Author Topic: Crazy Idea Re: Turret Caps  (Read 16516 times)

Offline MaxAstro

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Crazy Idea Re: Turret Caps
« on: May 20, 2014, 05:56:37 pm »
So I had a really crazy idea that I think is actually a really good one.  I threw up a Mantis issue, but I'm starting this thread also for further discussion.

Mantis Link

Basically the idea is to make normal turrets per-planet capped and core turrets global capped, the reverse of how it is now.  The Mantis link goes into detail about why, but here are the highlights:

-Make it easier to set up multi-planet defenses
-Make chokepoints something you have to "earn"
-Make energy a more significant resource

Thoughts?

Offline Aklyon

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Re: Crazy Idea Re: Turret Caps
« Reply #1 on: May 20, 2014, 06:02:03 pm »
Sounds like something thats been mentioned before, recently. Still an interesting idea though! :)

Offline MaxAstro

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Re: Crazy Idea Re: Turret Caps
« Reply #2 on: May 20, 2014, 06:17:00 pm »
Has it?  I'll admit I haven't been following discussion on the forums as vigorously as I used to.  :)

Offline Tridus

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Re: Crazy Idea Re: Turret Caps
« Reply #3 on: May 20, 2014, 06:32:00 pm »
Making core turrets global is a new twist on an idea that has been talked about before. Interesting.

Offline Lancefighter

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Re: Crazy Idea Re: Turret Caps
« Reply #4 on: May 20, 2014, 07:22:34 pm »
I feel like if this sort of thing happens we should just make military command stations have giant foldouts of turret arrays. The amount of pain involved in blanketing planets with 50 mk5 turrets, even with line place, is .. painful.

And then you realize that 50 of each basic/laser/mrls/missile mk5 doesnt actually protect against a 300 aip wave.
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Offline Aklyon

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Re: Crazy Idea Re: Turret Caps
« Reply #5 on: May 20, 2014, 07:28:39 pm »
Is that with or without ctrl/alt/shift-click, Lancefighter?

Offline Lancefighter

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Re: Crazy Idea Re: Turret Caps
« Reply #6 on: May 20, 2014, 07:30:53 pm »
shiftcontrol puts 5 repeatedly, does alt do something there?
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Offline Aklyon

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Re: Crazy Idea Re: Turret Caps
« Reply #7 on: May 20, 2014, 07:36:34 pm »
Alt does 10, usually. Haven't tried it with line place specifically however.

Offline Fleet Unity

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Re: Crazy Idea Re: Turret Caps
« Reply #8 on: May 20, 2014, 07:37:04 pm »
Changing the core turrets to a Galaxy wide cap would make them less useful as you can only have 48 or less of each and normal turrets and core turrets cannot be built in the same system, what about changing the core turrets to be more expensive and cost more energy or metal and still leaving the rule of core and normal turrets cannot be built at the same systems but as stated before make the normal turrets a per planet cap, or if the core turrets are changed give them a higher cap as as I said you need the controller and can only build 48 or less per planet this is enough for a per planet cap, but for a galaxy wide cap it would be way to low making them almost useless thoughts?

Offline Aklyon

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Re: Crazy Idea Re: Turret Caps
« Reply #9 on: May 20, 2014, 07:41:02 pm »
@Fleet Unity
Well, I'm not going to say its obvious (because it only is for particular ways of doing this, not others), but if the cap types switched, then the cap amounts would also switch, with changes to accommodate the change in power from I/II/III to Core, I'd assume.

Offline Fleet Unity

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Re: Crazy Idea Re: Turret Caps
« Reply #10 on: May 20, 2014, 07:43:58 pm »
@Fleet Unity
Well, I'm not going to say its obvious (because it only is for particular ways of doing this, not others), but if the cap types switched, then the cap amounts would also switch, with changes to accommodate the change in power from I/II/III to Core, I'd assume.

Right I never thought of that you are right it most likely would be changed.

Offline relmz32

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Re: Crazy Idea Re: Turret Caps
« Reply #11 on: May 21, 2014, 02:16:02 am »

Basically the idea is to make normal turrets per-planet capped and core turrets global capped, the reverse of how it is now.  The Mantis link goes into detail about why, but here are the highlights:

-Make it easier to set up multi-planet defenses
-Make chokepoints something you have to "earn"
-Make energy a more significant resource

Thoughts?

I like this idea, but i would like to suggest a different one as well:

My Idea would be to have half caps of per-planet turrets, and a half cap of per galaxy turrets to start off with, this way, existing choke points keep the same strength, and players have a minor ability for defense in depth to start off with.

Players can then research the per planet and per galaxy turrets separately, allowing players to specialize with knowledge based on playstyle, rather than have to capture and hold (or hack) a fabricator to support their strategy.
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Offline Aklyon

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Re: Crazy Idea Re: Turret Caps
« Reply #12 on: May 21, 2014, 10:46:18 am »
Do remember that turrets caps scale with ship caps. A half-cap on low caps is more like a quarter-cap, and very low caps would be basically nonexistant. And a half-cap on high caps isn't a half at all.

Offline relmz32

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Re: Crazy Idea Re: Turret Caps
« Reply #13 on: May 21, 2014, 10:56:27 am »
Do remember that turrets caps scale with ship caps. A half-cap on low caps is more like a quarter-cap, and very low caps would be basically nonexistant. And a half-cap on high caps isn't a half at all.

The idea is that the full strength of single chokepoints remains at (mostly) the same level it is now. As long as that is kept mostly constant, we can probably mess around with all kinds of different ways to change the turrets around without too much complaint.
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Offline Draco18s

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Re: Crazy Idea Re: Turret Caps
« Reply #14 on: May 21, 2014, 11:12:15 am »
Do remember that turrets caps scale with ship caps. A half-cap on low caps is more like a quarter-cap, and very low caps would be basically nonexistant. And a half-cap on high caps isn't a half at all.

Note: the normal cap for Mk1 turrets on ultra-low (currently) is 24.  The cap for the Mk5s is 6.