Re: Turrets vs NPCs
Update on OP idea?? Can we get this cut on yesterday?
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.
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Update on OP idea?? Can we get this cut on yesterday?
Missions are still a priority right now, I just made the topic so we can talk about it in the meantime. But apparently the general consensus is that we should do this.
Well can you tweak the Red NPC spawn rate on gamma in the meantime?
Missions are still a priority right now, I just made the topic so we can talk about it in the meantime. But apparently the general consensus is that we should do this.
Enabling macros since 2007.
Serious question Zoom. Since macros are practically allowed now can you change liquid mining to make it a bit more difficult?
If lower level missions are coming first and higher tier later.... i'd vote for the turret update first. That's just me though
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?
Oh it's pretty easy. But your going to have to wait a year to get it
Setting them to shoot NPCs is easy, but to make it a proper feature we still need additional things, UI control, and the stuff Jita mentioned for example.
Setting them to shoot NPCs is easy, but to make it a proper feature we still need additional things, UI control, and the stuff Jita mentioned for example.
Well just add it as is and let people know that using them as chaff for base guns is considered an exploit.
Well just add it as is and let people know that using them as chaff for base guns is considered an exploit.
Yeah I'm sure the investigations and policing won't take away any useful development time...
Tonnik wrote:Well just add it as is and let people know that using them as chaff for base guns is considered an exploit.
Yeah I'm sure the investigations and policing won't take away any useful development time...
is it not easy letting guns prioritise agents over npc's?
DEV Zoom wrote:Setting them to shoot NPCs is easy, but to make it a proper feature we still need additional things, UI control, and the stuff Jita mentioned for example.
Well just add it as is and let people know that using them as chaff for base guns is considered an exploit.
So you are advocating the DEVs put into the game a un-finished & exploitable mechanic & just "fix it later"??
Good Lord even Zoom knows how sh*t of an idea that is.
BTW Zoom I love the idea & do enjoy it when you DEVs pull these good ideas out of your *** errr um .. thin air
No really +1
DEV Zoom wrote:Tonnik wrote:Well just add it as is and let people know that using them as chaff for base guns is considered an exploit.
Yeah I'm sure the investigations and policing won't take away any useful development time...
is it not easy letting guns prioritise agents over npc's?
the correct phrase would be "its not easy letting gamma commanders decide what priorities their defense turrets have", as seen in how "easy" it is to make a easy to understand interface for it with a tooltips explaining stuff.
Notice how theres a few special snowflakes very quick to declare how anything except "their" way of playing a sandbox game is an exploit.
I would like to point out that I think duping is not a exploit, thus its now allowed.
Oh oh, that insurance thing, its also seeing green too.
When the Dev's ban me I will run around with my hair on fire telling everyone how self-righteous I truly am.
Dam it, believe me.
Notice how theres a few special snowflakes very quick to declare how anything except "their" way of playing a sandbox game is an exploit.
We all know deep down where to draw the line, but some keep lying to themselves. We never justify ourselves for doing the wrong thing.
Syndic wrote:Notice how theres a few special snowflakes very quick to declare how anything except "their" way of playing a sandbox game is an exploit.
We all know deep down where to draw the line, but some keep lying to themselves. We never justify ourselves for doing the wrong thing.
The line is for the Devs to decide and draw, not for 2-3 mouthbreathers that happened to visit their office or play in Closed Beta to decide for the Devs.
Celebro wrote:Syndic wrote:Notice how theres a few special snowflakes very quick to declare how anything except "their" way of playing a sandbox game is an exploit.
We all know deep down where to draw the line, but some keep lying to themselves. We never justify ourselves for doing the wrong thing.
The line is for the Devs to decide and draw, not for 2-3 mouthbreathers that happened to visit their office or play in Closed Beta to decide for the Devs.
This could be true but that *** line keeps moving all over the place.
If they are set to enable/disable against NPCs it should hook into the NPC retaliation mechanism. I do agree that this is a good idea so long as loot drops from turret kills are disabled and proper role addition for such a control is added. This can remedy some of the protection issues for smaller corps getting into gamma as they could use their turret assets to protect other activities by re arranging base assets instead giving it a better in and more use per se. I would also like to add that possible putting a turret range circle in the building planner would be a good addition to this so that when they are moved about proper planning can be done. (circle can be static size no need to complicate things with booster additions and what have you).
why has this not happened yet best idea ive heard in a while. whats the eta
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