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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Call down... turrets?

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 Call down... turrets? 
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Trilandian
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Joined: Mon Mar 19, 2012 2:28 pm
Posts: 485
Post Call down... turrets?
Who here doesn't hate call down strikes?

I hate them, you hate them, we all hate them.

I've yet to see a single post in which a person thinks call down strikes are acceptable (much less a good thing).

A couple of times when someone in a thread on an unrelated subject complained about call down strikes, I told them that once the private servers were up, they would have the option of playing games not plagued by these hated monstrosities.

But what about the pubs? Will they forever be relegated to be wastelands of strike spam where a solid defense can vanish in a blink of an eye? I say thee nay! We must have justice!

But what of the credits? Surely one's spending can't be limited to upgrading base assets, buying vehicles and calling down inventory stations. An alternative solution is needed.

And then I had it! What if... stay with me on this... what if you could call down... turrets?!? Turrets just like the couple you have strewn around your base. You call them down, then once they land it takes them a few seconds to deploy (during which they are completely vulnerable) and become operational and battle ready. Difference is, when they're totally broken, there's no fixing them back up.
We could have several types of turrets with varying functions, strengths and costs. Cannon turrets, gatling turrets, flak turrets, missile turrets, mortar turrets... sky's the limit. Strengthen the defenses around your base's perimeter, bombard the enemy's base to knock their defense out of position, create a hard-point in the middle of the map as a staging ground for your offense or as a relief point for your cappers, you decide!

With this alternative, a match's balance won't suddenly shift drastically whenever someone reached 10k credits, and those zany kill-streakers will still have something to spend their earnings on.



So... what y'all think?
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Last edited by Trilandian on Tue Apr 10, 2012 6:47 am, edited 1 time in total.

Tue Apr 10, 2012 6:35 am
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Xbob42

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Joined: Sun Apr 05, 2009 6:03 pm
Posts: 188
Post Re: Call down... turrets?
I really love the strikes. But I only play on TDM. On CTF, they seem to be quite the worst thing in the universe because of exposed bases and all that jazz, and super easy routes to hit FCs with if that's your thing. But in TDM, they can be exceptional tactical.


Tue Apr 10, 2012 6:38 am
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Trilandian
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Joined: Mon Mar 19, 2012 2:28 pm
Posts: 485
Post Re: Call down... turrets?
Xbob42 wrote:
I really love the strikes. But I only play on TDM. On CTF, they seem to be quite the worst thing in the universe because of exposed bases and all that jazz, and super easy routes to hit FCs with if that's your thing. But in TDM, they can be exceptional tactical.


No one said it has to affect all game modes. I'm only talking about CTF.
_________________
Thump... BOOM
---
My Contributions
Intelligent Turret Placement
Management tools
---
Important Topics
Missing/Broken Features - tinyurl.com/TA-MaBF
Tactics tutorial - tinyurl.com/TA-HRMaTATT
Call down turrets - tinyurl.com/TA-CDT
Varying unlock costs - tinyurl.com/TA-HRWTVUC


Tue Apr 10, 2012 6:39 am
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Xbob42

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Joined: Sun Apr 05, 2009 6:03 pm
Posts: 188
Post Re: Call down... turrets?
That's the thing. Everyone on here assumes that everyone plays only CTF. Therefore, when things like strike prices change, it affects TDM as well. I wish Hi-Rez would balance different modes with different rules...


Tue Apr 10, 2012 6:41 am
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Trilandian
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Joined: Mon Mar 19, 2012 2:28 pm
Posts: 485
Post Re: Call down... turrets?
Xbob42 wrote:
That's the thing. Everyone on here assumes that everyone plays only CTF. Therefore, when things like strike prices change, it affects TDM as well. I wish Hi-Rez would balance different modes with different rules...


Nice thought. Maybe (hopefully) past release they will.
_________________
Thump... BOOM
---
My Contributions
Intelligent Turret Placement
Management tools
---
Important Topics
Missing/Broken Features - tinyurl.com/TA-MaBF
Tactics tutorial - tinyurl.com/TA-HRMaTATT
Call down turrets - tinyurl.com/TA-CDT
Varying unlock costs - tinyurl.com/TA-HRWTVUC


Tue Apr 10, 2012 6:41 am
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DibbzTheLoner
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Joined: Mon Mar 05, 2012 8:30 am
Posts: 1616
Location: Australia
Steam Gamer Name: Dibbz
Post Re: Call down... turrets?
I think this is a good idea, though they'd need to cost a fair amount due to how useful they'd be.

Maybe 5000 to call in a Mk.0 Base Turret, 7000 to call in a Gattling Turret (basically a large, rapid-fire Light Turret), and 9000 to call in a Flak Turret (which can only aim at airborne targets and fires rounds which detonate mid-air with a large radius)

The high cost means upgrading the normal Base Turrets is still a more effective use of credits for long term defence, but call-in turrets would make a good money sink for when the Base Turrets are already upgraded.
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Last edited by DibbzTheLoner on Tue Apr 10, 2012 6:48 am, edited 2 times in total.

Tue Apr 10, 2012 6:43 am
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supern00b
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Joined: Mon Jul 11, 2011 11:24 am
Posts: 551
Location: New Zealand
Post Re: Call down... turrets?
I would agree on this being implemented ONLY in CTF.
This infact, would be a great way to replace the current strikes.

However the big lazor strikes should stay in TDM.

And no strikes in arena for gods sake......
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Tue Apr 10, 2012 6:44 am
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DibbzTheLoner
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Joined: Mon Mar 05, 2012 8:30 am
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Post Re: Call down... turrets?
supern00b wrote:
I would agree on this being implemented ONLY in CTF.
This infact, would be a great way to replace the current strikes.

However the big lazor strikes should stay in TDM.

And no strikes in arena for gods sake......

This.
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This signature is green. I like the colour green.
Wait, why are you still reading? It should be obvious that this signature is pointless and just here to be green.
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Tue Apr 10, 2012 6:46 am
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blackchimes


Joined: Sat Feb 11, 2012 7:07 am
Posts: 1109
Post Re: Call down... turrets?
Should've went Airborne

I like call-in turrets idea as long as they're Manneable and don't work on their own.


Tue Apr 10, 2012 6:48 am
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UnDeaDCyBorG


Joined: Sun May 29, 2011 8:48 am
Posts: 144
Post Re: Call down... turrets?
Strikes are acceptable and a good thing.
There.
I said it.
And no, there's no irony in that statement, just maybe a little bit of over-exaggeration.
In Pubs, teamplay isn't.
A Good defense is much easier to assemble than a good offense, let alone one coordinated with cappers.
As such, strikes are the only option to not let games devolve in boring stalemates, even if that means it's team rabbit for 25 minutes.
Now, orbitals, we can talk about that, but tac strikes are essentially the pub players juggernaut support.
If, one day, we get a broad base of at least somewhat capable players, proper reward accolades for clearing bases, and bombers to fly, I fully agree with you that strikes are possibly obsolete.
Until then, are are kind of required.

Nonetheless, the ability to call down deployables is a sound one.
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Tue Apr 10, 2012 6:50 am
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