View Full Version : Deployable turrets upgradable
Shogun
2012-08-15, 05:02 PM
arclegger told me, that he believes the actual plan for the mana turrets is to make them upgradable with the repair tool, tf2 style.
so you deploy the naked turret and can decide to repair it to add shields for instance.
i think this sounds great. every new thing for engineers is a good thing ;)
discuss
Hamma
2012-08-15, 05:05 PM
These are great threads keep them coming :)
Red Beard
2012-08-15, 05:09 PM
Awesome idea...investment in non-firing time rewarded with more firepower.
Comet
2012-08-15, 05:20 PM
Does it work in a static path kind of way? What I mean is, is the first upgrade always shields, then more damage, then more life, then faster fire rate ect ect.
Or can an Engineer use certs to pick just one or two upgrades that get applied to his turrets if he takes the time to put them on via the repair tool?
RoninOni
2012-08-15, 05:37 PM
Does it work in a static path kind of way? What I mean is, is the first upgrade always shields, then more damage, then more life, then faster fire rate ect ect.
Or can an Engineer use certs to pick just one or two upgrades that get applied to his turrets if he takes the time to put them on via the repair tool?
those are details I doubt the OP knows and may not (or even likely not) even fully detailed in SOE offices.
Garem
2012-08-15, 05:43 PM
Upgradable turrets, PS1 style more like.
Good idea regardless.
Comet
2012-08-15, 05:44 PM
How did it work in PS1?
Nordan
2012-08-15, 06:14 PM
Now all we need is hats. Lots of hats.
SpcFarlen
2012-08-15, 06:25 PM
Now all we need is hats. Lots of hats.
Hats on hats, hats inside of hats, hats that arent hats at all. HATS HATS HATS :D
I like that idea though (upgrading turrets). It adds some worth to turrets already deployed. I like the idea of a sheild to add protection from say snipers or other small arms. Though i dont want to see anything crazy at the same time.
Rivenshield
2012-08-15, 06:31 PM
This is more or less what you could do with wall turrets in PS1.
Every time they transition something from the old game, it puts a big grin in my face.
SixShooter
2012-08-15, 09:59 PM
I think it's a great idea. I also haven't seen anything about depolyable shields in a long time. I hope thats something that still in the works maybe for post launch.
SUBARU
2012-08-15, 10:20 PM
Nice info thanks
RoninOni
2012-08-15, 10:40 PM
Hats on hats, hats inside of hats, hats that arent hats at all. HATS HATS HATS :D
I like that idea though (upgrading turrets). It adds some worth to turrets already deployed. I like the idea of a sheild to add protection from say snipers or other small arms. Though i dont want to see anything crazy at the same time.
Upgrades into a combi MG/AT4/AA gun turret that can launch grenades and activate a bubble shield to stop incoming attacks (while still allowing you to shoot out ofc) that is active for 60 seconds with no cooldown. :evil:
Folly
2012-08-15, 11:30 PM
Ugh, upgrading was the one thing I hated about engineers in PS1. Sitting around for 5 minutes to upgrade something that gets destroyed in 2 seconds.
If they do go this route again, I just pray they balance it better.
Shogun
2012-08-16, 03:38 AM
to be clear on this, arclegger is the level designer, and not the weapon designer, so he doesn´t know everything about this.
he said, he thinks the tf2 style upgradable turret is the actual plan. he didn´t say how far this plan has come along, but i liked the plan and wanted to have some discussions here for the devs to see.
i don´t think they will go the route of unnecessary long upgrades again, seing how much the game has been accelerated in whole. repairing was kind of fast in the demo as well.
and the turrets seem to take some punch, so it´s not upgrading something that will be destroyed in a second.
the gunner of the turret dies fast, but the turret stays for the next one to gun it.
what i would like to see on turrets:
we have seen the shields in some videos, and they seem to be modular, made of cells.
it would be cool, if repairing adds additional cells to cover more of the gunners body. maybe ultimately build a shield bubble around the user. but the shield will take damage and lose cells from the damage.
additional firepower would be nice, too. but i think this is more of a cert thing so you have to chose if you want to use a anti infantry blueprint or a av or aa or whatever.
could we get a flamethrower turret for indoors please? ;)
Roidster
2012-08-16, 02:32 PM
like Hamma says,the NDA should be lifted,so most of us have to bite our lip,when we read these threads
MrBloodworth
2012-08-16, 02:43 PM
Ugh, upgrading was the one thing I hated about engineers in PS1. Sitting around for 5 minutes to upgrade something that gets destroyed in 2 seconds.
If they do go this route again, I just pray they balance it better.
Work with others, it goes faster.
How did it work in PS1?
http://wiki.planetsidesyndicate.com/index.php?title=Fortification_Engineering
http://wiki.planetsidesyndicate.com/index.php?title=Assault_Engineering
Prolly too much to wish for as a upgrade, but a old school double barrel pounder would be sweet....Bring on the grief points!!!!
Nordan
2012-08-16, 04:19 PM
he said, he thinks the tf2 style upgradable turret is the actual plan. he didn´t say how far this plan has come along, but i liked the plan and wanted to have some discussions here for the devs to see.
Well my two eurocents are that base-building is always fun. An upgradeable and customisable turret is nice, but it would be fun to have some more tools. Shield barriers and stuff for instance, and to avoid griefing they would probably only be deploy-able outdoors. The important thing I think is to make it so that the engineers actually feels like he is a fixer, who can set up defences and support team mates, and not a weak infantryman who stands around waiting for damaged vehicles to roll in for some repairing.
Tamas
2012-08-16, 04:45 PM
Sounds cool!
SixShooter
2012-08-16, 06:12 PM
could we get a flamethrower turret for indoors please? ;)
Long range flame thrower turret would be incredible. Not like really long range but just longer than the Max.
<iframe width="420" height="315" src="http://www.youtube.com/embed/uE9XEXClDGo" frameborder="0" allowfullscreen></iframe>
RoninOni
2012-08-16, 09:17 PM
HA would prolly get flame thrower considering it would be a "Heavy AI" weapon. (MAXes already do.. and will likely stay unique to them)
LA, Eng + Medic all have access to the AR/Carbine class weapons, with potential underbarrels.
Recon gets snipers obv, I think they may get access to a type of SMG as well based on how they described their potential nature but maybe just semi-snipers/short range rifles. That's the only thing I haven't seen in a video or stream.
OT: I like the idea... we'll see how I like the implementation when I'm in and they add it :D
Envenom
2012-08-16, 11:47 PM
I dislike this idea. I`d prefer to have them permanently upgradable via the cert system instead of in-field manual build ups.
Rivenshield
2012-08-17, 02:41 AM
I dislike this idea. I`d prefer to have them permanently upgradable via the cert system instead of in-field manual build ups.
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