Turret penalties
Turret spam is reduced by turrets by having more costs for the gain.
Costs in mass and below decks size should be part of the turret make up.
Real world turrets have this penalty already.
It can be seen from the image that there is far more turret below the deck than there is above.
The additional mass and volume that the turret takes up would change the power balance in their usage.
Ships with turrets would become heavier and either become slower or need more thrust and gyro capability.
The additional volume requirement would make vessels more bulky, take up a larger proportion of a vessels interior and would make the vessel a larger target.
This would result in either larger resource consuming vessels or a lower gun count.
The balance between fixed bases and vessel would change, potentially making the assault on a fixed base far more challenging.
The rotational and elevation speeds of turrets should be kept proportional to their size.
I like this feedback
Can not wait for the flak over this one.
Can not wait for the flak over this one.
Gatling turret spam would not be affected, so that one should be down down to heat or an AI limit to the amount of guns that could have automated targetting control.
Gatling turret spam would not be affected, so that one should be down down to heat or an AI limit to the amount of guns that could have automated targetting control.
Heat dissipation feature would help here - need a ton of radiators if you want to have a dozen weapons firing at the same time!
Heat dissipation feature would help here - need a ton of radiators if you want to have a dozen weapons firing at the same time!
Yeah, I also think that heat management can balance weapon spam in a more natural way and, at the same time, give you more build freedom to place weapons or surround them with other blocks. And personally, I'd prefer having turrets to fixed weapons on anything bigger than fighters, and I'd like firing ranges to increase substantially.
Yeah, I also think that heat management can balance weapon spam in a more natural way and, at the same time, give you more build freedom to place weapons or surround them with other blocks. And personally, I'd prefer having turrets to fixed weapons on anything bigger than fighters, and I'd like firing ranges to increase substantially.
First, define "turret spam" for us. Because I see a ton of people whining about this sort of thing yet none of them will define what constitutes "turret spam" and what doesn't. We talking a ship with 5 turrets, 10, 20, 50+, what are we talking here? So long as no exploits were used in the construction of the ship, it's none of anyone's business how other people build their ships and this is just more gatekeeping bs to put it bluntly. If someone puts in the engineering to make a ship with 50+ turrets work and they're not exploiting to do it, what's the issue other than you not liking it? Hit them with some AOE weapons and keep them at distance and there you go.
If one is concerned with "turret spam" or too many guns on a grid, you can already stop this right now with existing server settings we have even in SE1. Keen gave server owners the ability to specify that grids can only have X amount of a specific block type. Meaning you can go in and limit it directly by block type, such as saying a grid can only have say 10 turrets and 40 thrusters. You're also neglecting the infrastructure already needed to feed those turrets ammo and keep them online already exists. If you're that concerned about too many weapons you can also make agreements with people not to build certain ways, and even remove problem people from your own servers. I fail to see why everyone else in game needs to be subjected gatekeeping nonsense like this just because a small group of s00p3r l33t hardcore types want to whine.
First, define "turret spam" for us. Because I see a ton of people whining about this sort of thing yet none of them will define what constitutes "turret spam" and what doesn't. We talking a ship with 5 turrets, 10, 20, 50+, what are we talking here? So long as no exploits were used in the construction of the ship, it's none of anyone's business how other people build their ships and this is just more gatekeeping bs to put it bluntly. If someone puts in the engineering to make a ship with 50+ turrets work and they're not exploiting to do it, what's the issue other than you not liking it? Hit them with some AOE weapons and keep them at distance and there you go.
If one is concerned with "turret spam" or too many guns on a grid, you can already stop this right now with existing server settings we have even in SE1. Keen gave server owners the ability to specify that grids can only have X amount of a specific block type. Meaning you can go in and limit it directly by block type, such as saying a grid can only have say 10 turrets and 40 thrusters. You're also neglecting the infrastructure already needed to feed those turrets ammo and keep them online already exists. If you're that concerned about too many weapons you can also make agreements with people not to build certain ways, and even remove problem people from your own servers. I fail to see why everyone else in game needs to be subjected gatekeeping nonsense like this just because a small group of s00p3r l33t hardcore types want to whine.
@Blade - Hi Blade. thank you for adding some pictures, it really helps. The starbase looks menacing.
@everyone
Now I am going to pretend that I am supreme god gate keeper of the universe and all things. All will obey my rule and be grateful for my gaze.
Spam is not wrong, but it is problematic.
Of much debate in SE combat, is the striving for a 'good' battle, a Goldilocks battle, not too long and not too short. How this is achieved, is through the balance between attack, defence, manoeuvrability and resource costs across both combatants. Skill and luck will make this better, unmatched skill and bad luck makes this worse.
A 'good battle' will be more memorable than a win.
This should mean that both of the opposing parties have had a fair crack at destroying each other.
The other type of confrontational encounter involves one of the parties being at a loosing disadvantage.
This could result in a 'lucky escape' or a 'gloating decimation'.
In adversarial play there are two main outcomes, tit for tat or resignation.
Tit for tat - allows for continual matching until boredom ensues.
Resignation - is where one player feels no gain from the continuation of further experiences with the other player.
Notes - Perpetual dominance can become a very lonely thing. A winner can be blinded by success only to find that the crowd has left. Being an attention goblin is an addiction, the withdrawal is a bitch.
The other factor is DPS vs available armour and armour durability. This is where 'good battles' can fail, not because the opponents are unmatched, but the speed at which the defensive armour is depleted whether it is too fast or too slow.
Experiment : You and your opponent use the same ship, go to battle with each other, then together reflect on what was enjoyable and what was not. If it is found that using the same ship is not enjoyable, then try the same battle against an AI. Use this process not to find who is the best, but find out how to get the most enjoyment from the battle, remember that winning can be a hollow victory.
No doubt there is much else to be added to this, word spam to follow.
Now before we to the encyclopaedic replies remember that I am playing the part of the supreme being, so take a big deep breath and great care minions, mu ha ha.......
@Blade - Hi Blade. thank you for adding some pictures, it really helps. The starbase looks menacing.
@everyone
Now I am going to pretend that I am supreme god gate keeper of the universe and all things. All will obey my rule and be grateful for my gaze.
Spam is not wrong, but it is problematic.
Of much debate in SE combat, is the striving for a 'good' battle, a Goldilocks battle, not too long and not too short. How this is achieved, is through the balance between attack, defence, manoeuvrability and resource costs across both combatants. Skill and luck will make this better, unmatched skill and bad luck makes this worse.
A 'good battle' will be more memorable than a win.
This should mean that both of the opposing parties have had a fair crack at destroying each other.
The other type of confrontational encounter involves one of the parties being at a loosing disadvantage.
This could result in a 'lucky escape' or a 'gloating decimation'.
In adversarial play there are two main outcomes, tit for tat or resignation.
Tit for tat - allows for continual matching until boredom ensues.
Resignation - is where one player feels no gain from the continuation of further experiences with the other player.
Notes - Perpetual dominance can become a very lonely thing. A winner can be blinded by success only to find that the crowd has left. Being an attention goblin is an addiction, the withdrawal is a bitch.
The other factor is DPS vs available armour and armour durability. This is where 'good battles' can fail, not because the opponents are unmatched, but the speed at which the defensive armour is depleted whether it is too fast or too slow.
Experiment : You and your opponent use the same ship, go to battle with each other, then together reflect on what was enjoyable and what was not. If it is found that using the same ship is not enjoyable, then try the same battle against an AI. Use this process not to find who is the best, but find out how to get the most enjoyment from the battle, remember that winning can be a hollow victory.
No doubt there is much else to be added to this, word spam to follow.
Now before we to the encyclopaedic replies remember that I am playing the part of the supreme being, so take a big deep breath and great care minions, mu ha ha.......
Each turret has two parts – a firing unit with a weapon and a storage unit for ammunition. These two parts form a single unit.
Even an electromagnetic cannon (railgun) or laser must have a similar arrangement, except that instead of ammunition storage, it has energy magazines.
Most of the problems arise from the fact that conveyors in the game have unlimited capacity and weapon turrets consist only of firing units, without ammunition storage.
Another issue is that on battleships, the turret was not specifically attached to the ship and was held in place more or less by its own weight (which is why the sunken Bismarck has no turrets - they fell out of their mounts when it sank). Tanks are similar, which is why many tanks lose their turrets when they roll over. In space, however, the turret must be well anchored...
How to solve this in the game?
There should be three elements that make up the turret:
- a base for the turret, built into the surface of the spaceship (light green in the drawing) It secures the turret to the ship, powers the turret, supplies ammunition for the weapons from depots, absorbs recoil...
- a firing unit that can only be placed on the turret base (green, with a blue cannon)
- an ammunition storage unit (brown)
The turret and turret base have a special type of conveyor and cannot be connected to a standard conveyor. The ammunition storage unit has one special type of conveyor and several standard conveyors.
The turret base can be stacked to easily pass through armor of any thickness.
Turret spam... Each turret requires energy for its drives—rotation and charging system. Energy consumption is not negligible, as they move multi-ton parts at considerable speeds, and these parts must not only be accelerated but also braked.
The second issue is PCU consumption... Not only the towers themselves, but mainly their targeting systems.
IMHO, the problem with turret spam mainly affects players who want to emulate the Red Baron, but lack Manfred von Richthofen's piloting skills and situational awareness
The phrase "agreement between players" was mentioned here :)))
It sounds like "agreement between sharks"...
The weaker ones will be eaten, the stronger ones will swim away to other hunting grounds.
Each turret has two parts – a firing unit with a weapon and a storage unit for ammunition. These two parts form a single unit.
Even an electromagnetic cannon (railgun) or laser must have a similar arrangement, except that instead of ammunition storage, it has energy magazines.
Most of the problems arise from the fact that conveyors in the game have unlimited capacity and weapon turrets consist only of firing units, without ammunition storage.
Another issue is that on battleships, the turret was not specifically attached to the ship and was held in place more or less by its own weight (which is why the sunken Bismarck has no turrets - they fell out of their mounts when it sank). Tanks are similar, which is why many tanks lose their turrets when they roll over. In space, however, the turret must be well anchored...
How to solve this in the game?
There should be three elements that make up the turret:
- a base for the turret, built into the surface of the spaceship (light green in the drawing) It secures the turret to the ship, powers the turret, supplies ammunition for the weapons from depots, absorbs recoil...
- a firing unit that can only be placed on the turret base (green, with a blue cannon)
- an ammunition storage unit (brown)
The turret and turret base have a special type of conveyor and cannot be connected to a standard conveyor. The ammunition storage unit has one special type of conveyor and several standard conveyors.
The turret base can be stacked to easily pass through armor of any thickness.
Turret spam... Each turret requires energy for its drives—rotation and charging system. Energy consumption is not negligible, as they move multi-ton parts at considerable speeds, and these parts must not only be accelerated but also braked.
The second issue is PCU consumption... Not only the towers themselves, but mainly their targeting systems.
IMHO, the problem with turret spam mainly affects players who want to emulate the Red Baron, but lack Manfred von Richthofen's piloting skills and situational awareness
The phrase "agreement between players" was mentioned here :)))
It sounds like "agreement between sharks"...
The weaker ones will be eaten, the stronger ones will swim away to other hunting grounds.
Well done every one. I have honestly found great cheer in this mornings read.
@Semtex - good to hear from you again and a happy new year. Pictures make me think more.
Well done every one. I have honestly found great cheer in this mornings read.
@Semtex - good to hear from you again and a happy new year. Pictures make me think more.
Offhand, I can think of two ways to make a few large turrets preferable over many small ones:
1) Range
2) Armor penetration. If we have a separate HP limit for how much damage a piece of armor can take in one hit, more powerful turrets would have an increased chance at landing devastating single hits. For example consider a piece of armor that will fail if a single hit would normally take more than half but not all of its current HP.
Let the current HP be 1000. The armor is hit by a gun that does 600 HP damage per shot. 600 is more than 1/2*1000, so the armor block fails instantly.
Or the block is hit repeatedly by a smaller gun that does 300 HP damage per shot. Now the HP of the armor develops as follows: 1000 HP => 700 HP => 400 HP => failure because 300 HP is over 1/2*400. The small gun needs to put in a total of 900 DP. Try different insta-fail thresholds to find the optimum.
The small gun has to put in more total damage as measured in HP.
Offhand, I can think of two ways to make a few large turrets preferable over many small ones:
1) Range
2) Armor penetration. If we have a separate HP limit for how much damage a piece of armor can take in one hit, more powerful turrets would have an increased chance at landing devastating single hits. For example consider a piece of armor that will fail if a single hit would normally take more than half but not all of its current HP.
Let the current HP be 1000. The armor is hit by a gun that does 600 HP damage per shot. 600 is more than 1/2*1000, so the armor block fails instantly.
Or the block is hit repeatedly by a smaller gun that does 300 HP damage per shot. Now the HP of the armor develops as follows: 1000 HP => 700 HP => 400 HP => failure because 300 HP is over 1/2*400. The small gun needs to put in a total of 900 DP. Try different insta-fail thresholds to find the optimum.
The small gun has to put in more total damage as measured in HP.
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