Turrets costing team res
Rokiyo
A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
<div class="IPBDescription">Wouldn't it make more sense to have them cost personal res?</div>So, a gorge places a hydra. It costs personal res, and it awards personal res when it makes a kill.
A comm places a turret. It costs team res, and it awards personal res to the comm that placed it when it makes a kill.
Wouldn't it be more consistent and intuitive to have the turret cost 20-30 personal res instead?
Since that puts turrets in direct competition with medpacks & ammo, instead of tech structures and harvesters, it's likely to make things slightly less punishing for turret-happy newbie commanders as well.
A comm places a turret. It costs team res, and it awards personal res to the comm that placed it when it makes a kill.
Wouldn't it be more consistent and intuitive to have the turret cost 20-30 personal res instead?
Since that puts turrets in direct competition with medpacks & ammo, instead of tech structures and harvesters, it's likely to make things slightly less punishing for turret-happy newbie commanders as well.
Comments
EDIT: Still, even without RFK. Having turrets compete with medpacks & ammo instead of tech structures does still seem to make more sense to me.
Personally I'd say cut the cost a little but cap them at 2 per command chair. Say they need processing power from the chair or something, but that lets you make them powerful, but impossible to spam, and also not expensive. Every base could invest in a couple, but only a couple, unless you sacrifice defence at another base.
I think the current carbon cost of a turret is just fine bacause a turret is a powerful device.