Light and Heavy versions of the turrets

Wilhelm shared this feedback 21 days ago
Not Enough Votes

Hi folks, I'd like to suggest that (as we advance in the VS's) you have two versions of the various turreted weapons (not all of them obviously). Specifically a light and heavy version. Example, a light gatling turret should be a smaller, lower profile version a-la the small grid gatling turrets in SE1. I would expect that it would have shorter range and do slightly lower damage (ideally a different ammo type entirely) but would be more of a surface mount type like the small grid ones in SE1. Same for the rocket turrets, and ideally I'd like to see small artillery options also that are a lighter damage/ammo to the heavier ones.

Replies (4)

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I mean if you take the current SE1 small grid turrets and ported them over it would be awesome! Obviously updated for the new engine and style, but the same form factor and layout, yes please.

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i would like this to be more of a durability thing than size thing...


if we can incorperate two models of each system im sure there are times where you dont need a heavily armored weapon system when its meant to be on a light weight, fast moving, hard to track drone, but on your "main"ship, thats a bit slower, a bit easier to pick specific targets on, having the heavyer more durable tank of a unit makes a lot more sense.

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Yeah, and I'm really just thinking about structural and design benefits of a smaller form factor for turrets. For most smaller designs the enormous turrets are overkill and too hard to work into a design. The SE1 small grid turrets are really a better form factor overall for most point defense-like functionality.

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and yeah they would be less durable than the larger ones, maybe shorter range and less damage, but still very useful.

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i think damage should be controled by the ammunition loaded into it. they can have a standard size or caliber, then change the ammunition to standard gatling rounds, or armor peircing (which might take a bit of titanium instead of lead as the projectile.)


that will also add a bit more excitement when you come up on a base, does the defence system have just plain ammo? will it shred through armor quicker?

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Definitely a fan of varying ammo types for all types of guns. In the small vs. large turret, I could easily see the large version using a 20mm or 25mm ammo (common current military gatling cannon rounds), and the small turret could use something like a 7.82mm (7.62x51) to a 12.7mm (.50BMG). i.e. lower damage, perhaps cheaper to make. Definitely smaller turret footprint.

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Price range for military weapons (the weapon itself, without accessories):

M60 (7.62x51) - $6,000–10,000

M2 .50 BMG - $12,000–18,000

M61 Vulcan ~$230,000–250,000

Price of a weapon station (by AI) - Remote Weapon Stations (RWS) for M60 - $50,000 – $250,000 (depending on the level of integrated optics, stabilization, and fire control systems); for M2 $80-350,000, Vulcan Phalanx Block 1B around $5,5 -$12 mil (but include "CIWS system integration")

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I like your idea Wilhelm, it could be combined with another of your ideas, the 'intra-vision' holographic builder, to really expand upon it, along with the 'tri-design of weapon categories' idea I had earlier.


Make designing a creativity multiplier. Instead of a ton of specific blocks released, which all are for a specific purpose, which you might or might not use, and which adds bloat to your build screen.


Increase the available components for (edit: weapons). Have a list of components that you can chose from, for your weapons, in three categories that you then enter into 'intra-vision' to build what you need, giving the players endless possibilities to customize what they need for their ideas.


The three categories (these will just about work with all weapons):

  1. Upper Receiver Components: Barrel caliber, barrel length, barrel attachments (laser targeting, laser rangefinding, optic sight types, iron sights, cooling(?), rotary, (edit) barrel type (magnetic rail-launcher, torpedo tube launcher, missile launcher, gunpowder type, plasma round launcher), and etc.
  2. Lower Receiver Components: Mounting (bipod, tripod, turret mounting, fixed, moveable), how it is shot (single, combination, belt, conveyor, clip, magazine), how it is braced(hand grip, shoulder brace, none), etc
  3. Ammo used design: Ballistic round (tweak settings in round for armor piercing, high explosive, standard ball), capacitor casing tweaks (laser), missile design tweaks, shotgun ammo type tweaks (buckshot, slug, etc), plasma round tweaks(range, AP, or splash damage), Grenade launcher tweaks (HE, Illum, smoke, etc)

Balancing:

"...in summery, there are three 'modules' that players can interact and design with. They generate a couple values that fluctuate depending on the design and employment thereof:

The ammo generates: Damage to target, and on the weapon being used, generates Heat (can damage weapon components) and Recoil (can damage weapon components), and lower Stability(where the barrel is pointing after a shot) and has an inherent Accuracy rating (where the ammo used impacts). Has a Weight value, which affects total Speed (impacts Stability and Recoil)

The upper receiver generates: Accuracy and Stability. Mitigates Heat.

The lower receiver generates: Stability, Speed. Mitigates Recoil.

Weight generates: Accuracy, Stability. Mitigates Heat, Recoil. Lowers Speed.

Armor generates: weight, mitigates external damage. Lowers Speed."


How will this be balanced for PvP...? Well, there will be one that naturally emerges. The temptation is to add restrictions, which some may very well be needed, but the better long-term idea would be other components added (exponentially increases creativity), and see the ebb and flow of battle builds.


In summary, have a list of these components that you would then slap into and use to create your weapon block inside the builder, just like you create any grid from a list of blocks. Combining the need to have a wide diversity in weapons, with your intra-vision, and the old idea I had for 3 categories of designing weapons....and then using components to build it out instead of an AutoCAD approach to designing, would be the magic here.

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I think in part this is a cosmetic feedback as much a functional one. A small conveyored turret that could be much more low profile and flush mounted to a surface would be ideal. I don't know what the new interior turret will look like, but it should be conveyored and might provide the missing gap if it's low enough profile.

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Internal defense gun turrets should be mountable on corridor ceilings without restricting corridor passage.

They may have significantly limited mobility, as their role is to defend only a very limited area—a single corridor. For this reason, they can be well-armored on one side and may also have a relatively small ammunition supply in a single magazine (200-300 round is enought), They do not need cameras or similar devices for targeting; motion sensors deployed in the defended corridor are sufficient. Or a camera mounted in a corner at the opposite end of the corridor.

In some cases, they can even be replaced with single-use devices—such as Claymore-type directional mines.

In some cases, they can even be replaced by single-use devices—such as Claymore-type directional mines.

With a little imagination, purely mechanical devices hidden in the walls could also be created—for example, blades or axes blade positioned three-quarters of a meter above the floor and controled by defence central...

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