Tremulous Forum

Community => Mod Ideas and Desires => Topic started by: ==Troy== on August 29, 2007, 09:06:10 pm

Title: Little idea - turret operators.
Post by: ==Troy== on August 29, 2007, 09:06:10 pm
Just a possible idea for the modders.

Turret operators:

Required : Defence computer
Action : A player comes to DefComp, uses it. Now he can see a turret camera, and can scroll through turrets.
Turret abilities when controlled : Same turn speed, same damage and rate, the only thing which is not limited is the range.

Pros : Can shoot far targets, unlimited ammo. Usefull in hands of a skilled player. Player himlesf is somewhat protected.

Cons :  Aliens are given 1(2) evos when they kill a controlled turret. Reaction time is limited and the aim is not that precise, in combination with limited turn speed - easy target for dretch. A human can be killed without noticing it, while he controlls the turret. Only a single turret can be controlled at a time.
 
Teslas cannot be controlled.

Little addition. It takes time to logon to a turret. Scrolling cameras you choose the appropriate one and it takes you about 4-5 seconds to log on to it and similary to log off. (to achieve a controll over the turret.)

I do not really need any feedback :wink:
Title: Re: Little idea - turret operators.
Post by: kevlarman on August 29, 2007, 09:42:08 pm
Quote from: "==Troy=="
I do not really need any feedback :wink:
then why post?
Title: Little idea - turret operators.
Post by: ==Troy== on August 29, 2007, 10:43:20 pm
So that someone can use it. If he finds this usefull. (and if not just ignore it)
Title: Little idea - turret operators.
Post by: Ezra on August 29, 2007, 10:53:40 pm
Quote from: "==Troy=="
So that someone can use it. If he finds this usefull. (and if not just ignore it)


Rofl...

Moep, don't know if it's a good idea the way of no range turrets. I create an outpost with good defence in a long corridor (Tremor for example) i use the Def com and i aim with facility aliens who want attack my outpost... No ammo, no limit range and skilled players => Massacre!
Title: Little idea - turret operators.
Post by: Death On Ice on August 29, 2007, 10:55:09 pm
Would the player controlling the turret get the kills / credits?
Title: Little idea - turret operators.
Post by: kevlarman on August 29, 2007, 11:05:04 pm
Quote from: "Ezra"
Quote from: "==Troy=="
So that someone can use it. If he finds this usefull. (and if not just ignore it)


Rofl...

Moep, don't know if it's a good idea the way of no range turrets. I create an outpost with good defence in a long corridor (Tremor for example) i use the Def com and i aim with facility aliens who want attack my outpost... No ammo, no limit range and skilled players => Massacre!
you do realise that every single human weapon (blaster excepted) outdamages turrets?
Title: Little idea - turret operators.
Post by: Dracone on August 29, 2007, 11:07:11 pm
A feature that can be accessed through camping. Interesting idea, manual control over a turret, but nonetheless, it enforces camping.

If what you really do want is for some random person to make a mod this way, then fine, but this will probably not be seen in many places should it be taken up.
Title: Little idea - turret operators.
Post by: ==Troy== on August 30, 2007, 06:46:21 am
A player can controll a single turret only :wink: Thats 4 dps. :roll:

Camping? possibly, but a player is getting evos for killing such turret, and as I already mensioned the turret is an easy target for dretch. To have a secure turret you have to have at least 2 more, computer aimed, around the controlled one. Hence not so many players will have a chance to effectivly controll the turrets, and if there will be an extremenly camping situation turrets just wont be able to stand the dretches. Not mensioning a single mara, getting into the base and raping 5-6 humans near DC.

As for credits, player will get full amount for turret kill. Its not  that easy.

And the FOV setting for turret camera can always be changed by the modder, if he thinks that the unlimited range is too bad :roll:
Title: Little idea - turret operators.
Post by: cp blast on August 30, 2007, 12:50:33 pm
Turret operators

YES! i like i like!
Title: Little idea - turret operators.
Post by: Plague Bringer on August 30, 2007, 02:09:39 pm
Humans aren't limited by their maximum turn speed, turrets are. A player controlling a turret that can't turn quickly is going to be severly handicapped, regardless of their aim. In the end it balances out.
Title: Little idea - turret operators.
Post by: ==Troy== on August 30, 2007, 06:53:22 pm
Little addition. It takes time to logon to a turret. Scrolling cameras you choose the appropriate one and it takes you about 4-5 seconds to log on to it and similary to log off. (to achieve a controll over the turret.)
Title: Little idea - turret operators.
Post by: /dev/humancontroller on August 31, 2007, 03:30:03 pm
What's next? A pack of 5 grangers at the overmind controlling insect swarms to attack, from miles away, battlesuiters camping at the human base? :D
Title: Little idea - turret operators.
Post by: Caveman on August 31, 2007, 03:50:13 pm
Quote from: "/dev/humancontroller"
... battlesuiters camping at the human base?


Have you ever played Tremulous?
Camping B'suits is nothing new. There is a reason they are called the 'Living Turrets'...
Title: Little idea - turret operators.
Post by: Vector_Matt on August 31, 2007, 06:23:36 pm
Quote from: "Caveman"
Have you ever played Tremulous?
Camping B'suits is nothing new. There is a reason they are called the 'Living Turrets'...
The insect controlling part is the "What's next?" not the bsuit part.
Title: Little idea - turret operators.
Post by: mooseberry on August 31, 2007, 09:58:38 pm
I had thought of this a while ago. I didn't (and still don't really) see this fitting into Tremulous, but maybe in a more silly mod like benmachines?
Title: Little idea - turret operators.
Post by: Samurai.mac on September 01, 2007, 12:35:25 am
What if you kept all the attributes of a normal turret (damge, turn speed etc, although possible increase the turn speed slightly) but gave it a much longer range and a scope? That way "naked" humans, who for instance, joined the game at stage 2 or 3, have a chance to earn some credits without having to be out fighting. It could be especially interesting if you set up a repeater and a turret in a forward position in a map.
Title: Little idea - turret operators.
Post by: www.rweb.co.nr on September 01, 2007, 11:43:25 am
SO many ideas, so many projects, but finally only the 1% is used and finished.  :P
Title: Little idea - turret operators.
Post by: Taiyo.uk on September 01, 2007, 06:49:42 pm
Having turrets to operate is just another excuse to camp. The whole point of turrets are that they are automated defenses.
Title: Little idea - turret operators.
Post by: ==Troy== on September 01, 2007, 08:01:28 pm
With all respect, Taiyo, the camping aspect of the subject was mensioned in the posts and was answered. The turrets are stationary, and by controlling them you are loosing the aim of the automated turret + limited turn speed = easy killed by dretch = 1 kill to aliens and 1-2 evos for the player.

It is more effective to camp ON the turret this way. :wink:
Title: Little idea - turret operators.
Post by: HamStar on September 01, 2007, 08:14:19 pm
Omfg stop giving us more ways to camp, my brain can't handle this!
First theres sitting on the base, then theres battlesuit camping, then lucispamming in base, then theres reactor camping, and now you give us remote control turrets. you sir, have asploded my brain ;)
Title: Little idea - turret operators.
Post by: benmachine on September 01, 2007, 08:46:01 pm
Quote from: "==Troy=="
It is more effective to camp ON the turret this way. :wink:


Soo... why would you ever do it?
Title: Little idea - turret operators.
Post by: ==Troy== on September 01, 2007, 08:51:07 pm
Camping does not require a lot of skill. RC turrets are

1) fun
2) Something which can have a new strategic implementation, as was stated - repeater + turret outpost.
3) Having a PROPER setup you can give an advantage to a turret, rather than a human camping on it. But this will NOT allow 5 players camp with stock 100 BP, otherwise the defence line will be prone to dretches.
4) Again, this requires skill. Not skilled players will prefer to camp ON turret. Skilled players will find a way to use the feature with advantage. :wink:

Myself I can see a few implementations of new human bases with this feature.

And in general this is neutral to the camping syndrome, look for yourself:



Having a turret AND a human camping on it is quite different to

Having a turret with powerless human near DC controlling it?

From this point of view the camping is reduced.
Title: Little idea - turret operators.
Post by: ShadowNinjaDudeMan on September 01, 2007, 09:05:57 pm
how many humans would be able to use it at any one time?
All?
UL?
As many turrets?
Title: Little idea - turret operators.
Post by: ==Troy== on September 01, 2007, 10:45:09 pm
As many turrets as they like. Well, not to me for decide, but personally I do not see any reason why not. Why? AGAIN you will not be able to kill a dretch with a turret due to limited turn speed! Ever been in basi grab with low sens mouse? It will be worse than that when the dretch will be circuling you.

And having 10 humans on turrets, controlling ALL 10 turrets will result in double rape - aliens will get evos for turrets AND for people.
Title: Little idea - turret operators.
Post by: + OPTIMUS + on September 02, 2007, 12:31:04 am
hmmm cool idea, but the "long corridor" problem is the main bug.

imagine 2-3 turrets OWNING a corridor with continous bullet spam :-P
so... camping fixed, but SPAMMING not.

otherwise this 'controlling' stuff could be cool. maybe controllers could share the power of the base, making some turrets/teslas more effective than others, and... DECIDING WHERE PEOPLE ARE SPAWNING!(this would be ubercool). this could also happen with grangers, being inside their hovels. they could also increase the strenght of the reac zap/om damage for the cost of weakening other structures. so builders can't be pussies anymore, they would turn into STRATEGAZ.
Title: Little idea - turret operators.
Post by: tehOen on September 02, 2007, 09:30:49 am
suxxors
Title: Little idea - turret operators.
Post by: DHRUVINATOR on September 02, 2007, 08:51:46 pm
Whos played james bond nightfire?
You can control some sort of turret look a like machines which shoot out bullets which you go up to it press a button and you control it. If we could do that on tremulous that would be cool but fucked.
Title: Little idea - turret operators.
Post by: ShadowNinjaDudeMan on September 02, 2007, 09:45:07 pm
Quote from: "DHRUVINATOR"

You can control some sort of turret look a like machines which shoot out bullets


Really?
Gosh.

Cutting edge idea that lol.
Title: Little idea - turret operators.
Post by: + OPTIMUS + on September 03, 2007, 01:23:27 am
DHRUVINATOR was machinegunned by a sort of turret look a like machine which shoot out bullets

PAWNED XD
Title: Little idea - turret operators.
Post by: HamStar on September 03, 2007, 06:43:29 pm
Hm..it would balance the camping and bullet spam if the RC turret cost more bp than the normal turret :/
Title: Little idea - turret operators.
Post by: BULLSEYE@linux.be on September 03, 2007, 07:22:01 pm
lol Dhruv i think u shud stop posting on this forum

ppl always have bad comment on ur post's as i can see
Title: Little idea - turret operators.
Post by: rotacak on September 07, 2007, 05:05:28 pm
Limited turn speed is not good, especially with mouse controller. But limited ammo should be good. And for reload you must rebuild turret :-)
Title: Little idea - turret operators.
Post by: HamStar on September 07, 2007, 06:39:30 pm
Or maybe just have it so that the range radius stays the same, but past the range all you can see is deep fog or something equally as thick. That should solve the long range problem, and makes turret operating un-attractive. "Tremulous: A day in the life of a turret" should be the name of the mod that incorporates this xD
Title: Little idea - turret operators.
Post by: ==Troy== on September 07, 2007, 08:29:09 pm
I will repeat... turret is 4 dps, blaster is 9dps. Limited turn speed = fine with mouse, it will feel like low sensitivity. Unlimited range - thats the point, the only thing which can be usefull for controlling a turret...

FFS... you are loosing a human when you controll a turret, and now you want to limit controlled turret to the EXACLTY same conditions as ai turret... Are you paranoied about camping all?... This is funny :roll:
Title: Little idea - turret operators.
Post by: benmachine on September 07, 2007, 08:42:33 pm
Quote from: "==Troy=="
I will repeat... turret is 4 dps


Uh, that'd be 40, thanks... more than the massdriver.
Title: Little idea - turret operators.
Post by: murtagh on September 07, 2007, 08:44:36 pm
just a few things

   1. camping will go^^^^^ and less skkill will be required to play
   2. there should be something like it for ailiens so good ailiens can experience it and newbs
  dont get whiny
   3. this is a s2 ability but at that point who cares if a  :dretch: can kill it everyone is  :dragoon: you know?
  4. not  much else but the gun should also zoom slowly to be like a telescope :wink:
Title: Little idea - turret operators.
Post by: Caveman on September 07, 2007, 08:52:09 pm
Sheesh, why not simply do away with the aliens?
Let the humans win by default.
Title: Little idea - turret operators.
Post by: ==Troy== on September 07, 2007, 09:45:53 pm
40? ahh, better now, even though, the point is, you wont kill a dretch, its not a normal aim ;) And I cant quite beleive that turret is 40 dps.. going to check that out.
Title: Little idea - turret operators.
Post by: murtagh on September 07, 2007, 11:39:41 pm
it cant be 40dps, thats a 1 hit kill on a dretch
Title: Little idea - turret operators.
Post by: benmachine on September 08, 2007, 12:11:05 am
4 damage every shot, repeat rate of 100msec - ten shots every second
Just to be clear - DPS is damage per second. I think you guys have all been reading damage per shot?
The blaster has a repeat rate of 600 - a dps of 15.
Title: Little idea - turret operators.
Post by: techhead on September 08, 2007, 03:30:12 am
Here is an idea to curb proxy campers:
Without precise computer control, the gun's spread increases.

There are three main issues with this, that are common to many mod ideas.
1. Balance, what most people here are complaining about.
2. How feasible is it to code?
3. How intuitive would the interface be? The 5 second login-logout would actually encourage people to hop on a turret, and spam with it until it dies, instead of waiting 10 seconds just to pick a new one.
Title: Little idea - turret operators.
Post by: ==Troy== on September 08, 2007, 08:59:18 am
Quote from: "techhead"

1. Balance, what most people here are complaining about.


Again, A turret AND a human on it even with rifle is more effective than a turret itself.


Quote from: "techhead"

2. How feasible is it to code?


Its not that hard. As far as I was doing modding this will require a simple view position change and a angular speed limit. Second can be a thing to think about though. Still not hard.

Simply, we have an already programmed defcomp, turrets, and humans, what we need is to take human view into the turret and assign his controls to turret... (at this point /me went to check out the tremulous SDK)


Quote from: "techhead"

3. How intuitive would the interface be? The 5 second login-logout would actually encourage people to hop on a turret, and spam with it until it dies, instead of waiting 10 seconds just to pick a new one.


Press Q on defcomp.
Scroll using scroll wheel.
Press Altfire to enter/leave a turret.


Why loginlogout? Because then you will have a turret hoppers fenomenon :). And on contrary, the spread will make it easier to kill a dretch, because you cannot aim fast! Your crosshair will be moving slowly and its not even like a low sens where you can swing your mouse over the other side of the table.