Turrets_
#1
Posted June 01 2011 - 03:15 PM
I would personally like to see Attack turrets(gun, missle, etc (powerful but slow turning speed)), Defence turrets(anti-missle, radar invisability in certain area, etc(you should be able to restock your ammo supplies here too)), and Recon(This would have some kind of ability like it can release a satellite that after the 30 second or so actvation phase can see any area but the farther it goes from the turret the worse the quality gets and you have to be close to the tower to use it(im guessing it should be like the remote spy cam thing in the Special Equipment Suggestions Compendium but with much longer range and a top down view), etc)/Radar turrets(Gives lots of radar range,etc). Also radar towers will have 2x-3x the range of the Recon turrets to make it worth getting.
Also how should they be made/summoned/depoyed_ I'm guessing from the video that there will be certain guard post like things that can be made into your tower of choice with some kind of limit(Any ideas_). I also think should also be some kind of way to deactivate enemy towers and steal them (maybe we could use the hacking tool from the Special Equipment Suggestions Compendium_).
So what would you guys think or what kind of turrets would like to see_
Also what tower would you use the most_(Recon gets my vote )
Side-note:Yay, 1st post
#2
Posted September 18 2012 - 06:08 AM
Take it a step farther and turn a mech into a turret or recon tower. Sacrifice for team work is what makes games more complex and interesting.
#3
Posted September 18 2012 - 05:23 PM
#4
Posted September 19 2012 - 08:09 AM
We must have different types of turrets, sentry guns and emplacements for strategic defense.
#5
Posted September 19 2012 - 07:10 PM
Turrets can be good to increase depth in gameplay, but I'm just here to say: Go easy on the turrets please.
#6
Posted September 27 2012 - 07:49 AM
Recon and and radar are very basic, but useful, so i'd definetly like to see them.
Having a variety of defense and attack turrets would be very fun, as long as they are only meant as supplemental to your mech. Even if there could be load outs based entirely on turrets (which i support) have them still be reliant on the player's skill.
Example: Any attack turret capable of any potentially effective damage needs an aiming aid. This could be a laser gun that your mech has that doesn't do any damage, but lights up the enemy as the target. Or tracking beacons. A magnetic thing that you can throw a short distance and if you hit your opponent, your turrets can target him better. Emphasis on short distance.
Also i think another good way to limit turrets with potentially effective firepower is to have their ammo be scarce. Like trigger happy kid playing dead space scarce.
#7
Posted September 27 2012 - 07:53 AM
Immie, on September 19 2012 - 07:10 PM, said:
Turrets can be good to increase depth in gameplay, but I'm just here to say: Go easy on the turrets please.
This man has it.
#8
Posted September 27 2012 - 10:04 AM
#9
Posted October 10 2012 - 08:24 PM
#10
Posted October 13 2012 - 08:41 AM
#11
Posted October 13 2012 - 04:05 PM
"I don't have a favourite quote."
#12
Posted November 07 2012 - 01:19 AM
http://community.pla...dpost__p__85103
#13
Posted November 11 2012 - 05:35 PM
#14
Posted November 16 2012 - 11:35 AM
When repairing your self, repair the turret.
or ~ if the turret had it's own defense (can only be used when not engaged / taking damage)
and ~ in this case if the turret also helped repair mech.
I'd also like to be able to apply a turret to a wall / target a location for deploy (if it is not the self-orbiting type). This would be awesome in choke points where they (and idiots repairing themselves in the middle of an alley) would be out of the way.
#15
Posted July 10 2014 - 11:43 AM
#16
Posted July 10 2014 - 12:00 PM
Otherwise, you may get sitautions where people spawn in the middle of a bunch of turrets, or where there are no good spawn points because the map is blanketed with enemy items...
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