Automated Turret concept

Automated Turret concept

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Posted by: Rob.7624

Rob.7624

Hey guys,
Before a Moderator decides to move this, I wanted this ‘suggestion’ ripped to shreds and pulled to pieces by the WvW community before I post it in the official section.
This is because I’d love the idea to be refined and expanded.
(I will try and keep this as interesting as possible and not just a massively long winded post)

The idea is as said in the title, an Automated turret.
The core concept of it is to be used as a tower, keep, castle upgrade, just like hiring extra guards etc.

A turret, or multiple turrets (maybe on on either side of the door and a few dotted around the walls) that will fire (with possibly an NPC manning it) at an enemy without any other prompt from a player. Now that would be it in its ‘standard’ state.
But this also leaves open that a player can jump into it as well, and fire at more relevant targets more quickly.

This in my opinion and experience will help combat 5man night crews from just PvDoor’ing towers/ keeps when everyone else is asleep. As you can see from my signature, I am one of those nightcrews.

Here is the play out:
A band of 5 – 10 ninja cappers would rumple their merry way towards a keep deep behind enemy lines when no one was looking. They would reach the main gate and think to themselves, “lol 30people fought hard for this but we’ll just take it without anyone noticing in half the time”. But all of a sudden, the Guards have covering fire!
Pew pew pew pew, rattle the turrets above the gates as the would be ninja cappers dodge roll for their lives.
_____________________________________________________________
You see.
What does a tower have if no one is online? A couple of easy sauce NPCs on the ground, standing around, waiting to get killed? That hardly seems right for an expensive tier 3 tower. Especially when uncivilised races like the ‘Krait’ have turrets as well as the ‘Dredge’.

And here goes another idea, what about turret blueprints?
Blueprint Turrets de-spawn after 30minutes so you can’t just build tons of them around the map, and these ones cannot be used by players. These are smaller fully automated ones. Now that could lead to some epic open ground trench warfare, something which this game does not see.
Slow the zerg down and watch the smaller force use their turrets to increase their output.

Something to consider:
Each tower should have a blind spot on its walls so an educated ninja capper can still find a way through. This will encourage ‘goods’ rather than just all out ‘bads’ rolling straight to the front door.
Turrets should cost more than cannons.
Turrets should be auto repaired by workers if supply is sufficient.
Different ammunition types should be able to be bought for different turrets making them more versatile, (nets, poison, ice, explosives)

Please post any and all suggestions/additions below.
And if you think its a mega stupid or good idea.

Attachments:

Commander Bird Song
Northern Shiverpeaks Night Crew
Os Guild

(edited by Rob.7624)

Automated Turret concept

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Posted by: Toble.2968

Toble.2968

Personally, I don’t think it would add any extra dynamic that npcs do not.

Also, I have a feeling this would cause some coding/exploiting troubles.

People would be able to spawn a turret in a wall or something and then all goes to hell until 30 minutes is over.

I don’t think it is a very good idea to have automated guards more than we already have, personally.

I do like the picture though.

Sorry bird I love you don’t beat me. (Or beat me, but in the gentle loving way!)

Teal haired, Bifrost wearing, heal pooping, dot placing, noob.
| Epidemic
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Automated Turret concept

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Posted by: Rob.7624

Rob.7624

Personally, I don’t think it would add any extra dynamic that npcs do not.

Also, I have a feeling this would cause some coding/exploiting troubles.

People would be able to spawn a turret in a wall or something and then all goes to hell until 30 minutes is over.

I don’t think it is a very good idea to have automated guards more than we already have, personally.

I do like the picture though.

Sorry bird I love you don’t beat me. (Or beat me, but in the gentle loving way!)

Hmm.
So you have two contests to it.

1) Anet not doing their job right, well. Coding shouldn’t be an issue as the blueprints were a secondary idea and the real primary idea is it to be a tower upgrade. But besides that point, If placed in wall it would also become obstructed and useless.

2) And its usefulness, I mean. What is the usefulness of any of it? Cannons are useless when not manned, Oil is useless when not manned, arrow carts and catapults follow the same path as the two before.
In that sense, automated turrets can be used around the clock no matter the situation for they require nothing to run them but yet provide more defence than 3 NPC’s sauntering about below.
(NPC’s which will not respond to range catapult fire while a turret with a higher vantage point and long range can)

Commander Bird Song
Northern Shiverpeaks Night Crew
Os Guild

(edited by Rob.7624)

Automated Turret concept

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Posted by: Chessrook.8643

Chessrook.8643

While I do like the idea of automated turrets able to be deployed by players and left for a time (Also destructable, and probably similar to those Asura cubish turret…..thingies… you see all over the place) I disagree with it being a tower or keep upgrade. Seems a bit redundant there.

Automated Turret concept

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Posted by: Rob.7624

Rob.7624

While I do like the idea of automated turrets able to be deployed by players and left for a time (Also destructable, and probably similar to those Asura cubish turret…..thingies… you see all over the place) I disagree with it being a tower or keep upgrade. Seems a bit redundant there.

I think an automated system or even “NPC Airstrike” would add another level to WvW and would stop this “grind” feeling that is quickly becoming common.

Commander Bird Song
Northern Shiverpeaks Night Crew
Os Guild

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Posted by: Cactus.2710

Cactus.2710

My first impression of this proposal is that it simply takes the player out of PvP, and on that basis I don’t like it much. Undefended towers SHOULD be easy to capture.

D/D Thief who prefers mobility to stealth … so yeah, I die a lot
Stormbluff Isle [AoD]

Automated Turret concept

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Posted by: Rob.7624

Rob.7624

My first impression of this proposal is that it simply takes the player out of PvP, and on that basis I don’t like it much. Undefended towers SHOULD be easy to capture.

But, an undefended tower has takes the player out of PvP anyway.
But I do see what you’re saying, it can’t be super OP to the point were only a zerg can beat it. But I think blind spots should still enable it to act as if it wasn’t there at all.

Thanks!

Commander Bird Song
Northern Shiverpeaks Night Crew
Os Guild

Automated Turret concept

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Posted by: Cactus.2710

Cactus.2710

But, an undefended tower has takes the player out of PvP anyway.

Good point. But an undefended tower with an automated turret “rewards” the lack of a player, whereas the undefended tower without one penalizes the lack of a player.

To be honest, I’m not against adding variety to tower and keep mechanisms, and I hate seeing undermanned structures we already own melt away as much as the next player does. But it’s also supremely boring to capture an objective that isn’t being defended no matter how hard to do so, and I just would hate to see keeps and towers turn into the equivalent of the Arah temple in Orr. Maybe it would be interesting to have a defensive player be able to spawn assistance in the form of an automated turret that could only be placed on or within some small distance of a wall, but I think I’d want to see the turret automatically disappear if the player that spawned it died or left the scene.

D/D Thief who prefers mobility to stealth … so yeah, I die a lot
Stormbluff Isle [AoD]

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Posted by: MarMaster.6241

MarMaster.6241

<trolling>

You realize that the PvDoor players don’t really want opposition to their Karma train.

</trolling>
Dragonbrand (JQ) [FIRE]bats ~ Trusted member of the Universe
Mar Steadfast G, Silent Intrigue T, Mar Fidget Engi, Mar Fierce W, Silent Awe M
In GW2 since BWE1 ~ ~ ~ Guild leader of Legio Romana [LR], too

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Posted by: Dyroth.5063

Dyroth.5063

I say leave it out. WvW is all about managing resources, players are your key resource. I am uncomfortable with auto game play concepts. I don’t want keeps to defend themselves, I want players to defend keeps. I go to WvW to face players and not fight more npcs like I do in PvE.

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Posted by: JaironKalach.4938

JaironKalach.4938

<trolling>
You realize that the PvDoor players don’t really want opposition to their Karma train.
</trolling>

Yes we do. We just want it to be easily overrun opposition. ;-)

I play on Maguuma
Uru Kalach (80-War)/Kalthin Leafletter (80-Rgr)/Kalfun Gai (72-Guardian)
Leader – An Unexpected Kinship (AUK)

Automated Turret concept

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Posted by: Rob.7624

Rob.7624

I say leave it out. WvW is all about managing resources, players are your key resource. I am uncomfortable with auto game play concepts. I don’t want keeps to defend themselves, I want players to defend keeps. I go to WvW to face players and not fight more npcs like I do in PvE.

I assume you are a Primetime player.
I doubt these turrets would affect Primetime guys with lots of players on.

But for nightcrew who only maybe have 3 people on a map?
Those turrets would be of great use.

Commander Bird Song
Northern Shiverpeaks Night Crew
Os Guild

Automated Turret concept

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Posted by: Rob.7624

Rob.7624

<trolling>
You realize that the PvDoor players don’t really want opposition to their Karma train.
</trolling>

Yes we do. We just want it to be easily overrun opposition. ;-)

Oh I’m sorry.
Dw dude, my next thread will be to campaign against Doors being there at all.
Because doors are rewarding no players being in the tower to defend it/fill the gap.

Commander Bird Song
Northern Shiverpeaks Night Crew
Os Guild