Quote:
Originally Posted by Tim_Rocks
You're welcome to provide feedback, as nothing I have said is final by any means.
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Rogue Says:
Let them be a gang unlock (for the gang itself), scaling price for additional turret slots, something like: 5k then 10k then 15k points, up to 5 turret slots. (it would be 75k for a full 5 slots)
Once a gang captures a base, gang members can then place turrets down within those base levels. It would take 60-120 seconds to arm the turret, during which time they are 'inactive' and can be broken (more info on 'inactive' below).
They would obviously work as you suggested: 5-7 damage (could be random), maybe a 100-200 clip with a long cool-down time, perhaps a chance to jam or can be disabled temporarily (other down times) if hit by explosives/grenades. No team-killing, that's silly; but make the kills work like explosives -- giving it to the last person to damage that player (so they don't suicide on turrets).
Another gang taking control of the base will power them down, rendering them 'inactive' and letting them be broken - while 'inactive' turrets don't fire and have 500hp. If broken a turret will then lock one of the gangs turret slots for 10-15 minutes while it is repaired (could award a point or 2 for destroying a turret). Recapturing the base will enable them again, etc.
The owning gang members could recall 'active' turrets by grabbing/holding them for 10 seconds. Recalled turrets instantly open another turret slot for use.
Maybe make them dontblock; as well as a precaution to door/path blocking. Other precautions could be giving them a radius to build in (so you can't stack them/put them all in a corner).
This whole concept makes them basically mini-objectives, players can disable and destroy while others will want to protect them during 'inactive' times. Also another dimension to capturing/owning bases.
Thoughts?