legit interior turrets instead of the player created ones

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    i think everybody recognises the problem of interior turrets, they are just too op for astronauts to deal with.
    only the ones that have no respect for a way of playeing do not recognise it.

    this is not my idea anymore (i had a bad solution, keptick came with this forgot to change thi sentence):
    a legit interior turret.
    when a turret aims at astronaut it will be indicated as interior turret

    if the docked entity is indicated as interior turret, it will have 0 share of shields, but still full supply in energy of cource. this will make the interior turret vulnurable to the weapons of a astronaut (note that i am not talking about lasers, they are weak and can't shoot anything when the ship is moving).

    this will make it exualy possible to destory the interior turret and succesfully board a interior turret armed ship.

    a extra option to make it more possible for astronauts is the buffing of weapons, not for player damage but for block damage, e.g laser: 10 dmg to player 25 dmg to block. sniper: 100dmg to player 150 dmg to block (to destroy advanched in 1 shot)
    numbers are again examples and this part is an extra suggestion that i added to this suggestion, rate it apart from eachother

    geez when i read this i get sick of my gramm(e/a)r
     
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    Keptick

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    How about if it has the "fire at astronaut" setting on it doesn't share shields with the main ship? Sounds a lot simpler, and doesn't shaft small anti-missile turrets like your suggestion does.
     
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    How about if it has the "fire at astronaut" setting on it doesn't share shields with the main ship? Sounds a lot simpler, and doesn't shaft small anti-missile turrets like your suggestion does.
    facepalmed myself untill i got a bleedy nose
    thats the most stupid thing i ever heared
    its stupid because i didn't come up with that super simple idea
    stupid stupid me :P
    well, i gues they cant deny this is very very easy and needed
    sorry for my stupididty please forgive me :D
     
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    Here is another way to bypass it, spawn a core and hide in it. If it attacks astronauts, it does not lock onto cores. This is a bit cheaty, but until it is solved by the above idea, this works.
     

    TheOmega

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    Do turrets hurt other turrets on the same ship? And do they hurt the main ship? Because have a factioned core inside the ship and watch the turrets destroy it
     
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    Oh, turrets can definitely shoot the main ship and other turrets with a swarm missile array, the only reason why I hate to use those kind of turrets.
     

    TheOmega

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    Just swarms? Or whatever is in the way?
     
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    swam missiles or heat seeking as many call them indiscriminately hit targets. To those missiles, it does not even matter if it is the turret that fired the missile. I am unaware if any other turret types do this, but I would not be surprised.
     
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    Here is another way to bypass it, spawn a core and hide in it. If it attacks astronauts, it does not lock onto cores. This is a bit cheaty, but until it is solved by the above idea, this works.
    sorry? i dont get it..... if you mean you cant detroy a turret then, thats no problem at all.
    because the only thing an astronaut wants is to bypass the security, not to destroy it to the very single block.
     
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    I was saying that if you had an anti-personnel turret, the best way to get away from it and to hopefully get to a safer position, you could fly a core, because it works similar to the spider logic in the game. If you have not seen how the spider acts, spawn one in, there is a command listed below, just point at a ship/station/asteroid/planet and enjoy playing with the bane of many people's existance. :)

    /create_spawner_test
     

    MeRobo

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    Another but a bit more complex solution would be the addition of equipable variants of support tools and defense systems (e.g. a portable stealth module which camouflages the astronaut who is using it for a set amount of time or a shield/power drain pistol). This would also add more variety to astronaut vs astronaut PvP.
     

    Valiant70

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    How about if it has the "fire at astronaut" setting on it doesn't share shields with the main ship? Sounds a lot simpler, and doesn't shaft small anti-missile turrets like your suggestion does.
    i think everybody recognises the problem of interior turrets, they are just too op for astronauts to deal with.
    only the ones that have no respect for a way of playeing do not recognise it.

    this is not my idea anymore (i had a bad solution, keptick came with this forgot to change thi sentence):
    a legit interior turret.
    when a turret aims at astronaut it will be indicated as interior turret

    if the docked entity is indicated as interior turret, it will have 0 share of shields, but still full supply in energy of cource. this will make the interior turret vulnurable to the weapons of a astronaut (note that i am not talking about lasers, they are weak and can't shoot anything when the ship is moving).

    this will make it exualy possible to destory the interior turret and succesfully board a interior turret armed ship.

    a extra option to make it more possible for astronauts is the buffing of weapons, not for player damage but for block damage, e.g laser: 10 dmg to player 25 dmg to block. sniper: 100dmg to player 150 dmg to block (to destroy advanched in 1 shot)
    numbers are again examples and this part is an extra suggestion that i added to this suggestion, rate it apart from eachother

    geez when i read this i get sick of my gramm(e/a)r
    I think astronaut weapons should ignore shields on anti-personnel turrets, but they should still be protected normally from non-astronaut weapons. What if you want to put an anti-personnel turret on the outside of your ship to keep boarders from getting near in the first place?
     
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    I think astronaut weapons should ignore shields on anti-personnel turrets, but they should still be protected normally from non-astronaut weapons. What if you want to put an anti-personnel turret on the outside of your ship to keep boarders from getting near in the first place?
    well thats just stupid, then you need 10 turrets intead of 2
    i just advise you to put them inide, because you will probably ony have 1 corridor leading to your core and stuff
     

    Keptick

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    I think astronaut weapons should ignore shields on anti-personnel turrets, but they should still be protected normally from non-astronaut weapons. What if you want to put an anti-personnel turret on the outside of your ship to keep boarders from getting near in the first place?
    Use rails to conceal them and only pop them out when needed? Dunno, sounds like a fun mechanic :D
     
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    I think astronaut weapons should ignore shields on anti-personnel turrets, but they should still be protected normally from non-astronaut weapons. What if you want to put an anti-personnel turret on the outside of your ship to keep boarders from getting near in the first place?
    This might be possible, because it would work like a torch, but long range. The only thing that would be again worked out is the strength of a torch, because if it is stronger to destroy with long range, no one would use the torch (I suggest bumping the torch power from 2 to 10 if this happens).
     

    Thalanor

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    Previously I had three planned ship conditions: standard, hostiles close, hull breach
    now "intruder alert" can be a fourth one, and it will pop out animated interior pewpews everywhere.

    Astronauts should be invulnerable against pulses though, because that removes all the fun (you only need 2 modules per group and many groups scattered along hallways to bbq any intruders).
     
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    the whole issue of needing turrets to defend your ship against invading astronauts can be 100% avoided by just equipping logic-run damage pulse generators, which imo is a good thing because i dont like being boarded.
     
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    i think everybody recognises the problem of interior turrets, they are just too op for astronauts to deal with.
    only the ones that have no respect for a way of playeing do not recognise it.
    Nope. They are just fine the way they are. It's supposed to be hard. If you need more firepower, then bring in more buddies, or find a different way to attack a ship. Being stupid and burning through the front door should get you killed.

    Some could argue that the astronaut's cutting torch is OP, and it is. The turrets balance this out.
     
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    I agree turrets should be as powerful as the player makes it, but not completely invincible because it has constant shielding from the ship. I would agree with portable weapons being able to cut go through shielding, given how weak they are.