Author Topic: Little idea - turret operators.  (Read 24566 times)

BULLSEYE@linux.be

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Little idea - turret operators.
« Reply #30 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
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rotacak

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Little idea - turret operators.
« Reply #31 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 :-)

HamStar

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Little idea - turret operators.
« Reply #32 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

==Troy==

  • Posts: 440
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Little idea - turret operators.
« Reply #33 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:

benmachine

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Little idea - turret operators.
« Reply #34 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.
benmachine

murtagh

  • Posts: 29
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Little idea - turret operators.
« Reply #35 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:
img]http://i159.photobucket.com/albums/t157/corgi_04/Ban1337.gif[/img]

Caveman

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Little idea - turret operators.
« Reply #36 on: September 07, 2007, 08:52:09 pm »
Sheesh, why not simply do away with the aliens?
Let the humans win by default.

==Troy==

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Little idea - turret operators.
« Reply #37 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.

murtagh

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Little idea - turret operators.
« Reply #38 on: September 07, 2007, 11:39:41 pm »
it cant be 40dps, thats a 1 hit kill on a dretch
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benmachine

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Little idea - turret operators.
« Reply #39 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.
benmachine

techhead

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Little idea - turret operators.
« Reply #40 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.
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==Troy==

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Little idea - turret operators.
« Reply #41 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.