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?

Re: Turrets vs NPCs

Yes, yes, yes, yes, yes..

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Re: Turrets vs NPCs

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.

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Re: Turrets vs NPCs

DEV Zoom wrote:

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.

Re: Turrets vs NPCs

I suspect another exploit coming similar to beacon pits.

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Re: Turrets vs NPCs

Ville wrote:

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.

Re: Turrets vs NPCs

For sure they would need to drop no loot otherwise its very exploitable

8 (edited by T3xasp3t3 2015-05-12 16:49:41)

Re: Turrets vs NPCs

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

Re: Turrets vs NPCs

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.

Re: Turrets vs NPCs

Celebro wrote:

I suspect another exploit coming similar to beacon pits.


I should learn to read better tongue

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Re: Turrets vs NPCs

T3xasp3t3 wrote:

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.

12 (edited by T3xasp3t3 2015-05-12 16:58:57)

Re: Turrets vs NPCs

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.

Re: Turrets vs NPCs

T3xasp3t3 wrote:

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

Re: Turrets vs NPCs

Can we get a corp managment option: turrets target NPCS enable/disable

Re: Turrets vs NPCs

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

Re: Turrets vs NPCs

so from what I've read we all agree that turrets shooting red mobs on gamma is a awesome idea right?

Re: Turrets vs NPCs

Provided:

A) they don't drop loot
B) you can switch the functionality off
C) turrets prioritize people over rats when shooting

Re: Turrets vs NPCs

Altera wrote:

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.

Re: Turrets vs NPCs

Its very good but more than a CEO should be able to turn it on and off

Re: Turrets vs NPCs

T3xasp3t3 wrote:

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

21 (edited by T3xasp3t3 2015-05-12 17:20:48)

Re: Turrets vs NPCs

true i would love to see this get in asap

Re: Turrets vs NPCs

Tbh for the 8 - 16 hours this will take you could have so much more stuff that matters

Re: Turrets vs NPCs

this matters to the people who live on gamma

Re: Turrets vs NPCs

T3xasp3t3 wrote:

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.

Re: Turrets vs NPCs

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.