Multiple turrets in Rebalance Mod?

Discuss the future of Warzone 2100 with us.

Keep multiple turrets in Rebalance Mod?

Yes, keep 'em!
29
73%
No, get rid of 'em!
11
28%
 
Total votes: 40

User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Multiple turrets in Rebalance Mod?

Post by Zarel »

Okay, so.

Multiple turrets have been removed in 2.2. I remember when I was the only one who thought they should be removed from 2.1. Oh, how times have changed.

So should they be left in to Rebalance Mod? (Keep note that they're still pretty buggy in 2.1.)

Speak now!
User avatar
Buginator
Professional
Professional
Posts: 3285
Joined: 04 Nov 2007, 02:20

Re: Multiple turrets in Rebalance Mod?

Post by Buginator »

Might help to explain what the issue is?

The issue is, that certain combinations of turrets make it look downright ugly /silly. Some weapons can clip into each other.

The plan for trunk / 2.2 is, when we can work out a good way to handle this, then it will be re-enabled.

I also think it may screw up balancing, depending on the combination used...
and it ends here.
User avatar
Mysteryem
Global Moderator
Global Moderator
Posts: 728
Joined: 22 Sep 2008, 19:44
Location: UK

Re: Multiple turrets in Rebalance Mod?

Post by Mysteryem »

The reason I really like multi turrets is because you can have two (or three with editing) different weapon types per droid. I like building droids with hpvs and assault guns on them so that my units are usefull against both other droids and cyborgs. I find that with most weapon combinations that look terrible, either the droid costs a ridiculous amount of power and isn't worth building or it's just so heavy and slow that it isn't usable.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: Multiple turrets in Rebalance Mod?

Post by whippersnapper »

Mysteryem wrote:The reason I really like multi turrets is because you can have two (or three with editing) different weapon types per droid. I like building droids with hpvs and assault guns on them so that my units are usefull against both other droids and cyborgs. I find that with most weapon combinations that look terrible, either the droid costs a ridiculous amount of power and isn't worth building or it's just so heavy and slow that it isn't usable.
This is why I voted yes. (Cogently expressed, btw.)

Peeps will learn to use the combos that look good, make tactical sense and are also cost-effective and avoid what does NOT
fulfill those 3 criteria. I think most really like Multiple Turrets enough to gladly live with this less than optimal condition till such
a time a permanent fix is achieved which will make combo designs essentially "idiot-proof" in the sense that "BAD" or non-nonsensical
looking designs will not be possible.

regards, whipper
.
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
bugger
Greenhorn
Posts: 8
Joined: 24 Apr 2009, 15:55

Re: Multiple turrets in Rebalance Mod?

Post by bugger »

Dont no which way i should vote really. So I wont vote. :/

Allthough on a other note multiple turrets would be good for ships and the like, but we have no ships yet (if ever).
Deus Siddis
Trained
Trained
Posts: 235
Joined: 18 Aug 2007, 06:58

Re: Multiple turrets in Rebalance Mod?

Post by Deus Siddis »

I voted yes, because:

1) Many combinations already look ugly with single weapons, so no loss there.
2) Multiturrets will never get balanced if they don't ever make it into the light.
3) Super heavies feel like their cost and armor to firepower ratios are top heavy.

I still think that a system for having more than one weapon system on a single turret would make alot more sense as a first step into multiweapon platforms and look alot more modern-to-futuristic, keeping with the game's theme.
User avatar
Terminator
Regular
Regular
Posts: 1077
Joined: 05 Aug 2006, 13:46
Location: Ukraine

Re: Multiple turrets in Rebalance Mod?

Post by Terminator »

I just dont like MultiT. Wz is not balanced well right now. I think better to make current (seems like "original") to be good from any look.
Death is the only way out... sh*t Happens !

Russian-speaking Social network Group http://vk.com/warzone2100
User avatar
Desolator4u
Trained
Trained
Posts: 62
Joined: 21 Apr 2009, 16:19
Location: Clarendon, Jamaica

Re: Multiple turrets in Rebalance Mod?

Post by Desolator4u »

damn. i gots to say i love the twin turrets, i remember playing the demo yeeeeears on the Urban map, there were twin assault guns, don't remember it looking silly. I wanna see how they look now.

~Des
Image
>> Xfire ID: desolator4u | Warzone 2100 Xfire Group: http://www.xfire.com/communities/theproject/ <<
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3780
Joined: 03 Aug 2006, 19:39

Re: Multiple turrets in Rebalance Mod?

Post by Per »

Note that multi-turrets is something totally different than twin-turrets.
User avatar
Freakyman
Trained
Trained
Posts: 32
Joined: 28 Dec 2008, 17:36
Location: England

Re: Multiple turrets in Rebalance Mod?

Post by Freakyman »

i have an idea i liked the multi - turrets it was an inventive way to play but sometimes the models of the current stock just made it look nasty so here is my idea why dont somebody create new bodys not replacements or maybe replacements that can handle the multi turrets.

just and idea thrown:- MAYBE if possible make it so that you cant have 2 of the same weapon like 2 Heavy Cannons but instead have it like 1 Heavy Cannon and 1 Heavy Machine Gun. just an idea if its possible at all not quite sure on the games limitations but so far as ive seen even this old game surprises me and to think supreme commander gets shunted in comparison :( and i like supreme commander :)
Neuralize
Art contributor
Posts: 32
Joined: 08 May 2007, 08:12

Re: Multiple turrets in Rebalance Mod?

Post by Neuralize »

Not until they look plausible.
User avatar
Freakyman
Trained
Trained
Posts: 32
Joined: 28 Dec 2008, 17:36
Location: England

Re: Multiple turrets in Rebalance Mod?

Post by Freakyman »

Neuralize wrote:Not until they look plausible.
Oh i am sorry im sure i said sumit along the lines of creating a new body or a replacement that can handle the multi turrets, yano as in what you said to make it "look plausible"
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: Multiple turrets in Rebalance Mod?

Post by milo christiansen »

Maybe make special multi turent bodies with a turrent mount at both ends?
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual