Make Turrets Based on Humans not IDs

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NoahKirchner
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Make Turrets Based on Humans not IDs

Post by NoahKirchner » 20 Mar 2017, 16:39

Summary (a quick, 2-3 sentence summary): Make turrets only shoot at aliens as opposed to people without IDs.

Benefits (How this will benefit the server and game as a whole):Means that people can still RP with survivors without them suddenly being shot dead near a turret, or having to render the entire marine defense useless.

Details (Description of how you think this would work, the benefits, etc): Have them target different mob types as opposed to things without an ID.

Implementation (Optional, if you have an idea how to implement it): Coding
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Re: Make Turrets Based on Humans not IDs

Post by Casany » 20 Mar 2017, 16:44

well, in lore they shot at anything that moved in front of them. And they were created to shoot enemy humans or secure rooms so no one could enter. So

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Re: Make Turrets Based on Humans not IDs

Post by Dirty Old Harry » 20 Mar 2017, 16:44

But it scans a possible target for ID and terminates if none are found so how would it be able to magically go, "Oh that's just a dude/dudette with no ID and not an alien lifeform."
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Re: Make Turrets Based on Humans not IDs

Post by Boltersam » 20 Mar 2017, 16:46

This could cause problems with ignoring Predators, since they're human-based mobs, as far as I know.

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Re: Make Turrets Based on Humans not IDs

Post by NoahKirchner » 20 Mar 2017, 16:46

Casany wrote:well, in lore they shot at anything that moved in front of them. And they were created to shoot enemy humans or secure rooms so no one could enter. So

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Based on lore and common sense
Right, but we hardly at all follow lore, and it actively discourages RP between the colonists and the marines by shooting them to death as soon as they walk infront of it every single time, turrets being one of the most used defensive emplacements for the marines. Mines are fine, they don't kill, turrets keep shooting until they're dead and take off arms, and if it's in burst ode they instantly die.
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Re: Make Turrets Based on Humans not IDs

Post by NoahKirchner » 20 Mar 2017, 16:48

Boltersam wrote:This could cause problems with ignoring Predators, since they're human-based mobs, as far as I know.
Do you know if they're just listed under carbon, or are they just humans with different gear? I was thinking make it not shoot mob/carbon/human but I'm not sure where preds fit into all of this.
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Re: Make Turrets Based on Humans not IDs

Post by Boltersam » 20 Mar 2017, 17:01

NoahKirchner wrote:Do you know if they're just listed under carbon, or are they just humans with different gear? I was thinking make it not shoot mob/carbon/human but I'm not sure where preds fit into all of this.
I honestly couldn't tell you, but I'd say they're human based. Obviously, there'd probably be a way to make them still fire at preds.

There also raises the issue that sentries fire at non-USCM IDs specifically, AKA potential enemy combatants. If they ignored humans, why would the USCM use them? Obviously, the suggestion's specifically for gameplay purposes of survivors not immediately dying when near Marines, but there has to be some realism in there too.

Why not suggest a firing mode for sentries that only fires at Xenomorphs and the researcher can unlock it with enough Xeno parts?

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Re: Make Turrets Based on Humans not IDs

Post by NoahKirchner » 20 Mar 2017, 17:04

Boltersam wrote:I honestly couldn't tell you, but I'd say they're human based. Obviously, there'd probably be a way to make them still fire at preds.

There also raises the issue that sentries fire at non-USCM IDs specifically, AKA potential enemy combatants. If they ignored humans, why would the USCM use them? Obviously, the suggestion's specifically for gameplay purposes of survivors not immediately dying when near Marines, but there has to be some realism in there too.

Why not suggest a firing mode for sentries that only fires at Xenomorphs and the researcher can unlock it with enough Xeno parts?
Because at roundstart is when the colonists are getting brutally murdered, sometimes even before first contact. Maybe give survivors IDs that don't trigger the sentry instead?
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Re: Make Turrets Based on Humans not IDs

Post by Dirty Old Harry » 20 Mar 2017, 17:07

Here's a fix to your problem, escort civvies safely to a LZ since most competent engineers i've seen don't actually turn on their turret as soon as it's set up, for all they know then there's no bugs and they should know that it would shoot civvies so why they turn them on before knowledge of bugs is revealed is beyond me, oh and it drains power.
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Re: Make Turrets Based on Humans not IDs

Post by NoahKirchner » 20 Mar 2017, 17:14

Dirty Old Harry wrote:Here's a fix to your problem, escort civvies safely to a LZ since most competent engineers i've seen don't actually turn on their turret as soon as it's set up, for all they know then there's no bugs and they should know that it would shoot civvies so why they turn them on before knowledge of bugs is revealed is beyond me, oh and it drains power.
Yes but for the engineers that aren't competent, they keep their turrets on. Escorting them to the LZ requires you go through, normally, the Nexus, which tends to have at least 2 turrets in it at any given time.
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Re: Make Turrets Based on Humans not IDs

Post by Crab_Spider » 20 Mar 2017, 17:14

Ehhh noo.... -1
Turrets have saved me a ton of times from IBs and Death Squads, if the IFF system wasn't there, we'd be curbstomped
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Re: Make Turrets Based on Humans not IDs

Post by NoahKirchner » 20 Mar 2017, 17:16

Crab_Spider wrote:Ehhh noo.... -1
Turrets have saved me a ton of times from IBs and Death Squads, if the IFF system wasn't there, we'd be curbstomped
Read above with the ID idea.
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Re: Make Turrets Based on Humans not IDs

Post by coroneljones » 20 Mar 2017, 17:48

-1
Stop putting survivors infront of the sentries line of fire
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Re: Make Turrets Based on Humans not IDs

Post by NoahKirchner » 20 Mar 2017, 17:50

coroneljones wrote:-1
Stop putting survivors infront of the sentries line of fire
The sentries rotate 360, so it's more of a "stop putting the colonists anywhere near the sentries that are in very well traveled locations"
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Re: Make Turrets Based on Humans not IDs

Post by Dirty Old Harry » 20 Mar 2017, 17:58

Right, if you're a civvie and you get rescued then just ask if it's safe to head to the LZ rather than just charging off towards it once you've discovered the Marines.
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Re: Make Turrets Based on Humans not IDs

Post by NoahKirchner » 20 Mar 2017, 17:59

Dirty Old Harry wrote:Right, if you're a civvie and you get rescued then just ask if it's safe to head to the LZ rather than just charging off towards it once you've discovered the Marines.
A lot of times the turrets shooting civvies is an afterthought, or they're in locations that are almost required to get to the LZ or /on/ the LZ, a lot of times when you're talking with someone about what happened, where the turrets are is an afterthought.
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Re: Make Turrets Based on Humans not IDs

Post by Karmac » 20 Mar 2017, 18:42

NoahKirchner wrote:The sentries rotate 360, so it's more of a "stop putting the colonists anywhere near the sentries that are in very well traveled locations"
In 360 mode turrets only have a range of three tiles, and in directional, the survivors will be able to see the turret on the very edge of their secreen before it starts to shoot at them, so this generally does come down to 'Survivors should expect mines and turrets near the goddamn FOB after they've been killed like 6 times already by them'.
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Re: Make Turrets Based on Humans not IDs

Post by NoahKirchner » 20 Mar 2017, 18:55

Carmac wrote:In 360 mode turrets only have a range of three tiles, and in directional, the survivors will be able to see the turret on the very edge of their secreen before it starts to shoot at them, so this generally does come down to 'Survivors should expect mines and turrets near the goddamn FOB after they've been killed like 6 times already by them'.
Fair enough, but it is still generally an afterthought when trying to rp with survivors. I know that I sure as hell don't think about it until they've lost their arm, and it really just kills any sort of possible arc for anybody that would come from that.
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Re: Make Turrets Based on Humans not IDs

Post by Karmac » 20 Mar 2017, 18:57

Some would say losing an arm is quite the RP experience. :^)
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Re: Make Turrets Based on Humans not IDs

Post by NoahKirchner » 20 Mar 2017, 19:00

Carmac wrote:Some would say losing an arm is quite the RP experience. :^)
Sure, but not when you're talking with someone about their traumatic experience and then they're ripped to shreds by a turret that cripples them until they get up to the Sulaco, if it doesn't kill them nearly instantly.
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Re: Make Turrets Based on Humans not IDs

Post by forwardslashN » 20 Mar 2017, 19:14

That's not happening. Turrets have IFF tracking for a reason, and having them shoot only aliens is both gamey, not lore friendly, and completely ignoring the fact that apop has stated repeatedly that survivors should be shot by turrets. Denied.
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