Make Turrets Based on Humans not IDs
- NoahKirchner
- Registered user
- Posts: 1738
- Joined: 02 Aug 2016, 15:58
- Location: Sea of Tranquility, Luna
- Byond: NoahKirchner
- Contact:
Make Turrets Based on Humans not IDs
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
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
► Show Spoiler
- Casany
- Registered user
- Posts: 1555
- Joined: 06 Jun 2016, 09:18
- Location: US of A
- Byond: Casany
- Steam: Casany
Re: Make Turrets Based on Humans not IDs
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
-1
Based on lore and common sense
-1
Based on lore and common sense
"He killed me with a SADAR and it was bullshit. We should ban him for ERP because of how VIOLENTLY HE FUCKED ME" - Biolock, Saturday 15 October 2016
"Sometimes you need to stop and enjoy the little things in life, for one day you'll look back and realize they were big things"
"To quote Suits A cop follows a car long enough, he's gonna find a busted tail light. And even if he doesn't, he's gonna bust it himself." - Awan on being an MP
"Sometimes you need to stop and enjoy the little things in life, for one day you'll look back and realize they were big things"
"To quote Suits A cop follows a car long enough, he's gonna find a busted tail light. And even if he doesn't, he's gonna bust it himself." - Awan on being an MP
- Dirty Old Harry
- Registered user
- Posts: 267
- Joined: 08 Oct 2016, 21:32
- Location: The Lands of Fine Whiskey and Scotch Pies.
- Byond: Dirty Old Harry
- Steam: Crazy Old Harry
Re: Make Turrets Based on Humans not IDs
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."
The MAN, The MYTH, The LEGEND, https://youtu.be/1kXU14hkuSI.
That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.
http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.
That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.
http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.
- Boltersam
- Registered user
- Posts: 1548
- Joined: 22 Feb 2015, 05:43
- Location: Tipperary, Ireland
- Byond: Boltersam
- Steam: Boltersam
Re: Make Turrets Based on Humans not IDs
This could cause problems with ignoring Predators, since they're human-based mobs, as far as I know.
- NoahKirchner
- Registered user
- Posts: 1738
- Joined: 02 Aug 2016, 15:58
- Location: Sea of Tranquility, Luna
- Byond: NoahKirchner
- Contact:
Re: Make Turrets Based on Humans not IDs
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.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
-1
Based on lore and common sense
► Show Spoiler
- NoahKirchner
- Registered user
- Posts: 1738
- Joined: 02 Aug 2016, 15:58
- Location: Sea of Tranquility, Luna
- Byond: NoahKirchner
- Contact:
Re: Make Turrets Based on Humans not IDs
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.Boltersam wrote:This could cause problems with ignoring Predators, since they're human-based mobs, as far as I know.
► Show Spoiler
- Boltersam
- Registered user
- Posts: 1548
- Joined: 22 Feb 2015, 05:43
- Location: Tipperary, Ireland
- Byond: Boltersam
- Steam: Boltersam
Re: Make Turrets Based on Humans not IDs
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.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.
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?
- NoahKirchner
- Registered user
- Posts: 1738
- Joined: 02 Aug 2016, 15:58
- Location: Sea of Tranquility, Luna
- Byond: NoahKirchner
- Contact:
Re: Make Turrets Based on Humans not IDs
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?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?
► Show Spoiler
- Dirty Old Harry
- Registered user
- Posts: 267
- Joined: 08 Oct 2016, 21:32
- Location: The Lands of Fine Whiskey and Scotch Pies.
- Byond: Dirty Old Harry
- Steam: Crazy Old Harry
Re: Make Turrets Based on Humans not IDs
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.
The MAN, The MYTH, The LEGEND, https://youtu.be/1kXU14hkuSI.
That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.
http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.
That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.
http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.
- NoahKirchner
- Registered user
- Posts: 1738
- Joined: 02 Aug 2016, 15:58
- Location: Sea of Tranquility, Luna
- Byond: NoahKirchner
- Contact:
Re: Make Turrets Based on Humans not IDs
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.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.
► Show Spoiler
- Crab_Spider
- Registered user
- Posts: 2114
- Joined: 20 Aug 2016, 15:52
- Byond: Krab_Spider
Re: Make Turrets Based on Humans not IDs
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
Turrets have saved me a ton of times from IBs and Death Squads, if the IFF system wasn't there, we'd be curbstomped
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.
I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter
I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter
- NoahKirchner
- Registered user
- Posts: 1738
- Joined: 02 Aug 2016, 15:58
- Location: Sea of Tranquility, Luna
- Byond: NoahKirchner
- Contact:
Re: Make Turrets Based on Humans not IDs
Read above with the ID idea.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
► Show Spoiler
- coroneljones
- Registered user
- Posts: 1350
- Joined: 15 Oct 2014, 12:46
- Location: SPESS!
Re: Make Turrets Based on Humans not IDs
-1
Stop putting survivors infront of the sentries line of fire
Stop putting survivors infront of the sentries line of fire
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
-Credit goes to SovietCyanide
- NoahKirchner
- Registered user
- Posts: 1738
- Joined: 02 Aug 2016, 15:58
- Location: Sea of Tranquility, Luna
- Byond: NoahKirchner
- Contact:
Re: Make Turrets Based on Humans not IDs
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"coroneljones wrote:-1
Stop putting survivors infront of the sentries line of fire
► Show Spoiler
- Dirty Old Harry
- Registered user
- Posts: 267
- Joined: 08 Oct 2016, 21:32
- Location: The Lands of Fine Whiskey and Scotch Pies.
- Byond: Dirty Old Harry
- Steam: Crazy Old Harry
Re: Make Turrets Based on Humans not IDs
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.
The MAN, The MYTH, The LEGEND, https://youtu.be/1kXU14hkuSI.
That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.
http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.
That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.
http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.
- NoahKirchner
- Registered user
- Posts: 1738
- Joined: 02 Aug 2016, 15:58
- Location: Sea of Tranquility, Luna
- Byond: NoahKirchner
- Contact:
Re: Make Turrets Based on Humans not IDs
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.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.
► Show Spoiler
- Karmac
- Registered user
- Posts: 2458
- Joined: 08 Aug 2016, 00:29
- Location: 'Straya
- Byond: Karmac
- Steam: Karmac
Re: Make Turrets Based on Humans not IDs
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'.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"
Garth Pawolski, or is it Powalski?
Back in action.
Back in action.
- NoahKirchner
- Registered user
- Posts: 1738
- Joined: 02 Aug 2016, 15:58
- Location: Sea of Tranquility, Luna
- Byond: NoahKirchner
- Contact:
Re: Make Turrets Based on Humans not IDs
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.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'.
► Show Spoiler
- Karmac
- Registered user
- Posts: 2458
- Joined: 08 Aug 2016, 00:29
- Location: 'Straya
- Byond: Karmac
- Steam: Karmac
Re: Make Turrets Based on Humans not IDs
Some would say losing an arm is quite the RP experience. :^)
Garth Pawolski, or is it Powalski?
Back in action.
Back in action.
- NoahKirchner
- Registered user
- Posts: 1738
- Joined: 02 Aug 2016, 15:58
- Location: Sea of Tranquility, Luna
- Byond: NoahKirchner
- Contact:
Re: Make Turrets Based on Humans not IDs
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.Carmac wrote:Some would say losing an arm is quite the RP experience. :^)
► Show Spoiler
- forwardslashN
- Community Contributor
- Posts: 2495
- Joined: 14 Dec 2015, 23:12
- Byond: forwardslashN
Re: Make Turrets Based on Humans not IDs
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.
The ambivalent giant white baldie in a jungle near you.