Suggestions for types of turrets

mausgang

Puzzlemaster
Deployables would drain from the output only if used in a defensive location, essentially trading in a non-deployable turret that's been destroyed for a deployable turret. That way, the base wouldn't be completely covered in turrets. Deployables placed in midfield locations would have their own power source, and not draw power from the generator.
 

Volt Cruelerz

Legions Developer
Alternatively I suppose you could have the generator put out a constant amount of power which is stored partially in itself (small reserve) and largely in external batteries/capacitors. These would be destroyable and would probably explode with a force relative to how much charge they had. Should the generator go down, you'd still have the reserve power in your capacitors before it came online, though without generation, this should drain fairly quickly. You could probably deploy capacitors as well, though these would store less charge than main base ones. Then all turrets in an area could be linked to the generator and it's capacitors and drain from them upon each fire. If you've ever played the RTS game Perimeter, you'll know what I'm talking about.

Just for conceptualization, here are a few numbers for these things and some hypothetical deployables/assets. Each shot from a turret will drain from the power reserve and passive units that are online will drain energy per second. Health regen rates will be in health per second. Regen will only occur if the generator is online and will drain twice as much energy as the health recovered in the process. A unit that is offline will remain offline until it has regenerated (or been repaired) to at least 60% health. Regeneration shall also have lowest priority access to energy reserves unless it is for a shield which has normal priority as being a damage sponge is it's primary purpose.

Base Generator
Health: 650​
Regen: 0​
Output: 250 Energy/Second​
Storage: 1000​
Charge Time: 4 seconds​

Base Capacitor
Health: 400​
Regen: 0​
Storage: 1800​

Deployable Generator
Health: 180​
Regen: 0​
Output: 90​
Storage: 360​
Charge Time: 4 seconds​

Deployable Capacitor
Regen: 0​
Health: 150​
Storage: 900​

Base Plasma Turret
Health: 580​
Regen: 5​
Damage: 30​
Refire Rate: .8 seconds​
DPS: 37.5​
Energy Drain: 40​
EPS: 50​

Base Rocket Turret
Health: 670​
Regen: 6​
Damage: 40​
Refire Rate: .65​
DPS: 61.5​
Energy Drain: 68​
EPS: 104​

Base Vulcan Turret
Health: 620​
Regen: 4​
Damage: 8​
Refire Rate: .18​
DPS: 44.4​
Energy Drain: 6​
EPS: 33.3​

Base Laser Turret
Health: 320​
Regen: 2​
Damage: 50​
Refire Rate: 1.2​
DPS: 41.7​
Energy Drain: 120​
EPS: 100​

Deployable Rocket Turret
Health: 130​
Regen: 2​
Damage: 40​
Refire Rate: 1.2​
DPS: 33.3​
Energy Drain: 30​
EPS: 25​

Deployable Mortar
Health: 250​
Regen: 7​
Damage: 65​
Refire Rate: 2.2​
DPS: 29.5​
Energy Drain: 70​
EPS: 31.8​

Deployable Bubble Shield
Health: 150​
Regen: 20​
Damage: velocity/5​
EPS: 40​

Deployable Shield Wall
Health: 240​
Regen: 15​
Damage: velocity/3​
EPS: 60​

Eh, just an idea...
 

Volt Cruelerz

Legions Developer
Interesting ideas. Complicated, perhaps a tad bit too much, but still interesting

Complication is fine so long as after a reasonable amount of explanation to the player the player can make logical connections between items and their purposes. Nothing I suggested above is necessarily excessively complicated. There are generators that make and store power. There are capacitors which store extra power. All deployables and assets upon use (read: firing) drain the nearest energy pool. When energy is plentiful, assets will slowly repair themselves. Now, I went into much more detail above, but the underlying concept is very simple.
 
All I see here is buffs to defense. I am a defensive-geared player, as most of you now I HoF/chase. Sometimes cap. I am making a case for the offense.
I really think defense is pretty stacked already, with the LO pretty much being cannon fodder for the stay at home. Turrets would -in my opinion- just stack the odds against offense even more. And now homing rockets? That would mean cappers would have to burn up valuable energy needed for their routes, just to avoid being hit by what is essentially an aimbot-style AI. Sure, it might not be amazingly fast or accurate, but it still could ruin a cappers day before he even made it to the stand. And if the capper makes it to the stand after dodging turrets, he then has to avoid the incoming rocket/grenade from the chaser and/or stay at home, and then, if he makes it past that, he falls right into the path of the HoF, happy to stop him dead.

Meanwhile, the LO is desperately making an attempt to distract/damage the HoF and chaser, while being targeted by possible turrets, and the stay at home defense. If the HoF is skilled, he will be able to block around 60-70% of the incoming cappers. If the stay at home is skilled, he will be able to take care of the LO in under 10 seconds. With no LO to distract, the capper is literally just target practice for the defense, and block practice for the HoF.

Now, after all of this, the capper has finally made it out with the flag. He may take a hit or two from a turret, depending on his speed. All is well right? No. Here comes the chaser, chaingun blazing as soon as he boosts into the air. His job is to kill whatever has his flag, and return his flag, at any and all costs. The capper, best case scenario (if the defense is any good at all) has under 40-50% left of his health bar, with decent speed. The chaser, depending on the speed of the capper, has around 60% or 20% of his health left, adjusting his speed to catch up to the capper, and match his speed. All while the chaser is equalizing the speed between himself and the capper, he is bombarding the capper with what he can, most likely rockets or grenades, and his faithful chaingun. The chaser, at this time, has a good chance of killing the capper, unless an escort has made it his priority to keep the capper safe, in which case, the chaser most likely will die.

The final factor to throw into all of this, is that sniping is becoming increasingly popular. If one of the stay home defense has equipped himself with a laser rifle, and is skilled with said weapon, the capper now has a terrible road ahead of him.

Mind you, this post revolves mostly around if the defense is skilled. If the defense is not skilled, the capper has a much greater chance of getting out with the flag. Yes, some LO can be very scary, but you can't fight forever.
Being one of the most experienced LOs, I have to agree with this. Us LO's have no way of even practicing, since there are about 4-6 chasers in a pub. Which is kinda ridiculous in itself. Also the idea of turrets in this game seem bad :/. It worked in Tribes because the different classes didn't have enough movement (note how getting 500+ MAs on Legions is nearly impossible, while in Tribes some people get it on a common biases). The only way to fix this is to have all the turrets have a decent amount of HP, while keeping the limit to 1-2. I haven't actually seen these yet, so I can't go into further detail with this.
 

Volt Cruelerz

Legions Developer
Regarding having too much health, that's why above I suggested that they have numbers only about 50% higher than sentinels so that they're still killable.
 
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