If you only want certain turrets on at certain times, you're in trouble. And if you have a mixture of turrets (beam/kinetic) it's madness.
Why not only enable a turret if it marked as active in the current fire group? And to mark a turret active in the fire group you simply allocate "1", "2" or a new symbol specially for turrets. eg: "T".
So if I have 2 beam turrets and 2 cannon turrets I could simply define them as follows:-
So we can flick through the firegroups to only shoot beams, only shoot cannons, or shoot all. Optionally (as currently) I can shoot just my beam turrets if I set them so in the system panel.
All it takes is a single new symbol just for turrets (if we don't want to allocate a fire button), and then we can run our turrets intelligently.
A small step on to the best solution
We could alter the overall behaviour just a step further by allowing a turret to be allocated the following settings in a firegroup:-
With this approach you could control all your turrets in any fashion you like using just fire froups, and completely do away with the current system panel setting. (Thanks djamila for the suggestion!)
Note: A little symbol on the HUD should show when turret is not active, or what mode it's in (eg: Fire Forward, Fire At Will or At Target).
These are tiny little enhancements which then give far more logical control over turrets.
UPDATE
V1.3 may include a turret update:-
Some good news/updates from Mike Evans:-
Why not only enable a turret if it marked as active in the current fire group? And to mark a turret active in the fire group you simply allocate "1", "2" or a new symbol specially for turrets. eg: "T".
So if I have 2 beam turrets and 2 cannon turrets I could simply define them as follows:-
Code:
Fire group 1 2 3
========== = = =
Beam Turret 1 1
Beam Turret 1 1
Cannon Turret T T
Cannon Turret T T
All it takes is a single new symbol just for turrets (if we don't want to allocate a fire button), and then we can run our turrets intelligently.
A small step on to the best solution
We could alter the overall behaviour just a step further by allowing a turret to be allocated the following settings in a firegroup:-
1 - Fire forward via fire button 1
2 - Fire forward via fire button 2
A - Fire at will
T - Fire at target
2 - Fire forward via fire button 2
A - Fire at will
T - Fire at target
With this approach you could control all your turrets in any fashion you like using just fire froups, and completely do away with the current system panel setting. (Thanks djamila for the suggestion!)
eg: So if I have 2 beam turrets and 2 cannon turrets I could simply define them as follows:-
So firegroup:-
1 - Manually fire forwards with beams (fire button 1).
2 - Turret with beams only (attack against shields).
3 - Turret with cannons only (attack against hull).
4 - Fire everything at anything!
Code:
Fire group 1 2 3 4
========== = = = =
Beam Turret 1 T A
Beam Turret 1 T A
Cannon Turret T A
Cannon Turret T A
So firegroup:-
1 - Manually fire forwards with beams (fire button 1).
2 - Turret with beams only (attack against shields).
3 - Turret with cannons only (attack against hull).
4 - Fire everything at anything!
Note: A little symbol on the HUD should show when turret is not active, or what mode it's in (eg: Fire Forward, Fire At Will or At Target).
These are tiny little enhancements which then give far more logical control over turrets.
UPDATE
V1.3 may include a turret update:-
Some good news/updates from Mike Evans:-
- https://forums.frontier.co.uk/showthread.php?t=122482&p=1917792&viewfull=1#post1917792 (ie: They're looking to improve them)
- https://forums.frontier.co.uk/showthread.php?t=122482&p=1918432&viewfull=1#post1918432 (ie: The suggestion in this enhancement is along the lines of where they'd like to get to... but it they need to work towards it possibly)
- https://forums.frontier.co.uk/showthread.php?t=122482&p=1918432&viewfull=1#post1918432 (ie: The suggestion in this enhancement is along the lines of where they'd like to get to... but it they need to work towards it possibly)
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