Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Thud
Caldari Mad-Warping-Maniacs
|
Posted - 2011.06.21 23:27:00 -
[1]
Edited by: Thud on 21/06/2011 23:30:10
Hi. So, I really love the new turrets and how they deploy after exiting warp. It looks amazing, however I think I would be even cooler if there where a system where you can undeploy and deploy the turrets manually. So I was thinking a bit how a system where such a manual turret deployment might make sense would look like,and while I am waiting for the servers to go back up I might as well write my thoughts down here.
So, obviously for this to make sense deactivating your weapons needs to give out some kind of small bonus, like a little speed boost. But, that alone would be a little to simple so I figured I would be nice if you could choose where the ôextra energyö you gain from deactivating your turrets would go. For example,you could have one of those triangle menus that a lot of space fighter games use, and choose from adding the bonus to,for example speed or agility or cap recharge, or something in between. Something like on this amazing drawing. ;) http://go-dl.eve-files.com/media/corp/wickedx/emergencyenergy.jpg
This way a dictor for example could deactivate his weapons to gain speed,to be on the enemy a little faster. ( reactivating should maybe take a while? For balancing reasons)
Or,if you travel and feel save enough you can take the weapon energy and put it into agility and you are in warp a little bit faster.
I think that would add some atmosphere. Trekkies know, one of the coolest moments in star trek is when the ship gets unexpectedly attacked and the captain is like ô red alert! Shields up, ready phasers! ô
Could have something like that in eve, your Fleet having weapons off because they donÆt expect an attack to get in warp a little faster, cyno opens and the FC is like ô OMG hotdrop, everyone,activate weapon systems! ô :D
Oh,servers are up,just in time,gotta go... :P ____ ____ My english is bad. |
0Lona 0ltor
|
Posted - 2011.06.21 23:41:00 -
[2]
Turrets should not deploy when exiting warp this is silly. Turrets should deploy when targeting! Dunno if this would be easy to implement but would look so much better. SO turrets remain closed until you target a ship or anything. Sort of like opening the gun ports!
|
Thud
Caldari Mad-Warping-Maniacs
|
Posted - 2011.06.21 23:46:00 -
[3]
There is allready a devblog that explains why they do not deploy while targeting. ____ ____ My english is bad. |
Vorel Kurik
|
Posted - 2011.06.22 01:19:00 -
[4]
Originally by: Thud There is allready a devblog that explains why they do not deploy while targeting.
if you could plz link the bolg i would like to read it i will try and find it on my own but again its appreciated.
|
EhonVonnre
|
Posted - 2011.06.22 14:27:00 -
[5]
Here is the Linkage
Originally by: CCP Salvo
The turrets had to be deployed and ready to fire as soon as you had locked your target. Leaving them inactive, and deploy when locking a target was the first thought, but due to some insanely quick locking times because of maxed out skills and implants, some animations would look unnaturally sped up, even comical. We also toyed with the idea of a "safety" button, which you'd have to hit to bring your turrets to a readiness level, prior to entering combat. This would of course be a great disadvantage if you ever found yourself having a need to return fire in a hurry. Then one day during another planning meeting our technical artist made the suggestion of why not just deploy when exiting warp, and pack when entering warp. There was a moment of silence as the team looked at each other and realized how simple and obvious it was, and how we had not seen it before. We also decided at that point that turrets should be in the "inactive" state when a ship is docked inside a station, and later in the development cycle we added the feature that when a turret is off-lined or on-lined, it would also move between its packed and deployed states.
|
Da Speed
|
Posted - 2011.06.22 17:43:00 -
[6]
I like the idea. A few more things to micromanage on your ship would be nice and this would also add some flair.
|
shady trader
|
Posted - 2011.06.22 19:12:00 -
[7]
while a understand the reasons that CCP has done it.
being able to keep you guns hidden would be nice, especially if they did not show up on fitting scanners while retracted. Then it would add a little uncertainty to attacking someone, are they armed with a full rank of ion bast cannons, 425 rails or have they fitted their ship with that extract tractor beam? till they deploy the turrets you don't know and that could be after you engage them. Macrointel, the place were the nature order of the universe does not hold sway. Pirates and ore thief's are congratulated by carebears for the actions. |
Jabu Smith
|
Posted - 2011.06.22 19:31:00 -
[8]
I like Shady trader's Idea there of them not showing up at all :) that would be awesome to have a ship attack one that was drifting around to suddenly have a huge line of guns pop up and target the attacker. how friggin awesome???? :D :D :D
|
Christopher AET
Segmentum Solar Intergalactic Exports Group
|
Posted - 2011.06.22 20:10:00 -
[9]
I would like to see them retract when reloading also and redeploy at the end of the reload cycle.
|
Silverwolfcvm
|
Posted - 2011.07.04 10:45:00 -
[10]
I think that its prety universal that everyone loves the popout turrets, and I understand why the devs disabled the manual function on it as they described in their blog. But manual control is something the most people are wanting to have. Why not give us the ability to manualy retract / extend them, but give a warning (that you can permanatly dismiss) like the warning you get into a T3 cruiser, stating that if you enter a combat situation, then the turrets will take their normal time to deploy, and you will not be able to fire untill they are deployed.
This would give those of us who would like to have manual control over them that ability. And the people who would acknowledge the checkbox and then still whine that they had to wait for them to deployà well, they would be complaining about something else anyhowà you cant fix stupid.
|
|
Tacyon
Caldari The Phayder Corporation
|
Posted - 2011.07.05 17:22:00 -
[11]
+1 Quote: Turrets should deploy when targeting!
I agree with retract when entering warp. But then they should stay in retracted mode until such time as I go "WEAPONS HOT" The time it takes to target is enough time to deploy them. The cited reason for "skills and implants making them appear too fast" can't be any worse then the targetting spin speeds from before. The turrets would insta spin to their targets.
You could even do a auto deploy and manual deploy mode.
Auto - they deploy with target init. If your uber skillz are faster then you'd have to wait or use opt#2 manual - "WEAPONS HOT" button (toggled to WEAPONS SAFE)
And honestly, where are you going to have targeting speeds that are so fast that they are faster then a turret deploy graphically speaking? On a small(ish) hull with small(ish) turrets. They SHOULD deploy faster then lets say a BC or BS turrets.
My god .. it's full of stars ! |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |