Topic: Turrets vs NPCs
So apparently it's pretty easy for us to enable turrets shooting NPCs, given that:
1. NPCs would also attack turrets.
2. NPCs killed by turrets wouldn't drop loot.
Opinions?
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So apparently it's pretty easy for us to enable turrets shooting NPCs, given that:
1. NPCs would also attack turrets.
2. NPCs killed by turrets wouldn't drop loot.
Opinions?
Yes, yes, yes, yes, yes..
Zoom. Why couldn't we allow the to drop loot? But make beacons only deployable 1 at a time and at least 1500 to 2000 M away from any terminal.
So apparently it's pretty easy for us to enable turrets shooting NPCs, given that:
1. NPCs would also attack turrets.
2. NPCs killed by turrets wouldn't drop loot.Opinions?
I think its a good idea. Rats wandering through basis is ***. My only issue is it enabling macros more as you can set up a couple of turrets and be a hundred percent safe from rats but since macroing is legal and there is no epi on gamma hell why not.
+1 from me.
I suspect another exploit coming similar to beacon pits.
Zoom. Why couldn't we allow the to drop loot? But make beacons only deployable 1 at a time and at least 1500 to 2000 M away from any terminal.
It's not just because of beacons, any roaming spawn comes around and you just undock to pick up the free loot.
For sure they would need to drop no loot otherwise its very exploitable
I love the idea if they dont drop loot that keeps any exploit from happening but i also under stand the beacon issue it would bring up. Unless turrets could tell the difference in between beacon Mobs and roaming Mobs then it is fixable
While we are on the subject of exploits, make it so guns automatically prioritise people over rats. If not folks will just set off beacons to act as chaff while attacking bases.
I suspect another exploit coming similar to beacon pits.
I should learn to read better
I love the idea if they dont drop loot that keeps any exploit from happening but i also under stand the beacon issue it would bring up. Unless turrets could tell the difference in between beacon Mobs and roaming Mobs then it is fixable
Beacon pits are not supposed to exist any more so itsno problem.
its not the pit that's the issue jita its the turrets killing beacon mobs while you're trying to farm in the safety of your base.
its not the pit that's the issue jita its the turrets killing beacon mobs while you're trying to farm in the safety of your base
That sounds like one of those good problems to me
Can we get a corp managment option: turrets target NPCS enable/disable
If the turrets can tell the difference in between the two and not attack beacon mobs we wouldn't have any issues at all and it would fix a lot of crying
so from what I've read we all agree that turrets shooting red mobs on gamma is a awesome idea right?
Provided:
A) they don't drop loot
B) you can switch the functionality off
C) turrets prioritize people over rats when shooting
Can we get a corp managment option: turrets target NPCS enable/disable
Not sure it's possible (it should be) but I like the idea.
Its very good but more than a CEO should be able to turn it on and off
Its very good but more than a CEO should be able to turn it on and off
I would assume it is based on having full colony rights
true i would love to see this get in asap
Tbh for the 8 - 16 hours this will take you could have so much more stuff that matters
this matters to the people who live on gamma
this matters to the people who live on gamma
I know but in that time you could have 6 new tiers of npc dropped faction loot. You could retask prototype bots in to a specialised version of their counterparts. You could make a real difference.
Its nice, don't get me wrong, i just don't see it as a priority when so much low hanging tasty fruit is available.
i understand your point jita, but you yourself have said gamma is near useless and the red spwans messing up the saftey of bases is screwing with any usefulness there was to begin with. Its something that is a simple and hopefully quick fix to let gamma keep what little usefulness it has.
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