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Thread Statistics | Show CCP posts - 0 post(s) |
Grifthin
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Posted - 2011.06.04 11:00:00 -
[1]
Does anyone here think turrets should stay docked untill you lock a target ? It looks a bit odd having them all flapping around the wind when they could just stay docked like while you warp.
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Axon Atom
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Posted - 2011.06.04 12:01:00 -
[2]
yeah 100% agreed.
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Ja'thaal Deathbringer
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Posted - 2011.06.06 05:11:00 -
[3]
I absolutely agree, but this is a timing and animation code issue that will more than likely be fixed in the near future.
I am, however, a little annoyed that the turrets on my Zealot don't actually dock, they just stick up. I think that it would look a lot better if they in fact folded down, and as has been brought up in this thread, stay folded down until I'm ready to start melting something.
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Massimo d'Notwant
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Posted - 2011.06.06 05:49:00 -
[4]
I would prefear if it was togglable. A little extra interaction with the ship would help immersion.
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Jim Luc
Caldari Rule of Five Split Infinity.
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Posted - 2011.06.06 07:12:00 -
[5]
I'd take it a step further and only bring them out if you use them. Simply locking a target shouldn't bring them out. Then, if you stop using them, they'll have a short timer before they go away again.
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Xindi Kraid
The Night Wardens
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Posted - 2011.06.06 15:44:00 -
[6]
Originally by: Jim Luc I'd take it a step further and only bring them out if you use them. Simply locking a target shouldn't bring them out. Then, if you stop using them, they'll have a short timer before they go away again.
The problem with that is that guns fire at the beginning of their cycle so they'd either have to add a delay, which isn't that nice, or have the turrets deploy and swivel instantly, which looks bad.
Personally, I think they should be context sensitive. They should deploy if you lock something they might interact with. If you lock a ship, the guns deploy, if you lock a wreck, salvagers and tractor beams deploy, if you lock an asteroid the mining lasers deploy. -Xindi Kraid: Delivering acerbic wit and scathing comments with just a dash of 'stab you in the eye' |
Salejah
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Posted - 2011.06.06 16:30:00 -
[7]
Imagine you're at war and you jump into hostile territory why would you wait to "draw" your guns until you start aiming? Makes no sense, as a combat pilot I'd prefer to have my guns ready as soon as I drop out of warp. Maybe add a toggle gun state button for the more peaceful folks out there...
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Soden Rah
Gallente EVE University Ivy League
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Posted - 2011.06.06 18:31:00 -
[8]
Originally by: Massimo d'Notwant I would prefear if it was togglable. A little extra interaction with the ship would help immersion.
+1 to this, you should be able to also have a readout of ships that have guns deployed or not, that way you can signal your hostility by weather you're cleared for action or not, and then be able to lie about you're intentions __________________________________________________
Originally by: CCP Tuxford bugger, I need to have a closer look at this menu function
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Pierced Brosmen
Priory Of The Lemon
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Posted - 2011.06.06 19:38:00 -
[9]
Edited by: Pierced Brosmen on 06/06/2011 19:39:26
Originally by: Xindi Kraid Personally, I think they should be context sensitive. They should deploy if you lock something they might interact with. If you lock a ship, the guns deploy, if you lock a wreck, salvagers and tractor beams deploy, if you lock an asteroid the mining lasers deploy.
Exactly what I want as well.
Also of note... on the log-in screen you see the new sacrilege (or whatever it is, it's a Maller hull atleast) come out of warp. Weapons stay docked... It makes a turn and then weapons are deployed (we can assume they were eighter toggled on or targeting of a valid target was initiated).... Target lock achieved, and they start tracking and shooting.... then after, they dock again, but the ship doesn't warp away....
If it looks like that on the log-in screen, I expect similar functionality from the gameplay, and not what we currently have.
Yes, give us the option to deploy weapons manually for an agressice stance, or whenever you start targeting something that is a valid target for the module, as mentioned already. When last target is gone, the weapons shold not retract imediately though, but after a short cool down period.
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Jim Luc
Caldari Rule of Five Split Infinity.
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Posted - 2011.06.06 19:47:00 -
[10]
Originally by: Xindi Kraid
Originally by: Jim Luc I'd take it a step further and only bring them out if you use them. Simply locking a target shouldn't bring them out. Then, if you stop using them, they'll have a short timer before they go away again.
The problem with that is that guns fire at the beginning of their cycle so they'd either have to add a delay, which isn't that nice, or have the turrets deploy and swivel instantly, which looks bad.
Personally, I think they should be context sensitive. They should deploy if you lock something they might interact with. If you lock a ship, the guns deploy, if you lock a wreck, salvagers and tractor beams deploy, if you lock an asteroid the mining lasers deploy.
Great point. I really like your context sensitive approach too. I don't see any reason the client can be smart about what you have fitted.
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Adrian Dixon
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Posted - 2011.06.07 09:12:00 -
[11]
Originally by: Massimo d'Notwant I would prefear if it was togglable. A little extra interaction with the ship would help immersion.
I agree making them togglable by the player would be fantastic.
Originally by: Xindi Kraid ..... I think they should be context sensitive. They should deploy if you lock something they might interact with. If you lock a ship, the guns deploy, if you lock a wreck, salvagers and tractor beams deploy, if you lock an asteroid the mining lasers deploy.
I agree they should also be context sensitive.
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Musophil
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Posted - 2011.06.07 11:41:00 -
[12]
Another vote here for manual activation. It'd bring up interesting scenarios like...
"They're charging up their weapons arrays!" "Get us out of here!"
or
"They're approaching with their turrets tracking us! Should we deploy our guns?" "No, keep them in the bay. They obviously don't trust us, so let's not spook them into firing."
...and a variety of other sci-fi staples.
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Ethan Blacknova
Gallente Perkele Mining Corporation
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Posted - 2011.06.07 13:21:00 -
[13]
I'm gonna go for the "Add a 'Ready the weapons' Button."
It would be a toggle, probably on the left of the current HUD and would be required to fire turrets and launchers, miners .ect
Doing so would allow the turrets to pop up. People who wanted turrets out all the time could keep them open. Anyone else could just hit the button as needed.
I also suggest allowing firing while the turrets fold out. Just make the shots coming from them invisible until they're completely deployed.
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Swynet
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Posted - 2011.06.07 13:38:00 -
[14]
Originally by: Massimo d'Notwant I would prefear if it was togglable. A little extra interaction with the ship would help immersion.
Same here. Even if the next patch will make them dock/undock when you open fire or not, I'd like to be able to do it manually so. But if it's never possible then it's not even an issue, but yeah would be cool if we could.
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Templar Dane
Amarrian Retribution
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Posted - 2011.06.07 14:39:00 -
[15]
It'd be cool if they auto-repaired while docked. Maintenance mode?
Maybe make them immune to heat damage for X seconds after being deployed, as long as they were docked for X number of seconds.
They're beautiful, but it'd be cool if there was a mechanic/tactic behind sheathing your weapons.
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Covert Kitty
Amarr ISK Solutions SRS.
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Posted - 2011.06.07 16:33:00 -
[16]
Originally by: Templar Dane It'd be cool if they auto-repaired while docked. Maintenance mode?
Maybe make them immune to heat damage for X seconds after being deployed, as long as they were docked for X number of seconds.
They're beautiful, but it'd be cool if there was a mechanic/tactic behind sheathing your weapons.
I read all of the above posts, and I think this is a great general direction. Put the deployment in the hands of the player, put some game mechanics behind it.
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Riyal
Chode Extravaganza
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Posted - 2011.06.07 22:14:00 -
[17]
I have to agree that docked turrets until a lock is acquired would be a really nice aesthetic.
For quick locking ships, turret deployment speed could be;
* set to the fastest possible lock time, or a reasonable fast lock time.
* adjusted by the lock time, maybe with constraints so that the animation is not too slow. (would provide more visual feedback on locking progress)
For me, locking a ship would be aiming at them in preparation for the shooting part. Turrets remaining docked until then would nicely emphasize this. The game mechanics are not affected as the fire effect would override any fluff animations.
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Hayaku Codolle
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Posted - 2011.06.08 02:57:00 -
[18]
Originally by: Riyal I have to agree that docked turrets until a lock is acquired would be a really nice aesthetic.
For quick locking ships, turret deployment speed could be;
* set to the fastest possible lock time, or a reasonable fast lock time.
* adjusted by the lock time, maybe with constraints so that the animation is not too slow. (would provide more visual feedback on locking progress)
For me, locking a ship would be aiming at them in preparation for the shooting part. Turrets remaining docked until then would nicely emphasize this. The game mechanics are not affected as the fire effect would override any fluff animations.
And the missile users would be off the hook?
Oh... and I think this would chuck an old module "passive targeting" out in the useless bin.
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Xynthiar
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Posted - 2011.06.08 03:34:00 -
[19]
1) http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1520363 2) No, this causes more issues than it is "cool".
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