Why are defense turrets NEVER wanted?

Annoying as hell gathering materials and doing large signals as well to come upon a mining outpost guarded by turrets. DESPITE the fact wanted skimmers come out you are screwed because of clean turrets that are ALWAYS clean, thus if you don't want to deal with the hassle of the fine/bounties it's a form of planetary content that is denied to the player due to a stupid inconsistency.
 
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I remember coming up against a similar problem several years ago and, at the time, I think I found a ways around it. I just can't remember what the solution was. It was something having to do with the distance you are from the turret.

Does this vague recollection spark anyone's memory? I'd like to know if there is actually a way to take out the turrets without becoming wanted. I recall that there was, but I may be wrong.
 
Getting wanted, fined and hunted by NPC Bounty hunters is some of the more fun parts on the game.
Indeed. I didn't see the OP say anything to the contrary though. They're just wanting more "good guy" content on planets and they have a valid point. There's virtually none. It's the same with installations and mega ships. All missions are illegal in their basis.

Having a mix would be a lot better. More so if non pirate factions offered legal missions instead of illegal ones and pirate factions kept on doing what they're doing now.
 
Well it's not an actual settlement or whatever the hell missions send you to, I guess I used the wrong terminology since people seem to be assuming it's mission related. It's not, it's the random mining setups that can load up on planets, not all have turrets but some do, skimmers are wanted yet the turrets of the same faction AREN'T. I really don't see why people seem to take umbrage to pointing this out, whatever.
 
If there is an NPC pirate parked nearby you can KWS & kill them for the bounty no problem, but the settlement guns (that aren't wanted) will still open fire on you.

There is some inconsistency in these spawns, but not ones that shields can't deal with. I usually just tank the incoming fire from the settlement guns & don't hang about. Taking stuff out in the correct order, having experience of the layout is the main trick, like any puzzle once you figure out the solution it becomes routine.
 
If there is an NPC pirate parked nearby you can KWS & kill them for the bounty no problem, but the settlement guns (that aren't wanted) will still open fire on you.

There is some inconsistency in these spawns, but not ones that shields can't deal with. I usually just tank the incoming fire from the settlement guns & don't hang about. Taking stuff out in the correct order, having experience of the layout is the main trick, like any puzzle once you figure out the solution it becomes routine.

You shouldn't have mentioned routine.
If see that they'll change it.
Can't have something in place which players enjoy doing. Hell naw
 
To have manufactured, unmanned objects "wanted" rings false.

Unless there's a sentient AI contained within the machine that can have a bounty levied against it, "wanted" seems contrived.

Just another effect to be let go and accepted.
 
If there is an NPC pirate parked nearby you can KWS & kill them for the bounty no problem, but the settlement guns (that aren't wanted) will still open fire on you.

There is some inconsistency in these spawns, but not ones that shields can't deal with. I usually just tank the incoming fire from the settlement guns & don't hang about. Taking stuff out in the correct order, having experience of the layout is the main trick, like any puzzle once you figure out the solution it becomes routine.
I'm not sure what you mean about the KWS, but just to make it clear and avoid confusion, the KWS doesn't give you any authority to shoot someone, pirate or not, bounty or not. The only authority you have is when a normal scan shows the ship/item to be wanted. The KWS doesn't make them wanted even if they have a bounty on them. Bounty does not mean that they're wanted. Wanted does normally mean bounty though.

I would have worded it like this. No need to mention the KWS because it has no influence on the situation:
"If there is an NPC pirate parked nearby you can scan & kill them for the bounty no problem as long as the scan shows that they're wanted,..........."
 
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Indeed. I didn't see the OP say anything to the contrary though. They're just wanting more "good guy" content on planets and they have a valid point. There's virtually none. It's the same with installations and mega ships. All missions are illegal in their basis.

Having a mix would be a lot better. More so if non pirate factions offered legal missions instead of illegal ones and pirate factions kept on doing what they're doing now.

I'm hoping Odyssey changes at least the ground ones. It feels really awkward that a faction owning those is a liability, not a benefit. Target for crimes (guaranteed spawns of the controlling faction) and negative missions from nearby systems. Zero good missions or actions to be done on them.
 
Well it's not an actual settlement or whatever the hell missions send you to, I guess I used the wrong terminology since people seem to be assuming it's mission related. It's not, it's the random mining setups that can load up on planets, not all have turrets but some do, skimmers are wanted yet the turrets of the same faction AREN'T. I really don't see why people seem to take umbrage to pointing this out, whatever.
Yea that's weird. I'd always assumed that the skimmers were "wanted' because they were placed there by a faction other than the controlling one but I never bothered to check the turrets. And I guess that explains all the shooting. :)
 
I'm hoping Odyssey changes at least the ground ones. It feels really awkward that a faction owning those is a liability, not a benefit. Target for crimes (guaranteed spawns of the controlling faction) and negative missions from nearby systems. Zero good missions or actions to be done on them.
Yeah, when I'm taking over a system I deliberately avoid taking control of them. I do my damndest to get them into the hands of some other faction that's native to the system, then tank that faction down to 1% so it can neither retreat nor go to war with anyone else.
 
I'm not sure what you mean about the KWS, but just to make it clear and avoid confusion, the KWS doesn't give you any authority to shoot someone, pirate or not, bounty or not. The only authority you have is when a normal scan shows the ship/item to be wanted. The KWS doesn't make them wanted even if they have a bounty on them. Bounty does not mean that they're wanted. Wanted does normally mean bounty though.

I would have worded it like this. No need to mention the KWS because it has no influence on the situation:
"If there is an NPC pirate parked nearby you can scan & kill them for the bounty no problem as long as the scan shows that they're wanted,..........."

Indeed, I guess I should have written the word 'optionally' in front of KWS :)
 
Because FD haven't touched on planet-side gameplay in the past... what? 3? 4 years? And it's really starting to age.

It's supposedly getting a face lift in Odyssey, but I wouldn't bet too much on that. Or that they'd improve on-foot gameplay after Odyssey either.
 
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