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 Post subject: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 2:10 am 
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Hi Everyone,

Richard and I have been busily at work on the free expansion patch, and we wanted to give you some insight on the upcoming deployable turrets. They live in the turret research branch which has now been expanded to 8 levels. Each level in the turret branch will also unlock a new technology. There are 6 new deployable turrets and they are all a lot of fun to play with. It is a very good sign that I cannot pick a favorite yet. There is even a surplus version unlocked from the beginning that everyone can use.

We also managed to build a system that is able to insert this new technology INTO your savegame and populate the galaxy with the tech, so no need to restart to enjoy the full destruction capabilities :)

Here are the descriptions:

The Deployable Focal Turret is fitted with a medium Focal emitter and surplus defensive systems and armor. It is able to defend a large area due to the range of the Focal emitter, however it lacks the punch to be a threat to any but small ships.

The Deployable Disruptor Turret is fitted with a devastating but slow firing medium Disruptor Cannon. Its defensive systems have also been upgraded to use basic military hardware, giving it a lot more staying power than its little brother the Focal Turret.

The Deployable Stealth Ion Turret is fitted with a Large Ion Cannon to destroy shields and disable ships. It is designed with tactical ambushes in mind. Once the cloak has been defeated, it also contains larger armor plates and a more reinforced hull than the previous generation Disruptor Turret, making it a deadly adversary for the surprise attack and the sustained engagement.

The Deployable Stealth Leech Turret uses the same chassis and tech as its stealthy sister the Stealth Ion Turret, however it is now fitted with a Large Leech Emitter to sap unsuspecting ships. Ships stumbling into the range of the Leech Emitter will quickly find themselves out of power and unable to adequately defend themselves.

The Deployable Torpedo Rack is a strategic terror weapon. Not only is its triple mount array of medium Torpedoes able to hammer distant targets relentlessly, but the new turret mounting means that the torpedo's lack or turning ability can be compensated for with target interception prediction by the turret mount. The Torpedo Rack also boasts medium Heavy Armor and a medium Fortress Shield for an advanced defense.

The Deployable Battle Station is the ultimate deployable defense solution. Its dual medium Particle Cannons can shred anything it scans... twice. The Battle Station also sports a Large Fortress Shield and Large Heavy Armor, making it more than a match for most ships twice its size. Beware...


Beyond that, our OCD was driving us nuts because we had an open slot at level 3 for turret tech, so we invented the fixed turret mount. This mount converts any turret mount (not huge) into a forward firing fixed weapon mount of Greater size. What this means is a Medium turret can be replaced with a Large non turreted weapon. There is a lot of new design possibility here and we know you will all enjoy.

And Finally, we added Dual Huge and Medium ship Turrets, since why should Large turrets have all the fun.

Thanks again for all your support. We really enjoy building this stuff for you guys because we know how much you appreciate it. :)

Blorfy


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 2:23 am 
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I'll say it again: I want to go there. :D

So how do we mount deployable turrets? Turret mounts or something else?

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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 2:24 am 
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It'll go in the same place as mines and bombs.


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 2:25 am 
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Lol yeah I just came back to post that. They go in the bomber mounts and a medium mount can maintain 1 turret and a large can maintain 2.


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 2:26 am 
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Sounds fun. :)

Will we be able to put two different turrets in a Large mount, or will it have to be two of the same type?

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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 2:32 am 
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It is two of the same. The mount produces cannisters that you can sort of "bowl" into position hehe.


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 2:34 am 
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BTW:

Blorfy wrote:
We also managed to build a system that is able to insert this new technology INTO your savegame and populate the galaxy with the tech, so no need to restart to enjoy the full destruction capabilities :)


Will this be retroactive to any of the additions between 1.000 and the expansion patch? I'm guessing not, and no skin off my teeth if it's not, just want to know for reference...

Blorfy wrote:
we invented the fixed turret mount. This mount converts any turret mount (not huge) into a forward firing fixed weapon mount of Greater size. What this means is a Medium turret can be replaced with a Large non turreted weapon. There is a lot of new design possibility here and we know you will all enjoy.


A lot of possibility indeed. The Hammerhead could now surpass the Star Cruiser, having 2 Huge + 2 Large + 2 Medium Shooters. :o Only in an unfortunately wide firing profile, though, which is what will hopefully keep that balanced. (Beyond the reactor requirements, and the RoF cap... okay, so there's a lot of reasons that won't be insane. ;))

Perhaps more impressive than a Huge ship with this would be a smaller ship. The Hound can now be the ultimate Shooter ship, with two Large mounts on a mere medium vessel. The Big Brother and Mule could each gain a Huge Shooter mount where before there was only the Grinder.

Of course, the Grinder can now have two Huge Shooters.

And the Crawler... what is a Crawler covered in fixed mounts going to look like??? :mrgreen:

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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 2:42 am 
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Yup there is a ton of crazyness on the horizon, but luckily for the most part, the turreted ships are not highly agile so it should be mostley self balancing between that and the reactor requirements.

Hmm I don't understand the first question. Our savegame system can now scan the tech database and if it sees tech missing from your save game, it can insert it, it distributes this new tech to the galaxy for you. This system will come online with the free expansion patch, which will be after Christmas sometime. There are so many additions that we need to test them all quite a bit, we are kind of in full dev mode right now makin stuff :)


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 2:52 am 
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I suppose this is indeed the first time modules have been added. However, there have been some tech tree additions (e.g. Drone Damage %) that didn't show up retroactively. My question is if this new savegame insertion technique will work retroactively to add in older things like that?

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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 3:30 am 
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This technique is only for new components added to the game. I am not sure what the Drone Damage % addition is that was not retroactively added. Can you give me a few more details, and it will likely rattle something loose in my brain.


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 3:46 am 
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I was kind of hoping that turrets would be customisable, for example I'd love to use the Battlestation with a Stable Cloak instead of a Fortress Shield (I assume turrets benefit from your research); but it's probably too complicated for too little gain. Very exciting update. The fixed turret mount sounds interesting as well.

.....

Maybe Turret research could be increased to level 10 with a few more turrets, such as cannon and launcher turrets with cloaking? For example, a cloaked EBC turret or a, I don't know, cloaked SRM turret? Although I suppose a launcher turret with cloaking wouldn't make too much sense considering launcher tech doesn't benefit from the cloaking damage boost. Meh, just dreamin'.

Also, do turrets have energy issues? Can the Battlestation for example run out of energy and suffer a drop in RoF?


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 4:22 am 
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Joined: Fri 07 Oct, 2011 4:29 am
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Blorfy wrote:
This technique is only for new components added to the game. I am not sure what the Drone Damage % addition is that was not retroactively added. Can you give me a few more details, and it will likely rattle something loose in my brain.



You added a % damage bonus to drones in the drone tech tree not too long ago.


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 2:12 pm 
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Sounds very nice :)
And again. Is planned to fix missile and cannon RoF issue in upcoming patches? Or is it too hard/ not prioritised problem?


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 7:26 pm 
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Regarding the drone question, tuning changes always get applied to current save games. The reason we need this component insert thing is because components are placed in the galaxy when you start a new game. Any components patched into the game need to be distributed to the space stations you buy them from.

Regarding the RoF, we will definitely investigate it, but I don't think we would hold the expansion back because of it. It depends on long it will take to fix it.

Hope this answers your questions.


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 23 Nov, 2011 9:22 pm 
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Of course no need to hold expansion longer because of it, but I am slightly . . . disappointed that you didn't started to investigate it because I've thought that it can be fixed easy enought.
Anyway, thanks for answers :) I hope in future I'll be capable to fully utilize 47% missile RoF bonus given by my specialists ;)


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 Post subject: Re: Deployable Turret Update
PostPosted: Fri 25 Nov, 2011 12:50 pm 
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Read the first one as 'Deployable Food Turret' and I had flashbacks to some of the sidemissions >>


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 Post subject: Re: Deployable Turret Update
PostPosted: Fri 25 Nov, 2011 2:50 pm 
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This really sounds interesting, but how do u deploy them? do u need a special ship for them(like with the mass bombs) or can ships with a special module deploy them?

also love the idea of stealth turrets, makes sneak attacks really terrifying :)

Btw, here are some ideas for deployable turrets when they get used by the zombies.

1. first, the disrupter turret shoot bioplasma(the green stuff u know) over a medium range instead of the standard weapon.
2. the Ion turret is converted into a parasite cannon, shooting small pods with zombies at unaffected ships to infect them. pods who missed their target explode after a 5 sec delay.

3.The infected battle station is a combination of 1 and 2. :)_


Hope u like the ideas and can't wait to see how it works ingame :)


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 Post subject: Re: Deployable Turret Update
PostPosted: Fri 25 Nov, 2011 5:34 pm 
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Turrets will go into the same slots as bombs and mines. You just plunk them down and they do their thing. Cool part is, they inherit momentum from your ship, so if you are fast enough you can pitch them into combat areas.


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 Post subject: Re: Deployable Turret Update
PostPosted: Fri 25 Nov, 2011 6:43 pm 
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It all sounds like good clean fun to me.

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 Post subject: Re: Deployable Turret Update
PostPosted: Sat 26 Nov, 2011 8:30 pm 
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If you can pitch them into an area and find that the target area was missed or that where the turret landed was a wrong place strategically, can you retrieve it or will it be the same as the mine layer where you just destroy it? Also if you drop your turret under a friendly station and find that it causes them damage to them will it therefore cause you lose your status with them? This of course being that you dropped it in the first place to attack another faction other than the space station it was dropped under.

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 Post subject: Re: Deployable Turret Update
PostPosted: Sun 27 Nov, 2011 5:32 pm 
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You can just redeploy them and the oldest one will self destruct. They will be able to shoot friendlies, but I don't believe they will generate friendly fire.


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 Post subject: Re: Deployable Turret Update
PostPosted: Mon 28 Nov, 2011 12:59 am 
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I think it should. Don't get me wrong some may actually accidentally place it where it may attack allies by accident but others may abuse it for other means. This of course is before the... Must stop because it would require a spoiler. Keep up the good work. I know you will find middle ground.

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Blade with whom I have lived, blade with whom I now die,
serve right and justice one last time, seek one last heart of evil,
still one last life of pain, cut well old friend, and then farewell.


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 Post subject: Re: Deployable Turret Update
PostPosted: Thu 01 Dec, 2011 4:06 pm 
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Dart

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Sounds great. Can't wait.


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 07 Dec, 2011 5:08 am 
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Dart

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Hey hey i do really enjoy the ideas... battle station sounds epic most of all along with the torpedo rack.

But in the first line you mentioned free expansion as in that most likely future expansions will cost money? yes?


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 07 Dec, 2011 6:23 pm 
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Ones in the distant future will have a charge. We are implementing everything on the front end out of pocket, but as time is dragging on, we are eating into our future development money and need to supplement with paid expansions instead of free. SPAZ has actually been "out" since August 15th so we are slowly burning dev funds now.


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