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View Full Version : Turret fix



Artie
19-02-04, 18:32
Ok here's a idea....turret stealthing is the stupidest thing EVAR, and i got a lil' idea (simple to implement) that'd fix it.


In order to drop turrets, no other *clan* members have to be in that area. CLAN members being anyone outside your clan (allied or not), and LE players don't count.

Bam, problem solved. Yes? No? Comments?

Heavyporker
19-02-04, 18:38
that made no sense...

Artie
19-02-04, 18:42
Originally posted by Heavyporker
that made no sense...

o_O let me spell if out for you.



Ok, your clan takes a outpost and decide to dop a few turrets. You rightclick on your turret but it says "SIGNAL NOT FOUND PLEASE FIND CLEARER SIGNAL" or some such. You look around and sure enough a enemy (or even friendly) clan member from another clan is there. You ask him to leave and he leaves (or you shoot him lol) and you now can drop turrets.


This way, people can plant turrets but NOT IN THE MIDDLE OF COMBAT which is ubar lame. They can drop turrets between zerg rushes, but not if the attacking clan has a spy stealthing nonstop in the op. (Tactics man, tactics!)


Makes sense now?

juvestar15
19-02-04, 18:47
Ye it's a great idea.

It's like the attacking clan claims land which you can't build on. :D

Heavyporker
19-02-04, 18:58
Uhh... and if they're not fighting?

as in dead bodies still in the zone, the enemy clan pulled back, and shit?

or maybe tehre's a stealthing guy still running around in the entire zone?

interesting idea, but its not good, and not really all that practicable.

Just give turrets a process timer of about 30seconds to 1 minute and leave it at that. Much simpler to code, to boot.