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  #1  
Old 06-02-2009, 02:13 PM
Maxzippoman Maxzippoman is offline
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Default turrets

Make few new buildings.

Double flak (same as standart turret but with 2 guns and more hp)
Chaingun turret (high fire rate, low damage, weak hp)
Missile turret (low fire rate, high damage, homing, strong hp)
Emp gun (medium fire rate, low damage, emp perk, medium hp)
Shield platform (always has shield on and points on enemy planes, can be placed near turrets or passages for cover, low hp)

and

Gate (generator and energy beam that blocks or damages enemy planes, someone already gave this idea i think, but also there must be a way to turn it off with emp or high damage done to generator, high hp)

Teleport (usefull anyway)

Small base (just an repear platform, can be killed with 2 bombs)
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  #2  
Old 06-02-2009, 06:13 PM
DevilsAdvocat DevilsAdvocat is offline
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meh, i think that the turret system is fine as it is. They do enough damage and ave good enough accuracy that some of them are worth destroying, but dont do too much damage as to make them solely capable of stopping a bomb run. Any tampering with turrets will probably just make them more powerful, and reduce the focus of the game on pvp fighting.

Basically, I love this game because I am constantly clashing with actual people, rather than computers. I have plenty of games where I can just learn how to predict a computer's likely response patterns. However, altitude is great because I am playing unpredictable people with varying plane builds, strategies, and skill levels rather facing off against a pre-programmed tower/computer. Becuase of this, the computer does not need to be made into my opponent.
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  #3  
Old 06-02-2009, 06:24 PM
Vi* Vi* is offline
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Yah, I dunno about turrets, but I do like the general idea of more building types. Teleport should of course exist, and I am intrigued by the 'gate' idea. The mini-base sounds like the most fun; perhaps it can be destroyed with normal weapon-fire.
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  #4  
Old 06-02-2009, 06:26 PM
jeppew jeppew is offline
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maybe just give you the option of deciding wich projectile the turret uses? would fix it all.

also, more stuff in the editor is never bad, it's not like maps are required to use them anyways, anything boring won't be used.
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  #5  
Old 06-02-2009, 11:39 PM
DevilsAdvocat DevilsAdvocat is offline
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Quote:
Originally Posted by Vi* View Post
Teleport should of course exist
my only concern with teleporters is that they sound easy to make bug-tastic. I mean, how would they function with time anchor? would i anchor back to before i teleported? would i have to redraw my anchor line?
but aside from my time-anchor related worries, i think that non-weapon new buildings are always welcome.
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  #6  
Old 06-03-2009, 03:51 AM
innerlyte innerlyte is offline
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I like the gate idea. Maimer and I actually talked about something similar a few weeks back. It would look and act like the standard wall power-up, but you'd be able to stretch it over larger distances within the map editor. A problem arises when you talk about disabling it. If it had a separate switch or generator which could be destroyed, what's to stop someone from placing it behind the gate? The HP approach could work, but then that's just another thing for turret-killers to become preoccupied with...

Obviously, the gate could be abused. Generally, players speak up when a map has too many turrets, so I'm sure gate abuse would elicit a similar reaction.
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  #7  
Old 06-03-2009, 12:57 PM
Maxzippoman Maxzippoman is offline
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Maybe Gate could be undestroyable) But weak to emp perk so players would have to cooperate the attack and play different roles. (gate emp screwer, bomber, 2nd bomber in case 1st dies, and fighters)
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  #8  
Old 06-04-2009, 02:59 AM
Blind Pilot Blind Pilot is offline
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I was going to suggest a way that players might repair turrets or deploy new ones.

Along that line of thinking, having a few random/mobile turrets would throw pilots for a loop... pun intended.
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  #9  
Old 06-04-2009, 06:14 AM
jf2l jf2l is offline
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Being able to repair turrets would be great.

I don't see the gate idea or the teleport working out very well, but I think a mobile turret power-up would add to the strategy in TBD (and the craziness in FFA). The mobile turret could fire Biplane regular bullets (so as not to make it TOO good) and have a fairly low HP.

The delivery mechanism could be an issue. Should it fire from the plane like a rocket or drop like a bomb?

If like a rocket: what is the max range? does it auto-deploy after flying out of range?

If a bomb: How to get ceiling mounted turrets? Does it slow down your plane while carrying?

Also, should you be able to intercept it before it deploys? How much should this damage your plane, if at all?
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  #10  
Old 06-04-2009, 06:19 AM
ryebone ryebone is offline
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Being able to repair turrets would only give The Turretnator something to do the entire game.
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