Author Topic: New Turrets  (Read 3506 times)

Offline Coppermantis

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Re: New Turrets
« Reply #15 on: July 29, 2011, 03:29:56 pm »
Getting Turrets in ARSs seems like a bit underwhelming, as usually when you capture one you get a ship that is in most cases more useful than a turret. Also, remember that the ARS is an AI ship originally, and the AI doesn't use turrets. A capturable to get new turrets would be cool though, or maybe more turrets from the Zenith Trader?
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Ranakastrasz

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Re: New Turrets
« Reply #16 on: July 29, 2011, 03:36:55 pm »
If you want a turret that deals engine damage, unlock spider turrets.

Offline Nalgas

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Re: New Turrets
« Reply #17 on: July 29, 2011, 04:10:52 pm »
No idea how hard that would be to code, but we haven't seen any weapons that introduce any kind of "stun" effect.  It'd take a little play-balancing (maybe the duration of stun is in proportion to damage done as % of a ship's total damage), but has that sort of thing been tried before?

That sort of effect does already exist (e.g. Zenith Paralyzers, Riot Starship "tazers", EMP warheads/guardians, etc.), but not on turrets so far.  It's a fun, useful, and sometimes very powerful effect, depending on how long it lasts and how easily/widely you can distribute it.  Generally the things that cause it do negligible damage themselves and serve a support role, so they have to be paired with something else to actually finish stuff off, which prevents them from being too strong on their own, along with a decent number of things being immune to paralysis.

Maybe a "Point Defense" turret that actually has a 50/50 chance of shooting down enemy missiles and also can do modest damage to Swarmer, Light, and Ultra-Light craft?  Again, not sure how easy or hard that would be to code the "Missile defense" ability, as it's a new dynamic in the game (I think), but it'd be cool.

There are already a few different ways to provide defense against specific damage types like that.  The most obvious/straightforward is just immunity to missile ammo, which prevents being shot at by missiles in the first place, but that wouldn't affect any other surrounding units.  However, there are things like the counter-sniper turrets that provide protection from sniper shots to a certain area.  I forget if something similar exists for missiles, whether on a structure or a ship, but it's the same thing, just for a different ammo type, so that should be straightforward.  Also, there's a bonus ship type that I forget the name of that has an ability that reduces the damage of incoming laser shots to 1/4 (or something along those lines), which I think affects everything within a certain radius of it, so that's another already-existing mechanic with a similar effect that could be repurposed.

I wonder if there might be a way to introduce a Turret that did modest Engine Damage on top of normal damage?  The Grav Turret is a nice different flavor than the Tractor Beam Turret or the Logistics Station's ability, but why not introduce a turret that actually damaged AI Engines a little bit?

As Ranakastrasz says, spider turrets are the current way to go for that.  They're the upgraded form of sniper turrets.  They're cripplingly expensive early in the game, but they can also be quite awesome to have around sometimes when you can afford to.  They just hang out in the back of your system, well out of range of being attacked by anything, and shoot the engines off anything that dares to try to get through your other defenses.

Offline Hearteater

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Re: New Turrets
« Reply #18 on: July 29, 2011, 05:00:00 pm »
Love Spider turrets.  Military CS + Spider Turrets can hold of a lot of ships and leave the entire enemy fleet spread out for cleanup by a parasite blob.

On new turrets, what about:

Artemis Network Turret (ANT)
Range: Medium/Special
Cost: Medium High
Energy: Low
Damage: Basic Turret-level
Cap: 40-60 range

  • Each ANT's damage is multiplied by the total number of other ANTs in the system that are not in LP mode.
  • Each ANT's energy cost is multiplied by the total number of other ANTs in the system whether they are in LP mode or not.  (LP mode ANTs wouldn't cost energy themselves, but do increase the energy cost of all other non-LP ANTs).
  • Any ANT can fire at a target that is in range of any other non-LP ANT (effectively a limited version of Sniper range)

Offline Philature

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Re: New Turrets
« Reply #19 on: July 30, 2011, 11:24:57 am »
After thinking about it more and reading other comments, I believe that AI War is full of keyword ability that the turret and defense are not currently using, engine damage is clearly one of them and so is parasite. I'm a big fan of mine myself and I'd be nice to have mine that would each of them, since both ability is clearly fitting.

Quote
Not the Nanite turret proposed earlier in this thread, but I love the notion of a turret that does "duration damage" where it only hits one ship at a time, but that ship will continue to take damage over the next 90 seconds (or whatever) as nanites go to work devouring the ship like termites.

I really love the idea of damage over time turret, that cool.


Quote
Maybe even have some Turrets that could only be unlocked by Advanced Research Stations?

Capturing something that give access to new turret technology would be pretty cool, I don't know if it shoulde be an Advanced Research Stations since you might want more certainty upon what you are getting.


Offline Nice Save

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Re: New Turrets
« Reply #20 on: August 02, 2011, 08:34:42 pm »
I definitely like the idea of turrets with all the fancy new mechanics that have come into play as the expansions are released. It often seems like they've been left behind.

Parasite
Riot-style limited engine damage
Translocation
Paralysis
Swallowing (I have an image of a Maw on a leash)
Low power high fire-rate, and vice-versa
Armour rotting
Armour booster
Attack boost
Damage over time
Vulture
Imploder
Mirror
Laser deflector
Polarizer
Impulse emitter
etc...

Obviously you wouldn't want all of these represented in turrets, but it seems a shame to leave all this potential defensive awesome untapped.
« Last Edit: August 03, 2011, 09:37:28 am by Nice Save »

Offline Ranakastrasz

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Re: New Turrets
« Reply #21 on: August 03, 2011, 10:09:45 am »
I thought once, that it would be really nifty if, when you unlocked a new fleet ship type, it would also add an equivalent turret (t1 and 2 like the fleet ships), but in addition, certain turrets you currently have would not initially be available.
e.g.
- Lightning turret would be givent from electric shuttle,
- Mlrs turret from mlrs
- basic turret is fighter
- missile turret is frigate
- Gravity and tractor I will leave alone, for obvious reasons.
- Etherjets could give cloaked tractor turrets with less beams

Additionally, Star-ships could be extended in the same way, leech starships and parasite turrets would require parasite tech.

Actually, An alternate Research scheme altogether (as a game option ofc)  may be an interesting idea....


Damage over time effects IMO are not really feasible, Sure they would be easy to code, but would increase the game requirements significantly I believe, regardless of how you cut it.