Greetings all,
Have you seen the update from Thomas about the turret system?
Official:
http://mwomercs.com/...05#entry2929205
Remember the earlier discussion about turrets and there capabilities? Well we are getting closer to these elements being deployed as game assets so here's the latest design spec's.
Here's additional info on what is planned and how they will preform.
- Ceres Metals has been given a public contract for the development on an Autonomous Turret System for base protection purposes. The turrets will activate and shoot at hostiles within range. We will start with a Dual Machine-gun and Twin small laser prototypes. In certain cases the turrets will also house and advanced AMS.
Once development is complete, we will release the system in Training Grounds for pilots to practice with before rolling them out on the front lines.
Autonomous Turret System Spec/Features
COCOON MODE
- When the turret is inactive it goes into a cocoon state where it receives a 99% damage resistance bonus as it folds up(animates) into a defensive structure.
PROXIMITY ACTIVATION SYSTEM
- When enabled with a radius variable the turret will auto activate itself when an enemy enters that radius
TRACE FIRE WEAPONS
- All trace weapons are available to be put on the turret at this time. That includes all lasers, machineguns, flamers.
LOCK ON MISSILE WEAPONS
- LRMs and SSRMs can be fired from the turrets
AMS
- The turret can have it's own AMS system.
TEAM
- It will not engage friendly mechs.
ANIMATED
- The turret will animate when it goes from it's active to inactive state.
TRACKING SPEED
- Turrets have a tracking speed and will miss or stop firing if the target's speed exceed the turrets tracking speed.
INFINITE NUMBER OF WEAPONS PER TURRET
- The number of weapons is only restricted by the number of fire bones on the top gun turret mode.
SHARED TARGETING
- Turrets share targeting information and will not target same targets unless only target available.
CAN BE TARGETED AND LOCKED ON
- Turrets can be targeted and locked by enemies for LRM fire.
POWER GENERATOR
- When destroyed turrets linked to generator will no longer have power to fire.
[9erRed, this will be a key feature to disable them, or something to protect]
COMMUNICATION SYSTEM
- When destroyed turrets will no longer be able to lock LRMs and SSRMs.
[9erRed again a key to disabling/protecting them]
Estimated release : Late Dec 3050 - Early Jan 3051 (that's the Jan 2014 time frame.)
-Read over the spec's for this system, it will be important to understand how they function and what will be required to neutralize them.
Later,
9erRed
Edited by 9erRed, 13 December 2013 - 04:17 PM.