Tripod Sentry Gun

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Surrealistik
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Tripod Sentry Gun

Post by Surrealistik » 04 Jul 2015, 18:23

Summary (a quick, 2-3 sentence summary):

A deployable tripod sentry gun that can be equipped with a variety of weapons and ammo; inspiration: http://half-life.wikia.com/wiki/HECU_Sentry_Gun

Benefits (How this will benefit the server and game as a whole):

Gives the marines an interesting new point defense option at the expense of equipment space, resources and time.

Details (Description of how you think this would work, the benefits, etc):

Essentially it's a deployable tripod assembly that must be carried in a hand slot and is too large to fit into a pack.

* Deploying it places the tripod in an empty space you're facing. You can then wrench and weld the tripod in place.

* Once the tripod is at least wrenched in place, you're able to equip (or unequip) any manportable weapon to it via swiping your ID to unlock (or lock) the tripod's assembly (only Engineering or Command IDs can do this), opening (or closing) the unlocked assembly via screwdriver, then manipulating its inventory by dragging the turret onto yourself (which opens an equipment GUI window), or dragging the weapon onto the turret. Anyone can stock turret ammo by dragging ammo onto the turret that is usable by its equipped weapon. It can hold up to 100 rounds. Equipping the weapon or stocking its ammo takes 5 seconds.

* When the turret is equipped and the assembly is closed, any soldier can use their ID on the turret to turn it on or off and set its operating parameters (which are like existing energy turrets) via a GUI window. System integrity % and ammo remaining are displayed on this window, as are radio transmission settings and the turret's integrated light controls. Command is able to remotely access this control GUI of turrets using a central computer.

* Brute damage is repaired by using your welder on the turret. Burn damage is repaired by using cable coil on the turret while its assembly is open. Repairs take 5 seconds. Each repair attempt repairs 35 damage of the appropriate type.

* The turret comes equipped with a 10000 charge capacity cell. Every tick 5 energy is drained from the cell while it is turned on (+2 energy while its light is on), and any equipped energy weapons draw power from the battery unless the turret is drawing power from the grid via a cable coil placed under it while it is wrenched and welded in place. The cell can be replaced by opening its assembly via an Engineer/Commander ID.

* Turrets have 100 HP, take 5 less damage from all sources (due to armoured plating), and are vulnerable to EMPs (which deal Burn damage and completely disable the turret for seconds in proportion to the EMP strength).

* A destroyed turret leaves behind a damaged frame with broken turret electronics. Damage is repaired by following the construction process described below, with the added steps of adding 5 metal sheets prior to wiring the frame, then welding them to the frame (5 seconds to weld), and removing the broken turret electronics with a crowbar before inserting new turret electronics. The motion sensor, power cell and camera assembly do not need to be readded.

* Turret frames can be produced with 10 metal stacks after a 20 second delay. Full construction process = Fabricate frame (10 metal sheets + 20 seconds) -> Wire frame (5 cable coil) -> Insert electronics (1 turret electronics) -> Insert motion sensor (1 motion sensor) -> Insert power cell (1 power cell) -> Insert camera assembly (1 Camera assembly) -> Insert station bounced radio (1 SBR) -> Secure internal components and complete assembly (screwdriver + 10 seconds).

* Turrets by default will transmit an alert over the common channel whenever it spots a threat, including its location (those viewing cameras can click on the alert to go to its position). Its radio frequency, alert notifications and other transmission/broadcast settings can be changed via the control GUI window that appears when using your ID on the turret.

* Turrets have an integrate light that can be turned on or off via its control GUI window. The light consumes +2 energy per tick.

* Turrets will appear on and broadcast to Marine camera networks due to the integrated camera.

* Obviously only Engineers have the qualifications to build, repair and maintain turrets.
Last edited by Surrealistik on 05 Jul 2015, 13:46, edited 16 times in total.
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valzargaming
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Re: Tripod Sentry Gun

Post by valzargaming » 04 Jul 2015, 18:25

Dear God Yes.

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Re: Tripod Sentry Gun

Post by LordeKilly » 04 Jul 2015, 18:59

+1. Who else remembers the 1st predator mission where you jump from that tree behind the sentry squad and destroy them? Yeah. ples add
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Re: Tripod Sentry Gun

Post by MrGabol100 » 04 Jul 2015, 19:02

+1 Has nice mechanics, but improve health and turret ammo, it's just too low, with 100 bullets aliens can easily just make it shoot in vain until it runs dry.

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RehabBaron
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Re: Tripod Sentry Gun

Post by RehabBaron » 04 Jul 2015, 19:39

Image
Image

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valzargaming
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Re: Tripod Sentry Gun

Post by valzargaming » 04 Jul 2015, 21:30

RIP headphone users.

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Triel Wolfblood
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Re: Tripod Sentry Gun

Post by Triel Wolfblood » 05 Jul 2015, 07:02

oh shit ya

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Surrealistik
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Re: Tripod Sentry Gun

Post by Surrealistik » 05 Jul 2015, 14:53

MrGabol100 wrote:+1 Has nice mechanics, but improve health and turret ammo, it's just too low, with 100 bullets aliens can easily just make it shoot in vain until it runs dry.
What sort of health and ammo capacity do you think it should have?
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Re: Tripod Sentry Gun

Post by Sargeantmuffinman » 05 Jul 2015, 15:29

Balancing it:
  • Can only shoot where it faces
  • Shoots anything where it faces (even marines)
  • Can be remote controlled
  • Fires a 3 round burst
  • Has an ammo count of 75
  • Damage is 20 brute
  • Vulnerable to acid
  • Spitting neurotoxin at it cause 25 brute,next shot causes 30 brute and 15 burn damage
  • Has a short range
  • Anyone can set it up and the engineer,specialist and CO can have it
  • Must be in a briefcase
  • Shoots anything moving
  • Ammo box must be carried via hand or pulled along
Edit:I have soo many balancing things that I can't even write so here are the first batch for the marines and a bit for the aliens.

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Re: Tripod Sentry Gun

Post by MrGabol100 » 05 Jul 2015, 16:45

Surrealistik wrote: What sort of health and ammo capacity do you think it should have?

180 Health, 300-500 Ammo.

That means it'll fade in like 8 slashes, and of course, It'll fire really freaking fast, like, at a fix target, firing all of it woul take 20 seconds. So it has 20 seconds of ammo.

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Re: Tripod Sentry Gun

Post by Felkvir » 06 Jul 2015, 07:04

Or ... We could put in the lorefriendly version

http://avp.wikia.com/wiki/UA_571-C_Automated_Sentry_Gun

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Re: Tripod Sentry Gun

Post by TopHatPenguin » 06 Jul 2015, 07:32

Felkvir wrote:Or ... We could put in the lorefriendly version

http://avp.wikia.com/wiki/UA_571-C_Automated_Sentry_Gun
Yeah.. that would be nice.
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Re: Tripod Sentry Gun

Post by Surrealistik » 06 Jul 2015, 12:19

Hey, if we can get the above with a 500 round 10mm explosive round armour piercing weapon with 1.1k RPM that detects even cloaked Predators and has alternate choices of a grenade launcher and laser cannon, I am totally down.
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Re: Tripod Sentry Gun

Post by Felkvir » 06 Jul 2015, 12:47

No ... But a balanced version of it

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Re: Tripod Sentry Gun

Post by MrGabol100 » 06 Jul 2015, 14:11

I say the 500 bullets that runs out in 30 seconds is pretty balanced. 30-40 bullets to kill one drone.

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Re: Tripod Sentry Gun

Post by UnknownMurder » 06 Jul 2015, 21:27

Already planned.

Joshuu's Sprites... Original Sprite, looking like Weyland Yutani's Sentry Gun from movies.
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I overwrite Joshuu's sprite, making it look... Suitable to our generation.
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Re: Tripod Sentry Gun

Post by TopHatPenguin » 06 Jul 2015, 21:31

UnknownMurder wrote:Already planned.

Joshuu's Sprites... Original Sprite, looking like Weyland Yutani's Sentry Gun from movies.
Image

I overwrite Joshuu's sprite, making it look... Suitable to our generation.
Image
Both Colours suit it...also this looks amazing.
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Re: Tripod Sentry Gun

Post by MrGabol100 » 06 Jul 2015, 22:49

So, we could just set up a console somewhere and control the turret advanced settings? Neato.

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Re: Tripod Sentry Gun

Post by TopHatPenguin » 07 Jul 2015, 08:33

MrGabol100 wrote:So, we could just set up a console somewhere and control the turret advanced settings? Neato.
Or it could be like the bino's but you can place it down.....
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Re: Tripod Sentry Gun

Post by Felkvir » 07 Jul 2015, 11:19

Looked much better in yellow, wat r u doin UM

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Re: Tripod Sentry Gun

Post by MrGabol100 » 07 Jul 2015, 11:31

Sorry, but yellow is neatoer.

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Re: Tripod Sentry Gun

Post by mosshadow » 07 Jul 2015, 12:07

Dam, I was going to suggest this but I guess you beat me.

This game is becoming better than the majority of official alien games

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Re: Tripod Sentry Gun

Post by Surrealistik » 07 Jul 2015, 12:36

Blue is best.
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Re: Tripod Sentry Gun

Post by Nick123q23 » 07 Jul 2015, 12:57

These things already have weaknesses, in lore anyways. They can only shoot in the direction their facing, and while they absolutely destroy anything in front of it, if you can get behind it or on it's sides, one or two slashes from a xenomorph will break the sentry, as they're ridiculously fragile.
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Re: Tripod Sentry Gun

Post by UnknownMurder » 07 Jul 2015, 15:26

Felkvir wrote:Looked much better in yellow, wat r u doin UM
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Anyhow, make it toggle able?
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