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Independent turret behavior


FuryoftheStars

Suggestion

Some suggestions/feedback on improving the behavior of independent targeting turrets.

  • When turrets do not have an active target/are idle (in any mode other than manual), instead of having them continue to track the last target's location, have them return to their "default" facing as determined when we put the turret on the ship in the ship builder.  This will allow, say, forward facing turrets to return to the forward position and be ready for the next target we are speeding off to, rather than continuing to face behind us until the new target is in range and then they have to rotate around before firing.
  • Turret groups' Attack Target command is rather tedious to use in its current form.  I think something like the following would be better:  Keep the current behavior in that when the player clicks on the Attack Target command, the turrets will "hard lock" on the current target and engage until the target is dead, jumped, etc.  When turret groups set to Attack Target no longer have a "hard locked" target, then they should switch to auto-fire behavior when there is no active target, or "soft lock" on the active target when there is one.  In this "soft lock" mode, when the player switches targets, the turret groups should switch their "soft lock" to the new target.  When the player clicks back on the Attack Target command for that group, then they should again "hard lock" on that target.  "Soft lock" mode should only fire upon valid targets, ie combat weapons fire on hostile targets, mining lasers on asteroids, etc.  If the target is not valid for that group, then they should continue as if there were no active target (auto-fire).  "Hard lock" overrides this, so the player can still engage whatever target they want with whatever weapon they want as now.
  • Turret groups that have been given the Attack Target command probably shouldn't be firing at the target while it is out of range.
  • Turrets will all target different blocks on a target, which is OK, but it has some glitches that need sorting out.  Specifically:
  1. When any block on the target is destroyed, all of the turrets firing on it pick a new block (this actually effects torpedoes, too, causing many to miss even stationary targets that are receiving damage from other sources, such as multiple torpedoes fired at the same time).  Turrets should stick with their block until that block is destroyed, then pick a new one.
  2. If part of a target is in a turret's line of sight, it's still possible for that turret to pick a block that is not within its LoS and as such will just sit there and not fire until something happens to cause it to target a new block that is within its LoS or switch targets completely.
Edited by FuryoftheStars
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