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Akogishi

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Posts posted by Akogishi

  1. Compared to Space Invaders it would be considered a simulation. But that's getting into how definitions can be relative.

     

    I think my opinion of how the turrets work in Avorion stems from playing EVE. From what I recall, players assigned targets and could control whether they were firing or not. But the player was free to fly around and do whatever they want simultaneously. I enjoyed how that system worked. However the turrets work in Avorion I will be fine with and get used to. I was just stating an opinion. Thanks for all the feedback though.

  2. You aren't aiming those guns manually.  That reticle you have is so you can tell your crew were to shoot.  Each gun has to be aimed at that spot by the crew and they have to account for where the gun is on the ship.  Ever notice all those other little dots that turn green when the weapon is on target?  Those are where the guns are actually pointing and they aren't always lined up with your reticle.  If you target something to your right and then switch targets to something on your left you will notice that it takes time for your turrets to reorient and lock on to the new target.

     

    If you want different guns to target different things they need the independent targeting trait.  You can target three different ships at once.  One with fighters, one with independent turrets, and one with your main guns.  You can attack even more targets depending on how squadrons you have.  Each one go after a separate target.  You can also spread out your independent turrets into many different groups each one can attack it's own target.  At the end of the day though that's a lot of work when you should be focus firing on one target at a time.

     

    I understand all of this. However, as the captain, regardless of whether a turret has independent firing or not, you should be able to assign a target to your crew (gun grouping, fighters, etc), and they should fire at that target until it is either it is destroyed, you command them otherwise, or line of sight is blocked because the turret is on the opposite of the ship. Even in the 21st century, this is how ships work. We are talking about a space simulator with advance technology, correct? What you described is basically manual targeting regardless of where the circles may be. You still have to manually have the targeting square over the turrets which may be delayed or not as accurate.

  3. The benefit is that you can be the captain of the ship. This  would be especially true with larger ships with lots of turrets and fighters. Eventually it would be great if you could assign groupings of turrets/fighters different targets. As captain you can focus on assessing the battle. Focus on flying the ship, choosing targets, assessing damage to the ship and it's systems, etc.

  4. Thanks for the reply. I like a lot of what you said and I agree that some number of gunners/weapon technicians should always be needed to keep weapons functional.

     

    Hypothetically there is a ship with 2 combat turrets. Without gunners or the minimum required gunners are not hired then the turrets would be nonoperational or have limited functionality. (Not sure how that would work) However...

     

    If they are automatic turrets, then 1 gunner/turret should be required. Gunners keep the turret functioning and "ship systems" control aiming the turrets that the captain (the player) selects.

     

    If they are fixed turrets, the same number of gunners is required, 1 gunner/turret. Unless it is a small enough ship (ie a fighter) then it would not require a gunner.

     

    If they are manual turrets, 2 gunners/turret should be required. 1 gunner for maintenance and the other controls aiming like the "ship systems" from the automatic turrets.

     

    Now, this is an over simplification of how this could work. Building on this concept, extra gunners could be hired to improve efficiency (reduce malfunctions, reload time, reduce overheating, etc.). However, at some point returns on hiring extra gunners would plateau. Only so many people can work on one thing in a set amount of space at one time. In addition, with more complex turrets, more gunners would be needed. Another example, rocket turret vs chain gun turret. Chain gun turret requires 2 gunners and rocket turret requires 3 gunners. If either types are automated (auto aim capable), subtract the minimum number of gunners required.

     

    One step further, a ship system could be added to reduce the number of gunners needed to maintain turrets.

     

  5. Why do I have to hire Gunners if I am going to have to manually aim anyways.

     

    Some thoughts...

     

    Automatic turrets should not need crew. I imagine using them on small ships or for ships with small crew quarters. Or they should require half the normal amount of Gunners.

     

    Non automatic turrets should either be aimed manually or should become automatic once all required Gunners are hired.

     

    Captains generally give out targets for the Gunners.

     

    Any thoughts?

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