The case for automated turrets - PlanetSide Universe
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Old 2013-03-24, 09:10 PM   [Ignore Me] #24
Figment
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Re: The case for automated turrets


Originally Posted by Rothnang View Post
Well, there we have it, if Sturmhardt agrees with me I think it cancels out Ghost and Figment agreeing.
Actually we don't really agree on this on every level. And you're not listening to reason.



I've been very clear about what about this is bad: having any type of turret target any type of unit. I've been very clear about why the PS1 version worked and why the PS2 versions under the rules you stated in the OP would differ from this to the extend it would be detrimental to gameplay experience.


And I haven't ever seen a turret in this game stand in between me and getting into the base. Manned or otherwise. All you'd be doing is forcing more AP/AV ammo. I've also made it clear that it's unfair to unit types that can't do AP/AV damage to get targeted by AI units. Futhermore, I'm under the impression that people die enough as is and with this low TTK having turrets firing at will doesn't make for improved gameplay.




Now, if you're going to say they would only auto-target large units within a certain radius and return fire when engaged, we could consider talks. But AI or AV wall turrets firing aren't quite the same as a field of Spitfire turrets and you shouldn't treat these kind of implementations as lightly as you did.
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