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Player Features and Ideas Discussion

 
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Turret Deployment Ideas

Author
Angelica Veritas
Doomheim
#1 - 2012-04-20 16:39:08 UTC
So, I was around (on a diff char) when the new turrets were first deployed, and I loved it that they stayed retracted unless you started to lock on something.

Then they changed it so they are always deployed unless your in a warp.

I for one would like the old system back, BUT I understand why it was changed. (from what I gathered, some people locked on much faster than the turrets deployed, thus, they lost precious seconds when they needed them)


So I have an idea of how to satisfy both parties.

-Add a little option to have Turrets Always deployed (aside from in warp) (like it is now)
-And a option to have them Deploy at the start of a lock on. (could even add a option to have them auto deploy as soon as hostiles are detected on the overview, even if your not locking on to anythng.)

That way, the people that lock faster than the turrets deploy are still happy, while the people that don't lock that fast, or simply don't care get something to watch while the turrets deploy.

Personally if Eve was Real, I'd probably on deploy the turrets if i detected hostiles or otherwise thought I would need them soon (not when travelling between stargate and stargate or station or whatever)

So that would be bonus immersion for me.

Maybe I'm alone with this thought, but I figure it was worth a shot.
LT Alter
Ryba.
White Squall.
#2 - 2012-04-20 18:22:32 UTC
Why?
Angelica Veritas
Doomheim
#3 - 2012-04-20 18:39:03 UTC
LT Alter wrote:
Why?


I'm not sure if your just trolling, but I'll answer anyway.

Because I liked it better when turrets deployed when combat was imminent, AKA when you were locking on to something.

Now the only time I see them not deployed is when I'm in warp, (granted, your in warp pretty often) It just seems odd to deploy turrets and spin up the barrels when your not planning to engage in any combat.
Yea, I realize combat in EVE tends to happened even when you don't plan for it, but that's what the options are for.

If your into PVP and flying in dangerous space, keep the turrets ready and armed.
If your flying in relatively safe space, why would you constantly keep the turrets deployed and the barrels spinning?

It's a little immersion breaking for me to be honest.

But if I'm the only one to think so, then I'll simply have to deal with it.

I would like some type of official response..
Celeritas 5k
Connoisseurs of Candid Coitus
#4 - 2012-04-20 22:56:34 UTC
I think there was a dev blog about this when the new turrets came out - the problem was that if you can lock faster than your turrets deploy, you either have to wait for them to finish or muck up the animations.
Angelica Veritas
Doomheim
#5 - 2012-04-21 05:44:58 UTC
Celeritas 5k wrote:
I think there was a dev blog about this when the new turrets came out - the problem was that if you can lock faster than your turrets deploy, you either have to wait for them to finish or muck up the animations.


Yeah, thats exactly why I'd like the options.. I currently don't and I think I'll ever be in a ship thats able to lock that fast, and even if I am, I'm too slow with everything else to really care about that millisecond or two that I lose..

The turret behavior was already in the game once, it can't be that hard to implement again as an option, can it?

It may not seem like much, but to me, its the little things that make or break a games immersion.
Aphoxema G
Khushakor Clan
#6 - 2012-04-21 08:30:43 UTC
Celeritas 5k wrote:
I think there was a dev blog about this when the new turrets came out - the problem was that if you can lock faster than your turrets deploy, you either have to wait for them to finish or muck up the animations.


Yeah, it was an aesthetic choice, not a fix for functionality.

I would have preferred if, instead, the always-deployed appearance only happened when someone's lock time was shorter than the animation speed, not because this was a situation sometimes. I'm also not really fond of the decision as I'd rather just see the turrets snap into a ready state and have screwed up animations. If you're in a hurry to target something and shoot it, you're not doing to be oggling your turrets the whole time. I mean, well, yeah plenty of people would be, but who cares?
Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2012-04-21 13:05:52 UTC
Aphoxema G wrote:
Celeritas 5k wrote:
I think there was a dev blog about this when the new turrets came out - the problem was that if you can lock faster than your turrets deploy, you either have to wait for them to finish or muck up the animations.


Yeah, it was an aesthetic choice, not a fix for functionality.

I would have preferred if, instead, the always-deployed appearance only happened when someone's lock time was shorter than the animation speed, not because this was a situation sometimes. I'm also not really fond of the decision as I'd rather just see the turrets snap into a ready state and have screwed up animations. If you're in a hurry to target something and shoot it, you're not doing to be oggling your turrets the whole time. I mean, well, yeah plenty of people would be, but who cares?


But lock times are different for different classes of target, so how would that even work?

There's nothing wrong with the current system.
Angelica Veritas
Doomheim
#8 - 2012-04-21 13:43:22 UTC
Danika Princip wrote:
Aphoxema G wrote:
Celeritas 5k wrote:
I think there was a dev blog about this when the new turrets came out - the problem was that if you can lock faster than your turrets deploy, you either have to wait for them to finish or muck up the animations.


Yeah, it was an aesthetic choice, not a fix for functionality.

I would have preferred if, instead, the always-deployed appearance only happened when someone's lock time was shorter than the animation speed, not because this was a situation sometimes. I'm also not really fond of the decision as I'd rather just see the turrets snap into a ready state and have screwed up animations. If you're in a hurry to target something and shoot it, you're not doing to be oggling your turrets the whole time. I mean, well, yeah plenty of people would be, but who cares?


But lock times are different for different classes of target, so how would that even work?

There's nothing wrong with the current system.


From what I understand she means that IF your locking time is shorter than the turret deploy time the turrets would simply ignore the rest of the animation and "snap" into tracking mode.

I think my suggestion is better though, since then nobody would get screwed up animations.

Those who like it like it is, are happy.
Those who liked it like it was first are happy.
Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2012-04-21 14:54:58 UTC
Angelica Veritas wrote:
Danika Princip wrote:
Aphoxema G wrote:
Celeritas 5k wrote:
I think there was a dev blog about this when the new turrets came out - the problem was that if you can lock faster than your turrets deploy, you either have to wait for them to finish or muck up the animations.


Yeah, it was an aesthetic choice, not a fix for functionality.

I would have preferred if, instead, the always-deployed appearance only happened when someone's lock time was shorter than the animation speed, not because this was a situation sometimes. I'm also not really fond of the decision as I'd rather just see the turrets snap into a ready state and have screwed up animations. If you're in a hurry to target something and shoot it, you're not doing to be oggling your turrets the whole time. I mean, well, yeah plenty of people would be, but who cares?


But lock times are different for different classes of target, so how would that even work?

There's nothing wrong with the current system.


From what I understand she means that IF your locking time is shorter than the turret deploy time the turrets would simply ignore the rest of the animation and "snap" into tracking mode.

I think my suggestion is better though, since then nobody would get screwed up animations.

Those who like it like it is, are happy.
Those who liked it like it was first are happy.


and when the latter group starts to complain that they're exploding before they can shoot, despite a target lock...?
Aphoxema G
Khushakor Clan
#10 - 2012-04-21 16:14:07 UTC
Angelica Veritas wrote:
But lock times are different for different classes of target, so how would that even work?


... wait, yeah, you're right. I'm dumb XD
Angelica Veritas
Doomheim
#11 - 2012-04-21 17:32:43 UTC
Danika Princip wrote:
Angelica Veritas wrote:
Danika Princip wrote:
Aphoxema G wrote:
Celeritas 5k wrote:
I think there was a dev blog about this when the new turrets came out - the problem was that if you can lock faster than your turrets deploy, you either have to wait for them to finish or muck up the animations.


Yeah, it was an aesthetic choice, not a fix for functionality.

I would have preferred if, instead, the always-deployed appearance only happened when someone's lock time was shorter than the animation speed, not because this was a situation sometimes. I'm also not really fond of the decision as I'd rather just see the turrets snap into a ready state and have screwed up animations. If you're in a hurry to target something and shoot it, you're not doing to be oggling your turrets the whole time. I mean, well, yeah plenty of people would be, but who cares?


But lock times are different for different classes of target, so how would that even work?

There's nothing wrong with the current system.


From what I understand she means that IF your locking time is shorter than the turret deploy time the turrets would simply ignore the rest of the animation and "snap" into tracking mode.

I think my suggestion is better though, since then nobody would get screwed up animations.

Those who like it like it is, are happy.
Those who liked it like it was first are happy.


and when the latter group starts to complain that they're exploding before they can shoot, despite a target lock...?


Then its their own damn fault. My suggestion is the ability to Hit ESC and CHOOSE what sort of system you want to use..
If you start getting locking times shorter than deployment times, simply switch to having turrets always deployed?

I want a dropdown menu or something in the general options section that has 2 options..
Turrets always deploy and turrets deploy at imminent combat.
Tobiaz
Spacerats
#12 - 2012-04-21 17:47:19 UTC
The turrets could be made to un-deploy whenever they are reloading (though the Amarr players won't see much use of that ).

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Angelica Veritas
Doomheim
#13 - 2012-04-21 20:18:17 UTC
Tobiaz wrote:
The turrets could be made to un-deploy whenever they are reloading (though the Amarr players won't see much use of that ).


That could work, but still wouldn't explain why you always deploy turrets right after warp.. no matter where your going or what your doing..

But judging by the response in this thread it seems like I'm the only one to want this type of thing..
Orlok Raven
Technitium Group
#14 - 2012-06-13 02:05:32 UTC
Angelica Veritas wrote:
Tobiaz wrote:
The turrets could be made to un-deploy whenever they are reloading (though the Amarr players won't see much use of that ).


That could work, but still wouldn't explain why you always deploy turrets right after warp.. no matter where your going or what your doing..

But judging by the response in this thread it seems like I'm the only one to want this type of thing..


I for one agree with Angelica, I was actually asking about this today in the help chat... I do mainly trading / mining but every so often I like to do a lvl 4 here and there. I would appreciate the graphic a lot more if as soon as I started to lock the turrets would begin to deploy. I do not care if I lock faster than the actual deployment of the turret.
AFK Hauler
State War Academy
#15 - 2012-06-13 02:33:22 UTC
No.

I like to look up the skirt of the girl I'm gonna dance with to see if she's packing...

Wait.. er, ummm... nvm,



I want to see if the guns are large or small on a ship to gain tactical advantage before engaging. Hidden turrets until firing makes for less information that can make a difference.
Daeva Teresa
Viziam
Amarr Empire
#16 - 2012-06-13 06:11:38 UTC  |  Edited by: Daeva Teresa
Since there are no safe spots in EVE (no hi-sec is not safe-sec) its best to have your's guns allways ready. Only ****** would want to wait until guns will be ready when enemy enters grid. And since darvin evolution works (except miner's ships) all these ships that needed to wait to shoot are long dead and we who are always ready have survived.

As far as concord go its absolutely ok to be ready. Its also absolutely ok to target lock that hulk. Its also absolutely ok to bump in him. Its also absolutely ok to start shooting ... wait, now you have crosed the line!

I can see this may seem as a good immersion, etc. But you know that we play Submarines in space right?

Troll smarter not harder.

CCP really please dont use Upgraded, Limited, Experimental and Prototype in item names. It sounds like the item is actually worse than basic meta 1 item. Use Calibrated, Enhanced, Optimized and Upgraded. Its really easy to understand that the item is better than meta 1 and its also in alphabetic order.