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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/11/2005 01:58:31
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Maximus
Killing Spree
Joined: 02/26/2005 00:15:05
Messages: 30
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There is already a nice turret mod from mister evil. Allows you to place upgradeable turrets, has nice graphics and all but few problems as well (one that would not allow turrets to be upgradeable is fixed in latest UTRPG version). One of the major problems is that you can telefrag people by placing a turret. On a server with lots of players and small maps this is a big problem and I definitely would not recommend it for DC server.
My personal feeling is that DC server is focused on teamwork and player skills. I really like that concept and would like if you guys would keep it. Monsters and turrets are free kills, not skills so I'm against them.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/11/2005 02:21:52
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klok718
Killing Spree
Joined: 07/07/2005 12:20:41
Messages: 34
Location: Cooperstown N.Y.
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Szlat wrote:
I too quite like the idea of turrets.
However, I would make the suggestion that people don't really gain any battle experience from what their turret is doing, because they are probably not there.
So, have turrets, but the deploying player doesn't get any XP from them.
if thats the case why gain XP from pets? or even mines? you should gain XP from turrets but at a reduced rate, say 1/2 of the normal rate.
as far as deploying on cars in onslaut, why not? A turret should deploy on any surface that it lands on.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/11/2005 02:29:04
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klok718
Killing Spree
Joined: 07/07/2005 12:20:41
Messages: 34
Location: Cooperstown N.Y.
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you know what... making a turret may not be so hard after all. perhaps you could change monster skins to somthing turret looking and reduce there rate of movement to zero or as close to it as you can get (like .000001 of normal).
just thinking out loud.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/11/2005 06:02:19
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klok718
Killing Spree
Joined: 07/07/2005 12:20:41
Messages: 34
Location: Cooperstown N.Y.
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Maximus wrote:
Monsters and turrets are free kills, not skills so I'm against them.
wouldent that make an unguided deemer and ultima a free kill too?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/11/2005 06:08:16
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Maximus
Killing Spree
Joined: 02/26/2005 00:15:05
Messages: 30
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klok718 wrote:
Maximus wrote:
Monsters and turrets are free kills, not skills so I'm against them.
wouldent that make an unguided deemer and ultima a free kill too?
Not even close. Redeemer is a weapon. It has more power then other weapons but it has only 1 shot and can be denied (shot down). You need some skills to use it properly - guided or unguided.
Ultima is a RPG skill that requires a long time to acquire and you need to DIE so it would go off. Dying isn't exactly free kill.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/11/2005 13:27:37
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klok718
Killing Spree
Joined: 07/07/2005 12:20:41
Messages: 34
Location: Cooperstown N.Y.
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Not even close. Redeemer is a weapon. It has more power then other weapons but it has only 1 shot and can be denied (shot down). You need some skills to use it properly - guided or unguided.
Ultima is a RPG skill that requires a long time to acquire and you need to DIE so it would go off. Dying isn't exactly free kill.
turrets are also weapons, have less power than a deemer and can be destroyed. you need some skill to get the required adrenalin to use it and more still to place it in a good spot.
When you use ultima you "are not there" eather so i thought it related to your quote.
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