Give back "Turret factory" ... suggestion
ZycaR
Join Date: 2002-11-12 Member: 8263Members
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 ^_^
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
..without a max. number of turrets/area (afaik) =P
therefore isn't there anything like this, as max number of turrets/area is main reason why give back turret factory :D
" - 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 "
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.
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.
This could be easily moddable by using similar techniques used with the power system?
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.