I have noticed that the reactors of the turrets get depleted rather quickly, and after only two shoots they begin firing only one of their two guns. I have tested this with particle and meson guns.
This halves the firepower of turrets, and even if you can afford a better reactor you cant change the one in the turrets.
Maybe the best solution for this is to give a slightly better reactor to turrets?
Turrets
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I'm going to try to bind the turret reactor level to the reactor level of the parent unit.
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
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- Fearless Venturer
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- Location: Northern Illinois
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So what else do we want to bind? This is a fairly extensive change in the VS code, so I have to clear it by the experts.
I wanted to say that turretradar= mainradar and turretreactor=mainreactor/numberofturrets. (This gives the player the option of, say, deciding to carry 1 turret only on their Galaxy in order to put big guns on it).
I wanted to say that turretradar= mainradar and turretreactor=mainreactor/numberofturrets. (This gives the player the option of, say, deciding to carry 1 turret only on their Galaxy in order to put big guns on it).
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.