Suggestion: Allow secondary and Tertiary weapon effects to be housed in the turret base.
Connection could be made using wireless blocks, or by allowing any primary systems in the barrel to use any secondary/tertiary effect in the base in the weapons menu but not vise versa.
The current docked system can easily distinguish what entities are part of what so would prevent dis-jointed weapons systems.
This suggestion would merely allow players to have the possibility of making a host of new visually appealing turrets and give greater flexibility to player designs.
With this implemented, players could chose to either house all everything in the barrel, house one of the secondary effects in the base of house 2 of the secondary effects in the base.
While you can sort of get around this with ball turrets, turrets such as these (bellow) should beable to be as very bit viable as they are while not affecting any current designs (just merely opening up new ones).
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As part of a secondary suggestion, I would like to suggest a new tab is implemented (Turrets) which will automatically recognize any base-barrel joins ( SM already does this) on the selected ship and will list them.
Different drop down menus can be created in this tab, and turrets put into them. Each drop down selection would have its own AI controls that could be controlled from this tab.
Thus, you could organise your turrets into Point defense, Anti-capital etc and change their orders as well as activate/deactivate them in groups rather than just turning everything on, or everything off.
To me, at least, this would be the next step forward in turret use and would make them much easier to use, and offer players more (fair) ways they could build them!
Connection could be made using wireless blocks, or by allowing any primary systems in the barrel to use any secondary/tertiary effect in the base in the weapons menu but not vise versa.
The current docked system can easily distinguish what entities are part of what so would prevent dis-jointed weapons systems.
This suggestion would merely allow players to have the possibility of making a host of new visually appealing turrets and give greater flexibility to player designs.
With this implemented, players could chose to either house all everything in the barrel, house one of the secondary effects in the base of house 2 of the secondary effects in the base.
While you can sort of get around this with ball turrets, turrets such as these (bellow) should beable to be as very bit viable as they are while not affecting any current designs (just merely opening up new ones).
____________________________________________________________________
As part of a secondary suggestion, I would like to suggest a new tab is implemented (Turrets) which will automatically recognize any base-barrel joins ( SM already does this) on the selected ship and will list them.
Different drop down menus can be created in this tab, and turrets put into them. Each drop down selection would have its own AI controls that could be controlled from this tab.
Thus, you could organise your turrets into Point defense, Anti-capital etc and change their orders as well as activate/deactivate them in groups rather than just turning everything on, or everything off.
To me, at least, this would be the next step forward in turret use and would make them much easier to use, and offer players more (fair) ways they could build them!