Give back "Turret factory" ... suggestion

ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
edited August 2011 in NS2 General Discussion
With build 185 the Fades are tuned good enough.
the other think bubble on top. The turret farming as marine com.

I have an idea to put back turret factory, which will have these main functions:
- works as power pack for nearest turrets (the turrets will don't need power pack nearby and turret factory will not need power node)
- will provide ammo for them ... reload of ammunition will be handled in turret factory instead of every turret
- turret factory will have placement radius big enough not to allow turret farming (to not to allow place two turret factories in this radius).
- limit turrets per turret factory (4-5 pieces) .. (reason?: the turret factory will not handle power more of these turrets :)

the model can be mix between "arms lab" and "power pack" .. that 'cool' blinds from power pack are really great touch ^_^

Comments

  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    Maybe something like the NOD turrets from C&C3 where taking the base building out destroys the 3 turrets attached to it, just throwing ideas around
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    It's already in, but it's been relabeled power node. :p
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    <!--quoteo(post=1871818:date=Aug 29 2011, 06:03 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Aug 29 2011, 06:03 AM) <a href="index.php?act=findpost&pid=1871818"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's already in, but it's been relabeled power node. :p<!--QuoteEnd--></div><!--QuoteEEnd-->
    ..without a max. number of turrets/area (afaik) =P
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    <!--quoteo(post=1871827:date=Aug 29 2011, 06:33 AM:name=Smasher)--><div class='quotetop'>QUOTE (Smasher @ Aug 29 2011, 06:33 AM) <a href="index.php?act=findpost&pid=1871827"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->..without a max. number of turrets/area (afaik) =P<!--QuoteEnd--></div><!--QuoteEEnd-->
    therefore isn't there anything like this, as max number of turrets/area is main reason why give back turret factory :D
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    The main point of the TF was to have a single structure to take down which will disable all turrets. That's what the PN does now. The problem here is that all marine buildings depend on it. So if you make it easy too destroy so aliens can overcome turret farms then the penalty of losing the PN would be too harsh. And if you keep it strong as is now it is too hard to beat turret spam. Maybe turrets should draw their power from mobile power nodes only. That would essentially be the return of the TF.
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    To NurEinMensch: ..., but my original post was about the same what you explains here :)
    " - works as power pack for nearest turrets "

    .. I see the advantage for alien side, that TF will require "Power node", but it will be redundant for turrets and too complicated.

    .. once aliens destroys TF, the turrets will have power from "Power node", or "power pack" (they will live/aim/make a sound), but they can't shoot, because TF also provide ammunition for turrets ;)
    " - will provide ammo for them "
  • BroseidonBroseidon Join Date: 2011-07-18 Member: 110935Members
    Or why not just make it so that the turret must first be constructed in the Robotics Factory like the MAC and ARC and the you can place down the turret to be built by MACs or Marines. This will heavily delay turret spam and the rebuilding of turrets that just went down but won't stop it.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    Cap the resource level acquired.
    or
    Cap the amount of turrets to be built.

    I would vote for capping the number of turrets and making it a map specific variable.
    This would allow map designer to choose threshold based on the amount of room on map.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    A turret factory would be unnessesary. And power nodes should not be made weaker.
    A room maximum would be great, the precise number of turrets will have to be tested on and on as turrets undergo changes.
    But that is what beta testers are for.
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    edited August 2011
    How about making the turrets dependant on a robotics factory nearby just like they were dependant to turret factory in ns1? And then have a max limit for sentries per robotics factory.
    This could be easily moddable by using similar techniques used with the power system?
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    this has already been said before, I remember even pushing for this as well. Turret spam needs to stop, it needs to be costly process, and currently its not at all. something seriously needs to be done about this.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Was gonna post this earlier but internet went out, anyways.

    A hard sentry cap is a rather lazy way to fix the turret spam. Building a turret factory for a few turrets would greatly slow their turret spam and would add more costs for the marine team. Which would reduce the overall amount of turrets placed. And a sizable tf like ns1 would provide more line of sight vulnerabilities, so it would be harder to make an invincible turret farm like it is currently.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Make turrets only buildable by MACs, also, if robo factory goes down, so do turrets like they were unpowered.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Why not instead of wasting time coding this. Put the Onos in and see how that makes a difference.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    actually it would be quite easy to put that in (turrets require nearby robo factory), would also make sense to me. Usually you have one (only!) in your base, producing your ARCs. But it would be much more effective to build it closer to the front lines, so the ARC would be build there instead of having to go all the way to the hive. You can already do that now, but I don't see it happening very often (I liked this game play in NS1). Turrets requiring robo factory might make this happen more often, and also limit turret spam because of increased resource costs and the robo factory needs a lot of space (= less space for turrets).
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    cool do it. would be a nice addition to the prototype mod
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