Re: Multiple turret control

This idea is practical. I don't think too many people will want to stay on a capitol ship while others are flying all over the place, leaving those few that don't like flying with tons of individual turrets would which would shorten the game at a vast pace since there are so many holes in the defenses, unless o course there are landing parties, but anyway. I think having several controlled by one player is a good idea.

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Generalandrew = FS's Offical Band Geek!!
"I'm gonna kick you in the balls through TCP/IP!!!" - Andrew_Kirk_25
<SpecterWolf>    That's ok.. I blew him as well as a few of his buddies up that ditched an apc.. Explosions ftw!

Re: Multiple turret control

I have Actually Taken a Look at teh AI auto controllers 2142 uses, and (i am guessing here since we havent tried or tested it i can't say for sure it will work)

But I have found commands for teh AI to be able to activeate and De-activate itself depending on wether a player enters teh vehicle or not.

e.g. we could have a turret that when no one is in it, is controlled by the AI, then when a player enters for some manual fire, it is deactivated until the player Leaves teh turret re-activating the AI controll.

Hopefullly we can utilise this, but until we try it it's all pie in teh sky theory.

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Re: Multiple turret control

Sounds cool... Then all the turrets could be targeting different targets.

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"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
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Re: Multiple turret control

FSDev| The_Preacher wrote:

I have Actually Taken a Look at teh AI auto controllers 2142 uses, and (i am guessing here since we havent tried or tested it i can't say for sure it will work)

But I have found commands for teh AI to be able to activeate and De-activate itself depending on wether a player enters teh vehicle or not.

e.g. we could have a turret that when no one is in it, is controlled by the AI, then when a player enters for some manual fire, it is deactivated until the player Leaves teh turret re-activating the AI controll.

Hopefullly we can utilise this, but until we try it it's all pie in teh sky theory.

Please don't use the word teh. It offends my sense of grammar tongue

Apart from that, this is a very good idea: if, and only if, the AI is inferior to the player. Why would a player use a turret if the AI is more effective?

Also, could the AI be convinced to prioritise shooting enemy capships? This would create the "cloud of lasers" effect.

--------------------------------------
If I should die, think only this of me:
That in some corner of a foreign field
There lies a plagiarist.

19 (edited by generalandrew 2007-01-01 21:29:16)

Re: Multiple turret control

I see what you're saying. By aiming at capitol ships, getting stray fire and receiving damage is still possible, but no one is hunting you so much that it's taking away from fighting the other piolets. But I have seen different levels of AI, so I'm sure they could be dummed down, but isn't that controlled by the server admin?

Edit:

After re-reading your post that's not really what you were implying, but it would be cool to see thousands and thousands of heavy bolts flying through the air anyway.

Hey, you got your Star Wars in my Star Trek!!
Generalandrew = FS's Offical Band Geek!!
"I'm gonna kick you in the balls through TCP/IP!!!" - Andrew_Kirk_25
<SpecterWolf>    That's ok.. I blew him as well as a few of his buddies up that ditched an apc.. Explosions ftw!

Re: Multiple turret control

That was sort of what Iw as implying.

--------------------------------------
If I should die, think only this of me:
That in some corner of a foreign field
There lies a plagiarist.

Re: Multiple turret control

My use of teh word teh is and has been for many years, both completely accidental, and now a copywrighted trademark of The_Preacher.

as are all typos good or bad created by me from here within.

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