Turrets AI

Discussion in 'Suggestions' started by Mirosya, Aug 29, 2020.

  1. Mirosya

    Mirosya Commander

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    I would like to see a few cosmetic changes to the current turret mechanism.

    1. So that all turrets in the game (both for players and on the NPC side) work the same. If a player's turret sees a target and starts shooting at it through a bunch of walls and blocks, then let the NPC turret do the same - it shoots at the wall behind which the player is hiding (since its number of cartridges is infinite).
    2. In setting the targets at which the turret shoots, select flying drones as a separate item (ground infantry separately, flying drones separately)
    3. It is necessary to be able to indicate the priority of targets - in which order the turret attacks. For example - first the turret attacks SV, then CV, and only after that switches to the infantry. Similarly, the priority for the subsystems of the ship - first we destroy the turrets, then the engines and warp-drives.
    Alternatively, you can add the ability to create multiple turret settings profiles and switch between them.
     
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  2. Average

    Average Commander

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    This is a fairly non-cosmetic change imho. It seems like it would mean you can no longer seek cover from turrets in range for more than a couple of seconds. I would suggest if a change is needed making it so only sentries and maybe miniguns can target infantry (player or npc) and other turrets have targeting systems that can only detect/target structures. BA turrets are already OP versus player infantry and even HV/SVs, so I would consider removing the ability to use cover to be a further buff for them that could be quite problematic to gameplay.
     
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  3. Mirosya

    Mirosya Commander

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    I'm fine with the turrets being able to follow the line-of-sight rule. That is, the turret will open fire if there are no visible obstacles between it and the target. If the destruction of obstacles is also valuable to someone, let it be a separate enable option in setting up turrets. In PVP, it is more useful to destroy the enemy as quickly as possible, here the additional shooting at intermediate blocks is in favor. In PVE, it is advisable to carefully immobilize and disarm the target without destroying most of the structure and retaining possible valuable loot.
     
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