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Devil Khan

Hammerhead - Gunboat Anti-fighter

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13 hours ago, DASKOMMTDAWEG said:

Hehe...you seem to have much trust in the capabilities of human crews....😁 

Speaking of my own flight abilities I'll try my luck with a nonhuman crew.

So much less arguing...😉

Sorry to hear about your past experiences interacting with people. 

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NPC's will have a place imo. Personally, I plan to do the main fighting with human players and all NPC roles will consist of "Red Shirt" positions on away missions. When combat NPC's show up, I'll send them on scouting missions and light combat sorties. All the heavy coordination scenerios, such as coordinated assaults with a Hammerhead will be taken care of by real players. I don't know if anyone has played Star Trek online, but there used to be ground missions against the Borg where a 5 man team of Tactical Officers could group up and spam a power called "Tactical Team" and it would beam in 5-7 additional security team members to attack targets. So essentially 25-35 NPC Red Shirts could be beamed in and they would be cannon fodder while the real players sat back and picked off the remaining enemy that survived the assault. This is kind of how I envision using NPC's in SC. Strength in numbers, eh? 😂

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I don't (and likely will never) own a Hammerhead, but it would be cool to serve on one someday.  However, I wonder about the coordination on these ships with multiple turret operators.  This brings to mind the question "How do you organize all turrets to fire on the same target?"

The answer and I think easiest to implement by CIG would to have a single person, such as the captain or co-pilot, given the ability to mark specific targets as priority targets.  It would be cool if the captain could mark multiple targets with priority ratings (1 through 5 for example) too.  These targets would show up differently in everyone's HUD display so they knew they had been marked as high priority targets versus other targets.  If in range and in view, the multiple different turret operators could all converge on the same target.  This not only helps organize targets but also gives another available function or role to be filled.

The same function could apply to frigate and capital ships--really any ship where there are multiple turrets.  It would be a better system than people shouting over TeamSpeak or whatever app saying "Shoot at that hornet over there!" and no one knowing which of the 6 hornets flying around to actually shoot at.

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6 hours ago, Buckaroo said:

I don't (and likely will never) own a Hammerhead, but it would be cool to serve on one someday.  However, I wonder about the coordination on these ships with multiple turret operators.  This brings to mind the question "How do you organize all turrets to fire on the same target?"

The answer and I think easiest to implement by CIG would to have a single person, such as the captain or co-pilot, given the ability to mark specific targets as priority targets.  It would be cool if the captain could mark multiple targets with priority ratings (1 through 5 for example) too.  These targets would show up differently in everyone's HUD display so they knew they had been marked as high priority targets versus other targets.  If in range and in view, the multiple different turret operators could all converge on the same target.  This not only helps organize targets but also gives another available function or role to be filled.

The same function could apply to frigate and capital ships--really any ship where there are multiple turrets.  It would be a better system than people shouting over TeamSpeak or whatever app saying "Shoot at that hornet over there!" and no one knowing which of the 6 hornets flying around to actually shoot at.

This would be a smart move by CIG. I think they would have had to consider this mechanic during the ships initial concept phase. As much as they want to push group play, they would have had to. If they mess that up, the QQ would be strong on the forums

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2 hours ago, Zarian said:

This would be a smart move by CIG. I think they would have had to consider this mechanic during the ships initial concept phase. As much as they want to push group play, they would have had to. If they mess that up, the QQ would be strong on the forums

So I thought I'd post on Spectrum the idea as well, and got a reply back showing some links to places where CIG has said they want to implement some kind of function that allows what I was mentioning above.  I just hope they not only do it right, but make it easy to interface with too.  It could be a game changer, or a game breaker design for multi-crew ships.

Check out the links on my Spectrum Topic:  Multi-Crew Ships - Target Priority Assignment

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On 5/17/2018 at 10:01 PM, Zarian said:

Before that feature is implemented, I'd like to see turret mechanics get fixed. No use in putting the cart before the horse, eh?

CIG has been working on Turret Improvements for at least 6 months. They know it's a major concern because if turrets aren't effective and fun, players won't use them, and multi-crew ships would be ruined.

The best idea that I have is "turret stabilization" that works the same as on a RL main battle tank like the Leopard II or M1 Abrams. The tank's gun and turret are mechanically and electronically controlled to remain on target regardless of how the tank moves. Manned turrets should operate the same way in Star Citizen. If I'm in the Constellation's dorsal turret and am tracking a Vanduul Scythe approaching from the starboard side, if the pilot/captain suddenly turns to starboard, the turret should automatically swivel counterclockwise so that it remains on target instead of ending up 90-degrees off target.

The only problem with this idea is that it could make turrets too OP'd. It would be relatively easy in a video game to give turrets pixel perfect aim. But that isn't fair or balanced. The turret needs to be stabilized so it isn't constantly thrown off by small or large movements of the ship, but also it shouldn't function like Auto Aim. A reasonable compromise needs to be achieved to keep the turret pointed in the same general direction as the gunner is aiming but require the gunner to actively aim.

It would also be great if CIG introduced "turret targeting suites" of varying quality and effectiveness. A standard turret targeting system for a manned turret might not have turret stabilization, whereas a more expensive after-market upgrade would.

Considering that the Hammerhead is a military ship, it would certainly have turret stabilization -- although perhaps not the best available, so it would be worthwhile to upgrade.

Perhaps to balance the proposed turret stabilization, there could be weaknesses that could be exploited. For example, turret stabilization would presumably involve targeting sensors, so if the targeted starfighter deployed countermeasures, it could fool the turret's sensors, causing the stabilization function to track the chaff or flares instead of the fighter. And perhaps the turret could glitch out and kinda have a seizure as it tried to track the countermeasures, making it difficult for the gunner to manually aim. Another possibility is that ships with e-warfare capabilities, like the Sentinel, can project a jamming field that would disrupt turrets with advanced sensors and stabilization features, making those turret upgrades a liability in certain situations.

I hope that CIG has thought of ideas like these. They haven't been forthcoming with how they intend to improve turrets so we have no way of knowing what they're doing.

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