Screenshots
Moderators: winston, another_commander
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
Okay, second "shot": You are using Plasma Cannons against that Falcon.another_commander wrote:Not a great screenshot, admittedly, but good opportunity for a quiz: Can you spot the new feature?
Does that mean my (and TGHC's) request has been granted for 1.72?
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
WOW!
How do they work? Do they have to be targetted? Or are they firing on anything hostile within 5000 meters just on themselves?
In the latter case this would be a hell of a kick-ass weapon! I'd say as Über as it gets. How are they balanced?
EDIT: Oh, and I forgot: Does this mean that the trouble with setup_actions is sorted?
How do they work? Do they have to be targetted? Or are they firing on anything hostile within 5000 meters just on themselves?
In the latter case this would be a hell of a kick-ass weapon! I'd say as Über as it gets. How are they balanced?
EDIT: Oh, and I forgot: Does this mean that the trouble with setup_actions is sorted?
Last edited by Commander McLane on Thu Jun 19, 2008 5:08 pm, edited 1 time in total.
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
They fire only against your selected target and only if said target is hostile and within turret firing range, so no accidents can happen. They remain idle if you have no target selected, even if you are attacked by a bunch of baddies.Commander McLane wrote:WOW!
How do they work? Do they have to be targetted? Or are they firing on anything hostile within 5000 meters just on themselves?
In the latter case this would be a hell of a kick-ass weapon! I'd say as Über as it gets. How are they balanced?
Edit: And, unfortunately no, the setup_actions for turrets is irrelevant to this and still not sorted yet.
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
Do you have to install it like a laser, so does it take the place of your rear laser (which I think would be fair), or is it enough to have them on your ship model, regardless of your laser and therefore as an extra weapon - or even a bunch of extra weapons (which I think would be unbalancing)?another_commander wrote:They fire only against your selected target and only if said target is hostile and within turret firing range, so no accidents can happen. They remain idle if you have no target selected, even if you are attacked by a bunch of baddies.
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
They are extras, just like they are for the NPC ships. If your ship has turrets, they fire on selected hostile targets, it's as simple as that. Modellers wishing to add turrets on their ships should take this into account. Before, one could add turrets on a player ship model just because it looked cool, but now these things are live "robot" weapons, so be careful with balance. I think, however, that it's only fair that since NPCs have always had them, players can now use them, too.
- Lestradae
- ---- E L I T E ----
- Posts: 3095
- Joined: Tue Apr 17, 2007 10:30 pm
- Location: Vienna, Austria
Impact on Realistic Shipyards
Hey,
this ..
... has quite an impact on Realistic Shipyards. There are quite a few player-available ships with turrets in there.
What do you people think: I would say that a price raise for ships with turrets of somewhere between 50.000 and 100.000 Cr per turret was in order?!
That`s steep, but think about it: A ship with two turrets already has potentially six lasers, and two of them fire automatically at the locked enemy ...
Too much? Not enough? What could be a fitting price?
Open for suggestions
L
this ..
They are extras, just like they are for the NPC ships. If your ship has turrets, they fire on selected hostile targets, it's as simple as that. Modellers wishing to add turrets on their ships should take this into account. Before, one could add turrets on a player ship model just because it looked cool, but now these things are live "robot" weapons, so be careful with balance. I think, however, that it's only fair that since NPCs have always had them, players can now use them, too.
... has quite an impact on Realistic Shipyards. There are quite a few player-available ships with turrets in there.
What do you people think: I would say that a price raise for ships with turrets of somewhere between 50.000 and 100.000 Cr per turret was in order?!
That`s steep, but think about it: A ship with two turrets already has potentially six lasers, and two of them fire automatically at the locked enemy ...
Too much? Not enough? What could be a fitting price?
Open for suggestions
L
I think the price has to be huge since it's really the only balance point for these weapons. I'm assuming they will never over-heat or drain energy - they just fire on targeted ships until said ship is reduced to metal fragments
For the longest time I've played with my own personal ooniversal law which prevents any ship smaller than a python from carrying turret weapons. (I do look the other way and play with the renegades oxp) I consider turrets capital ship weapons that require a great deal of internal space and support to mount and operate (not just a gun stuck on the outside of ship).
On a related note:
This makes my criticism of the comparatively weak player version of the Behemoth MOOT!! In fact, captaining large, slow cruisers that are solely armed with multiple turrets and missiles is now a viable option for Oolite. I'll definitely be taking the Frigate for a murderous spin or two just for kicks
For the longest time I've played with my own personal ooniversal law which prevents any ship smaller than a python from carrying turret weapons. (I do look the other way and play with the renegades oxp) I consider turrets capital ship weapons that require a great deal of internal space and support to mount and operate (not just a gun stuck on the outside of ship).
On a related note:
This makes my criticism of the comparatively weak player version of the Behemoth MOOT!! In fact, captaining large, slow cruisers that are solely armed with multiple turrets and missiles is now a viable option for Oolite. I'll definitely be taking the Frigate for a murderous spin or two just for kicks
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
I have been playing a little with the behemoth lately. And I still find it more difficult to kill an agile krait than the slow behemoth. From a large distance the turrets do no harm and by the time the defenders reach me, the main ship is already death. Probably it also needs a permanent escort. On a sea-carrier there are also constant planes in the air for a fast reaction.matt634 wrote:In fact, captaining large, slow cruisers that are solely armed with multiple turrets and missiles is now a viable option for Oolite.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Agreed on the weakness of the Behemoth. They are much more suited to the carrier/flagship role [prepare for shameless plug] like in Galactic Navy where they are flanked by frigates, fighters, and transports [/end shameless plug].
Captaining a Behemoth won't be totally viable until you're able to launch support fighters. I'm thinking that commanding an Anaconda cruiser with its improved speed and 4 TURRETS might be do able for qualified reserve officers whenever I get around to updating the oxp.
Captaining a Behemoth won't be totally viable until you're able to launch support fighters. I'm thinking that commanding an Anaconda cruiser with its improved speed and 4 TURRETS might be do able for qualified reserve officers whenever I get around to updating the oxp.
Yeah, carriers have to be protected by a battle group.. allthough it would be interesting if we could have turrets with lasers, now i have not looked at the turrets at all so i dont know if this is allready possible, but i dont think it is..Eric Walch wrote:I have been playing a little with the behemoth lately. And I still find it more difficult to kill an agile krait than the slow behemoth. From a large distance the turrets do no harm and by the time the defenders reach me, the main ship is already death. Probably it also needs a permanent escort. On a sea-carrier there are also constant planes in the air for a fast reaction.matt634 wrote:In fact, captaining large, slow cruisers that are solely armed with multiple turrets and missiles is now a viable option for Oolite.
but here is an idea, fast moving missiles (dumbfire) so to speak being fired out of a (missile port). That inherits the target of the ship firering.. this can be done in java... sets orientation, and heads for the target...
if you want it to be really clever, it should take into account, the speed and orientation of the target... and fire for a predetermined interception point.
DTP Design agency got something similar in the works
Bounty Scanner
Number 935
Number 935