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Use turret slots to restrict group activation, not placement (swap turrets more seamlessly!)


Nyrin

Suggestion

Problem statement: the game encourages you to juggle turret installations. Mining right now? Delete/replace all your salvaging lasers. Salvaging now? Reverse. Using some of your arbitrary slots on either of those and pirates attack? Remove your civil turrets so you have more armed ones available. Pirates dead? Go remove your armed turrets so you can mine again.

Getting even sillier, since there's no combat/damage restriction on turret placement, you can have all your long-range weapons equipped for initial engagement, swap to a different set of turrets at medium range, then yet another set for close range--or alternate anti-shield/anti-hull weapons in the fight. 

This is weird from a "lore" perspective (guns instantly appearing/disappearing from the sides of a ship in the middle of combat is odd), but more importantly it's very tedious to manage and doesn't contribute to gameplay.

Proposed solution:

  • Allow players to place as many turrets on the ship as they'd like (or limit it to a large number to avoid people doing dumb things)
  • Instead, just restrict based on the slot count of *active* turrets via their groups, and provide a salient error when trying to activate above slot count (including for the default group)
  • Optionally, add a group activation delay (e.g. 10 seconds, perhaps less out of combat) while gunners move, power reroutes, or whatever--this would circumvent weapon group dancing (possible now, but would become much more convenient and accessible) being the optimal way to fight and introduce tactical choices around losing firepower for a bit to get a better situational fit with your weapons
  • Optionally again, restrict turret placement during combat (just like block placement) since advance preparation is much more accessible
  • Optionally once more, add some extra clarity to the UI about turret groups--maybe tabs/rows for each group with a summary slot count to quickly see what you're dealing with

Intended result: players mess around with turrets in build mode much less and manage more with groupings in the ship menu. Swapping roles/specializations becomes much less tedious. Pausing (or moving very quickly without pause) to delete/add turrets in a frenzy stops carrying any advantage.

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