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Will we see mode switching for manned turrets? For example, if the turret is targeting the same vessel as the pilot, then trying to keep the crosshairs on the target from the turret is extremely difficult. Being able to switch to a ship relative targeting mode would allow the turret personnel to make the choice dependent on whether they are targeting the same target, or a different target.asked by Blade of Akire

TL;DRRoberts says turrets already have a relative targeting mode and a normal mode, and turret responsiveness, UI and HUD tracking are being improved, with some improvements expected in 2.2.

So we do have two modes. There's the relative mode targeting mode in the turret when you're flying it which basically has the turret keep its orientation irrelevant of which way the pilot's flying. Of course it can't always keep its orientation based on the limits of the turret. And then there's the normal one where you are basically rotating or pitching your turret relative to the ship itself. So if the pilot turns around 180 degrees your turret will have essentially moved round 180 degrees.I can't remember if it is Ctrl+C or Alt+C that switches between the relative and nonrelative mode in the turret, and there probably was a point where it was broken. I've seen stuff recently actually on forums where people were like "oh, you can go to relative mode and here's the thing" so I think that indicates it may be back up and working.I know turrets for us is actually one thing we're working to improve so a) that mode needs to be better and will be better; b) turrets need to be more responsive. We've been working it, I think you'll see some stuff in 2.2 that will improve it a bit and then we'll go forward with that: better UI; having the targets tracking a lot more information for your HUD; faster responding turrets; more natural ... if you are using the mouse you're not dragging it all the time. So all those are things we acknowledge because we actually want to make the turreting, the experience like manning a turret, to be fun and you are pretty effective at shooting people down so you can be effective as a ... because multi-crew ships are going to be much more about things like the turrets or their missile loads because they won't have the maneuverability necessary to get on someone's tail. You need to counter that otherwise so you've got stronger shields, stronger armour; you've got turrets that can point in different directions; you've got heavy missile payloads that can do damage.So all those are the things we are working on to make better and it's been an iterative process because there's so much stuff to do that everyone sometimes feels fairly overwhelmed. But don't worry we'll get there and that will be ... one of the hallmarks is meant to be the multi-crew experience where you are on a ship; you and your friends flying it; people are running into the turrets; jumping into a snub nose fighter; running around putting out fires; replacing blown fuses: all working together as a team to operate efficiently in combat. And I think that again will be one of the things that will set Star Citizen apart because that will be done and simulated in a fidelity you don't normally see, and it should be really rewarding to work together as a team to beat off these attackers or take another ship out.

10 for the Chairman›Episode 76·
Published on this date.1 Feb 2016