In a perfect world we would have a unit design interface where you could place a turret at your discrection in one of several available weapon slots followed by the secondary weapons.Olrox wrote:
If we need smaller slots, it's even easier. As I said, we are remaking the bodies in AR, so making small slots on medium and heavy bodies won't affect the overall design too much. I already thought of a way to do exactly that.
If they are made not to look wrong when with a single turret, I don't see why not using the same models. But toggling the availability of secondary turrets would be interesting, if possible.
Since that is not feasible in the near future, what can be made is a system where we can have a main turret plus a secondary slot for small (and/or medium) bodies and 2 for heavy (3 for super heavy?).
Research would be mostly a balancing device imho. Theorethically as soon as a cyborg can carry a certain weapon it should also be available as support too but let's leave that open for the balancing stage.Secondary weapons could require research like super cyborgs do, but with the single prereq of having researched the standard version (unlike super HPV borgs, that require super heavy gunners to be available). Those could be called "<weapon name> miniaturization" or something like that.
That requires source modifications, Zarel or some other dev can answer best on how hard it would be.What we need to know right now is if it's possible, so that we don't waste our times discussing wether it would be good or not, how should it be called, what's the best design options, etc.
We need to know if the following is possible, before going any further with discussions, IMO:
Is it possible to have a separate turret category (secondary weapons) for certain connectors assigned to the bodies?
Rather than weight limitations we could have different slot limits per body. If we make the additional weapons give very low (or even 0) extra HP the player will have to choose his favourite trade off between speed, price and firepower.We can have that along with weight limitations (preferrably relative to the body's engine output), so that the player may choose only balanced combos.
I think that's already supported, at least there is code in weapon.txt that discriminates between fixed and rotating weapons.Is it possible to limit the firing angle to the frontal 180° (maybe even 210°, covering a bit of the sides as well) for all those secondary weapons or for specific connector's weapons?
From my multi turret tests it seems that this is the case already at least partially. A shorter range turret will fire indipendently from the main weapon.Can we make it so that the secondary weapons only fire automatically (will fire at nearest targets, won't necessarily fire at the targeted object)? That would be useful to control the main weapon to perform its main role and have the secondary weapons automatic, so that they can fire at other threats while the main gun fires at your designated target.
Indeed we agree on most points.I thank anybody who can answer those questions insightfully, and also thanks those who understand that knowing this is essential to get into further details. I think Zarax agrees on that.
~Olrox
The only thing I would like to add is that it would be also good to leave some flexibility within the starting specs (for example a greater number of slots than trunk balance would deem ideal) in order to give mods the possibility to further expand on it later.

