Manually Controlled Turrets

Rigel
11-05-2003, 06:45 PM
According to this picture it looks like the only way to control a turret is to be "in" the gunners seat, a departure from the previous versions. Will this hold true for the whole game, or is it still possible to control them via Command Console?

http://www.tribalwar.com/media/viewer.php?id=128

Defaced
11-05-2003, 07:02 PM
I'm pretty sure it was mentioned that they would have to be manned before.

But that means someone will have to sit in them. I can't see myself ever doing that.
And it might mean that ladders will need more players per team, which could suck. Unless we play maps without them, or just ignore tham altogether.

Sir Lucius
11-05-2003, 07:03 PM
It does look like there's a seat, but it doesn't necessarily mean someone HAS to control it.

They may just be departing from the CC turrent control or it's just for the single player.

Flatscan
11-06-2003, 12:36 AM
I would very much like to see USABLE (i.e. worth a shit) turrets on all vehicles (including boats :P).

|zVx|Teflon
11-06-2003, 01:12 AM
ahhh i remember when they promised us boats in T2. those were the days.

Soffo
11-06-2003, 01:36 AM
player controlled turrets are completely useless except for when your bored in a pub

ZProtoss
11-06-2003, 04:29 AM
For a player controlled turret to be useful, it'd have to be obscenely powerful to compensate for the lack of mobility. As in it'd have to be alot more effective than a single LD staying on D. It'd have to have some *major* role it could fill and be much better at that role than anything mobile. Like, maybe it'd suck vs players but rock vs vehicles + require a player to get in one. Thing is though, how much would it suck if you'd have to get in a manual turret to take out a vehicle? (ie: would it be fun).

Barbarian
11-06-2003, 05:03 AM
Put chainguns on the side of the transports.

NAT Mav
11-06-2003, 07:46 AM
For a turret to be effective, player-controlled, it would have to have a high velocity to be useful, and a high rate of fire would help as well. Otherwise, you're just as well off letting the turrets guide themselves. If we take T1's base turrets, one was totally useless, while the other was extremely annoying, so much that a primary objective of the map was to kill it ASAP and keep it that way.

Flatscan
11-06-2003, 09:55 AM
I like the idea of surface to air technology that's only useful against vehicles or targets that are far away (say the projectile has an arming delay). The manned turret would have to be shielded and would have to be able to withstand a lot of punishment - otherwise it will be deader than dead asap - and will never get used.