similar to a TU mine. Or maybe a bit more expensive, like 1-5 mil per reload.(including reloading on cap ships)
4) lifespan of turret is limited: 48 hours maximum, after this delay they vanish. This delay starts after first deployment
^^^^^^^^^^^
24 hours is fine. Though give them some built in repair nanties to deal with minor damage .
5) turret are deployed like dropping any cargo
^^^^^^^^^^^^^^
Just have it deployed like dropping a mine
6) turret can be pickup up the same as cargo (yes other players can move the turret if they can fly through it)t
^^^^^^^^^^^^^^
Once it is deployed, that is it. Only way to get ride of it is to kill it.
9) deployed turret can be disabled for 10 minutes by shooting them to 0c
^^^^^^^^^^
Once it is dead, it is dead dead. Boom, gone. This is another knock off product (like the type m) so we simple pilots don't get access to the real good nation tech.
10) different type of turret can be build, capital ship turret, normal turret port, large port turret, small port turret
^^^^^^^^^^^
KISS comes into play here. Capital Gauss, come kind of capital missle. And maybe a Drain turret of some kind. 2-3 types max.
16) opening fire range can be customized in the interface at station from 0 to max equipped weapon range
^^^^^^^^^^^
Again KISS: have them start firing around 5k from them.
@Knauf
5) depends if turrets are like mine object or like ships...
6 ) you're missing the fun of moving someone else's turret...
@HighTechRedneck, just take time to read carefully dis would be very hard to kill a crappy with only two turrets, you'll need to team up to do that with more than two turrets.
5) depends if turrets are like mine object or like ships...
6 ) you're missing the fun of moving someone else's turret...
@HighTechRedneck, just take time to read carefully dis would be very hard to kill a crappy with only two turrets, you'll need to team up to do that with more than two turrets.
While it would be fun to pick up somebody's turret and then drop it next to a trader in an NFZ in hopes it will kill them before the SF gets it and stick the turret's owner with the penalty, I'm not sure this is actually a good thing to allow.