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 automated turrets

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Commander Kobialka
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PostSubject: automated turrets   Mon Apr 23, 2012 2:53 pm

Obviously, the captain and crew would not be able to control every gun on a dreadnought at once. SO. Should we have an expensive automated turret that can be attached to large ships like dreadnoughts and frigates? It would recognize allies of the faction you are in and other ships in your faction and will fire at ANYTHING whether or not it is an ally if the ship is fired at by the object.
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PostSubject: Re: automated turrets   Mon Apr 23, 2012 6:23 pm

Sounds cool. But what if it is a Diplomatic ship or a neutral ship?
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PostSubject: Re: automated turrets   Mon Apr 23, 2012 6:25 pm

oFTWoHMANoFTWo wrote:
Sounds cool. But what if it is a Diplomatic ship or a neutral ship?

It can be easily coded not to shoot those.
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PostSubject: Re: automated turrets   Mon Apr 23, 2012 6:34 pm

What would it go under? Special Weapons?
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PostSubject: Re: automated turrets   Mon Apr 23, 2012 6:40 pm

oFTWoHMANoFTWo wrote:
What would it go under? Special Weapons?
No, it would just be a turret. My understanding was that all ship-mounted weapons would fire themselves (or at least, the ship's computer would do it), but that any weapon could be taken over by the player and used. That way, there wouldn't need to be a special autoturret.

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PostSubject: Re: automated turrets   Mon Apr 23, 2012 10:00 pm

Okay, when it comes to turrets the smallest, (one block) laser turrets are auto aiming. So are railguns. However, as you get above that, you get to build your own turrets using barrels (actually, a row of blocks with a plasma emitter at one end, and feeder block at the other.) and turntables (not to sure how rotating up and down could be done, so I devised a joint block, which when controlled by a computer (or control chair) allows 180 degree rotation).


Is that all good?

There will also be the more powerful special turrets (some of which you will get to build yourself, with the necessary parts being compulsory).

So essentially: some turrets are automatic, some can be configured to be automatic (by using up another memory slot on its controlling computer, the computer can to the controlling), but the larger guns need people (or NPCs) to control them.


I think I preferred my original, cryptic, answer....

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PostSubject: Re: automated turrets   Mon Apr 23, 2012 10:18 pm

I liked it better too... Kept the masses in the dark.
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PostSubject: Re: automated turrets   Mon Apr 23, 2012 11:22 pm

ACH0225 wrote:
I liked it better too... Kept the masses in the dark.

You didn't read it.

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PostSubject: Re: automated turrets   Tue Apr 24, 2012 11:15 am

oFTWoHMANoFTWo wrote:
What would it go under? Special Weapons?

I would think so.
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PostSubject: Re: automated turrets   Tue Apr 24, 2012 11:18 am

Lord Mackeroth wrote:
so I devised a joint block, which when controlled by a computer (or control chair) allows 180 degree rotation).

Would'nt it make more sense to make it so that the joint block only goes 90 degrees and if you want to shoot something behind you you use the turntable?
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PostSubject: Re: automated turrets   Tue Apr 24, 2012 8:45 pm

Kobialka wrote:
Lord Mackeroth wrote:
so I devised a joint block, which when controlled by a computer (or control chair) allows 180 degree rotation).

Would'nt it make more sense to make it so that the joint block only goes 90 degrees and if you want to shoot something behind you you use the turntable?

Perhaps.

Perhaps not.

Also, I'm thinking that we could also have mechs built from blocks, where you have to define the leg segments manually so they can be animated to look like they're walking.

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PostSubject: Re: automated turrets   Wed Apr 25, 2012 8:34 pm

Lord Mackeroth wrote:
ACH0225 wrote:
I liked it better too... Kept the masses in the dark.

You didn't read it.

Or did I?
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