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RimWorld => Ideas => Topic started by: Xenotashin on April 11, 2016, 04:04:47 PM

Title: Does anyone else miss Target Designation on turrets?
Post by: Xenotashin on April 11, 2016, 04:04:47 PM
I noticed that the force attack button on turrets is gone, and I'm kinda sad about this. The main reason being is, that I can't have my turrets take out predatory animals who get way too close to my outpost. What's even worse is the turrets will do nothing to save my animals from said predator if it hunts them. I've lost a questionable amount of puppies from small packs of bears hanging around my base.

So yeah anyone else having this or a similar problem?
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: ChimpX on April 11, 2016, 04:28:51 PM
Manual turret targeting was removed from A13. There was a thread last month started by Tynan himself asking players what they were actually using the feature for.

Presumably it was axed for game balancing reasons.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Limdood on April 11, 2016, 05:19:47 PM
i personally don't use turrets in the vast majority of rimworld games i play.  The ones i did use turrets in, i didn't use manual, since it was just a killbox. 

As a quick fix...assign puppies to a barn or other small area near your trainers with food available.  More long term: get a good hunter with a charge rifle/assault rifle and scan a large area in front of your base, assigning all bears/cougars/snakes/wargs to be hunted.  Assault/charge rifles will shoot fast enough to land a few good hits with low cooldown time, and pawn set to flee will keep the animal from closing, so the "grizzly revenge" warning will let you move the pawn away and start shooting the (likely wounded in the leg at this point) animal with little to no risk.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Shawnganz on April 11, 2016, 05:38:59 PM
Well, they are called Auto-Turrets for a reason. Silly that you could manually control them without a person manning them. As for the predator problem, idk, never had a problem with turrets not attacking animal threats.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: brucethemoose on April 11, 2016, 06:58:40 PM
I wanted to use one to take out an crippled, abrasive colonist who wouldn't fight or haul and just kept going mad. Then I noticed it was gone too :(
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Xenotashin on April 11, 2016, 09:51:51 PM
Well I think it wouldn't bother me as much if the turrets didn't just ignore the fact one of my animals is being mauled. As for assigning them to a barn or other structure, puppies get eaten the most (mainly because I have so many), but I do have dogs and other animals get attacked too.

Sadly can't scan an area in front of my base either because I'm not playing in an environment that supports having just one front. Occasionally I do try to use one of my snipers to aggro one of the animals so the turrets can quickly execute. Problem is the predators do occasionally sneak up on me so I don't always see them.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: CheeseGromit on April 11, 2016, 10:29:35 PM
I've lost a puppy to a bear as well :).

What I think we need in this case is better options for designating what turrets attack or alternatively options for designating hunting areas. With the second option you could create a zone encompassing your base where your colonists would automatically attack certain animals, e.g. predators.

I was experimenting with the Colony Manager v2 mod and quite liked the way it handled hunting.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Shurp on April 11, 2016, 11:30:56 PM
I didn't know it was gone. Shows you how important the feature was to me.

Anything the turrets won't target is target practice for my colonists.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: christhekiller on April 12, 2016, 12:59:39 AM
I've lost a puppy and a kitten to bears as well. Now I have a policy of extermination if I ever see one near my base.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Mathenaut on April 12, 2016, 01:28:03 AM
I'll live without it, but man do I miss it.

Not really sure why it was taken out.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Saw Candyman on April 12, 2016, 01:31:54 AM
I was gonna use one to pop a mech ship, but sadly, my buddy Grub got his britches burned by the silly-nilly Centipede. No long-term harm done, though.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Lady Wolf on April 12, 2016, 01:33:54 AM
For mortar turrets it's nearly essential so you can target them to hit mechanoid ship parts and besieging raiders properly, for other turrets it was helpful to make sure they targeted the most dangerous enemies, or to re-target them so they didn't fire into melee battles and kill your own colonists.

One of those things I will be modding back in once I get into A13. (holding off till more of the mods on my mod list are updated for it.)
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Scotty on April 12, 2016, 07:58:56 AM
i miss it. i sometimes used in to take down harder enemy's and let my colonists deal with the rest
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Jan2607 on April 12, 2016, 08:02:32 AM
Yeah, it was really helpful. Too sad it is gone :(
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Shinzy on April 12, 2016, 08:40:59 AM
Quote from: Scotty on April 12, 2016, 07:58:56 AM
i miss it. i sometimes used in to take down harder enemy's and let my colonists deal with the rest

You still can, you just have to initiate the fight with a pawn, which I think is more than fair
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Xenotashin on April 12, 2016, 05:28:55 PM
Quote from: Shinzy on April 12, 2016, 08:40:59 AM
Quote from: Scotty on April 12, 2016, 07:58:56 AM
i miss it. i sometimes used in to take down harder enemy's and let my colonists deal with the rest

You still can, you just have to initiate the fight with a pawn, which I think is more than fair

The problem is you can't actually start a fight with an animal that is already hunting, so if I see a bear hunting one of my animals, it will not aggro on my pawns shooting it until it has had it's fill. Which means my turrets are useless even if I have someone fortunate enough to shoot it. That is at least until it's done eating.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: mumblemumble on April 12, 2016, 05:43:51 PM
The thing of them not shooting hunters is a glitch, hunting x pawn is not recognized as attacking x pawn, so turrets do not react to it.

This will be fixed, but I doubt turret aim will be added again, at least not easily.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Lady Wolf on April 12, 2016, 06:08:07 PM
There needs to be some kind of immediate "hold fire" button added at the very least. If I can't redirect my turrets to fire at a different target then I absolutely need the ability to shop them from firing with a button click when their target mixes it up in melee with 2 or more of my colonists.

This is even more crucial for mortar turrets given their high capacity for 1 hit kills and deviation that allows them to cause friendly fire incidents far easier.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Tynan on April 12, 2016, 06:48:45 PM
Quote from: mumblemumble on April 12, 2016, 05:43:51 PM
The thing of them not shooting hunters is a glitch, hunting x pawn is not recognized as attacking x pawn, so turrets do not react to it.

This will be fixed, but I doubt turret aim will be added again, at least not easily.

This behavior has not been designated as a bug. Currently, it is as designed.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Tynan on April 12, 2016, 06:49:53 PM
Quote from: Lady Wolf on April 12, 2016, 06:08:07 PM
There needs to be some kind of immediate "hold fire" button added at the very least. If I can't redirect my turrets to fire at a different target then I absolutely need the ability to shop them from firing with a button click when their target mixes it up in melee with 2 or more of my colonists.

This is even more crucial for mortar turrets given their high capacity for 1 hit kills and deviation that allows them to cause friendly fire incidents far easier.

Good idea.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: mumblemumble on April 12, 2016, 06:51:27 PM
Wait, really ty?...I mean, I get you are the dev buuut...how would a turret realistically distinguish between a cougar charging someone out of anger, and out of hunger? That is the part that bugs me, it should check for the fact its being aggressive, not the intention...
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Tynan on April 12, 2016, 07:13:32 PM
If realism is your concern, there are some other parts of this game we should be looking at first. Like, for example, how a turret tells the difference between a cougar charging at a wild rabbit and one charging at a colonist. Or between one just running somewhere and one charging at a colonist. Or between a cougar and a rock or a tree.

What you're describing is a design issue but the solution cannot be to just turn turrets into zero-risk hunting machines. That's just trading a small design problem for a big one.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Lady Wolf on April 12, 2016, 07:51:30 PM
Thinking more on this, I think it would be great to lock the target-able turret ability behind some advanced research tech?

This way you can still unlock it for use in later parts of the game, when manually telling your turret to target a sniper, or leading a group of advancing raiders with a mortar turret so it actually hits them can make a difference between survival and defeat; and it will still keep it from being a balance issue in early game when manual targeting makes things far too easy.

Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Boston on April 12, 2016, 07:55:52 PM
Quote from: mumblemumble on April 12, 2016, 06:51:27 PM
Wait, really ty?...I mean, I get you are the dev buuut...how would a turret realistically distinguish between a cougar charging someone out of anger, and out of hunger? That is the part that bugs me, it should check for the fact its being aggressive, not the intention...

It is hard to tell in-game (because there is basically no difference), but "in real life", cougars are ambush predators. Meaning, they don't just "CHEARG" their prey, but stalk it, attempting to sneak up on it, and get as close as possible before attacking.

Meaning, the turret is differentiating between "cougar charging at colonist, balls out" and "something sneaking through the trees and underbrush"
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Xenotashin on April 13, 2016, 12:28:20 AM
Quote from: Tynan on April 12, 2016, 07:13:32 PM
If realism is your concern, there are some other parts of this game we should be looking at first. Like, for example, how a turret tells the difference between a cougar charging at a wild rabbit and one charging at a colonist. Or between one just running somewhere and one charging at a colonist. Or between a cougar and a rock or a tree.

What you're describing is a design issue but the solution cannot be to just turn turrets into zero-risk hunting machines. That's just trading a small design problem for a big one.

I totally get your point there, but kinda wish the turrets would at least react when the cougar/bear has whatever one of my animal's in it's jaws and is shaking it around violently while my colonists desperately shoot at it hoping to kill it before it kills the animal. While the turrets just watch on like nothing eventful is happening.

As for zero risk hunting machines, they already kind of are if your colonist aggros the animal while it's just minding it's own business and then leads it into the turret field. (Which is kinda what I started doing to all the predators in my region to save my puppies.)
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Zanfib on April 13, 2016, 05:07:58 AM
Turrets are a liability, so I never build them.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: mumblemumble on April 13, 2016, 05:10:21 AM
Quote from: Zanfib on April 13, 2016, 05:07:58 AM
Turrets are a liability, so I never build them.
Considering they now also use components, I agree, its difficult to justify the cost of more than a few when absolutely needed.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Limdood on April 13, 2016, 11:03:37 AM
people requested an "off button" for turrets.  This can be jury rigged in game by putting a piece of wiring (unconnected) near each turret...any turret you want off...hit the "reconnect" to power grid button
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: skullywag on April 13, 2016, 12:05:49 PM
Dont we have switches ingame for that kind of thing?
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Lady Wolf on April 13, 2016, 12:38:51 PM
Quote from: skullywag on April 13, 2016, 12:05:49 PM
Dont we have switches ingame for that kind of thing?

We do but they require a char to manually flick them, which during a raid simply isn't practical.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: skullywag on April 13, 2016, 12:41:18 PM
In that case you are abusing an "act of god" type thing (like triggering mining charges, which were removed) which shouldnt be possible. The pawns should have to turn on their turrets or leave them on for preparedness.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Lady Wolf on April 13, 2016, 12:55:21 PM
Quote from: skullywag on April 13, 2016, 12:41:18 PM
The pawns should have to turn on their turrets or leave them on for preparedness.

Given we have wireless remote controls for things in modern day (from garage door openers to electronic car starters) in a space faring society I really don't see why the turrets can't be set to remote activation/deactivation so a colonist can turn them off with a remote control in the heat of combat rather than watch it rain down mortars on their allies heads.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: skullywag on April 13, 2016, 01:21:33 PM
But i mean why dont you use a switch in a more central location to turn your turrets on and off, preferably in a high traffic zone. Then if a raid happens you can just flip em on with the nearest colonist. Thats hardly impractical.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Lady Wolf on April 13, 2016, 02:02:23 PM
Quote from: skullywag on April 13, 2016, 01:21:33 PM
Then if a raid happens you can just flip em on with the nearest colonist. That's hardly impractical.

The problem isn't turning them on, the problem is now we can no longer manually designate a target we can't redirect a gun turret to switch targets so it won't kill our colonists when the enemy the turret is shooting closes into melee range with a colonist, or being able to quickly order the mortar turret to target an area on the far side of the map so it doesn't drop shells on your colonists when they close to engage the enemy you were just mortaring.

So an instant "off/hold fire" button is what I was asking for so I can stop the turret shooting immediately to prevent friendly fire incidents. (Granted the work around by limdod works, but is a bit crude compared to just having a "hold fire" button. on the gun turret.)
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Harold3456 on April 13, 2016, 02:35:25 PM
I don't get the argument that it's "unrealistic because it's supposed to be an AUTO turret". Auto turrets are already unrealistic! How can a real life turret so perfectly distinguish from friend and foe?

I always assumed that the turret was being somehow remote controlled when I manually aimed it.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: skullywag on April 13, 2016, 02:39:24 PM
Quote from: Lady Wolf on April 13, 2016, 02:02:23 PM
So an instant "off/hold fire" button is what I was asking for so I can stop the turret shooting immediately to prevent friendly fire incidents. (Granted the work around by limdod works, but is a bit crude compared to just having a "hold fire" button. on the gun turret.)

oooooh isee, sorry i missed that bit. Hmmm the hold fire button at least should have stayed, at least until the issue as a whole was solved. I would say turrets should be manned only, until you get an ai core then allow automated ones.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Mkok on April 13, 2016, 04:02:04 PM
I like the new A13 turrets. Not being to choose their target sounds logical.

Turrets should really be just a fire support, not your main weapon.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Mathenaut on April 13, 2016, 04:53:26 PM
Triggering something with an RF signal is like.. highschool level physics. If you can build a solar panel, you can build a remote.

Guessing this is a design thing, though. Tynan has been wanting people to lean away from turrets for a while now. Would have preferred other solutions, but it is what it is.
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: Xenotashin on April 13, 2016, 05:30:17 PM
Quote from: skullywag on April 13, 2016, 02:39:24 PM
Quote from: Lady Wolf on April 13, 2016, 02:02:23 PM
So an instant "off/hold fire" button is what I was asking for so I can stop the turret shooting immediately to prevent friendly fire incidents. (Granted the work around by limdod works, but is a bit crude compared to just having a "hold fire" button. on the gun turret.)

oooooh isee, sorry i missed that bit. Hmmm the hold fire button at least should have stayed, at least until the issue as a whole was solved. I would say turrets should be manned only, until you get an ai core then allow automated ones.

I honestly wouldn't mind that. Would be kinda cool to have to build some sort of turret control mainframe in your base in order to have fully automated turrets. Granted I know this is all just hypothetical, but perhaps have it go from manned turrets to remote operated turrets to fully automated turrets.

I know that whole thing doesn't really contribute to the discussion, but I like to speculate and make stuff up  ;D
Title: Re: Does anyone else miss Target Designation on turrets?
Post by: silenced on April 14, 2016, 05:56:48 AM
Though all in all it's nice that it's gone, it's still a bit annoying. Especially in WINTER, when bears and other stuff sometimes decides to "hunt" down your colonists due to hunger. A bear attacking a colonist due to hunger does NOT trigger turrets to fire upon the bear, they only fire if the bear is maddened and on manhunter status. Which actually IS annoying.

Maybe add a research option for turrets to set them to "free fire against anything not tame".