Reven
Spaceman
This isn't a solution for target leading, per se, it's a solution for autotracking in turrets.
Proper target leading would be to have the turret point at where the ITTS tracking locator is and have it shoot there. Turrets are programmed, however, to always point directly at the target. So, we have to use the autotracking gun feature to "fake" it. My understanding is that autotracking doesn't work unless you have a scanner that has ITTS. I may be wrong, though - I never tried this out myself. By the time I had autracking gun mounts, I already had a scanner with ITTS.
As far as being careful with capital ships and enemy fighters with autotracking turret guns, I find it's not difficult with a little practice to learn to bring your own guns and turrets to bear while avoiding enemy turret fire.
The original game also didn't have true 3d objects, purchasable Draymans/Demons, the ability to own multiple ships, autotracking guns of any sort, was DOS only, had no "Sheldon slide", etc etc etc. Need I go on?
It seems to me that when doing a remake with the intention of taking the original game and improving it for modern technology that saying "you can't do that because the original didn't" is a somewhat ilogical argument. Especially when the concept of turrets is an accepted element of the original game fiction. Your argument is much more valid as a reason to take out autofiring turrets altogether than it is to make the turrets purposefully inacurate. Leaving a feature out is a way to balance a game. Putting it in and purposefully crippling it is just a way to detract from realism and, I would suggest, is a violation of the fundament concept of "willing suspension of disbelief" that is basic to all fiction. In that contract, the player (reader) agrees not to disbelieve a fictional setting, and the developer (author) agrees not to use (misuse) elements of that fictional setting in such a way as to detract from the fictional reality.
In essence, I'm suggesting that one does it right, or doesn't bother to do it at all.
Proper target leading would be to have the turret point at where the ITTS tracking locator is and have it shoot there. Turrets are programmed, however, to always point directly at the target. So, we have to use the autotracking gun feature to "fake" it. My understanding is that autotracking doesn't work unless you have a scanner that has ITTS. I may be wrong, though - I never tried this out myself. By the time I had autracking gun mounts, I already had a scanner with ITTS.
As far as being careful with capital ships and enemy fighters with autotracking turret guns, I find it's not difficult with a little practice to learn to bring your own guns and turrets to bear while avoiding enemy turret fire.
MamiyaOtaru said:Sweeet mercy.. they did NOTHING in the original game. Nothing at all. Not dumb, not smart, they just sat there until you got in them yourself.
Your complaint could only possibly apply to capship turrets. It would be possible to upgrade them only, but I find them enoug of a challenge. Those ships weren't exactly hard to take down in the original.
The original game also didn't have true 3d objects, purchasable Draymans/Demons, the ability to own multiple ships, autotracking guns of any sort, was DOS only, had no "Sheldon slide", etc etc etc. Need I go on?
It seems to me that when doing a remake with the intention of taking the original game and improving it for modern technology that saying "you can't do that because the original didn't" is a somewhat ilogical argument. Especially when the concept of turrets is an accepted element of the original game fiction. Your argument is much more valid as a reason to take out autofiring turrets altogether than it is to make the turrets purposefully inacurate. Leaving a feature out is a way to balance a game. Putting it in and purposefully crippling it is just a way to detract from realism and, I would suggest, is a violation of the fundament concept of "willing suspension of disbelief" that is basic to all fiction. In that contract, the player (reader) agrees not to disbelieve a fictional setting, and the developer (author) agrees not to use (misuse) elements of that fictional setting in such a way as to detract from the fictional reality.
In essence, I'm suggesting that one does it right, or doesn't bother to do it at all.