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How do you guys plan to address the way turrets act? In a lot of other games, if a tank/ship/airplane isn't stationary, using the turrets becomes a really big hassle. Now, add 6 degrees of freedom, how do you guys plan to make turrets effective/fun to play? It's frustrating to not hit anything, you know?asked by Spaceof

TL;DRThey acknowledge turret tracking is painful when the ship moves in all directions, and are improving it so the view partly tracks the world as the seat code is refactored.

Cloud Imperium

Dan Tracey: I guess in a roundabout way, you're asking if I'm riding on a tank, in the turret and my driver is rotating around my turret has to follow him. There was a turret setup in Crysis where the turret kept its rotation relative to the world rather than the vehicle. This is something we ran into when we first implemented the turrets in the Constellation for the gamescon livestream. When we were in the turret and the pilot is flying around in all 6 degrees, it was a huge pain in the ass to track your targets.

I think it was about 4-5 days after getting the turrets working in the Constellation before someone got a kill using them.

As soon as Paul got a hold of it he said he had to change that right now. He actually passed that job off to Mark to do, but he got it working so that the view kinda tracked the world a little as best as was possible with the movement of the ship. Best example would probably be the Halo's warthog turret. That's something that we've already looked at, and we're improving the turret system as we refactor the seat code.

10 for the Designers›Episode 01 (2015.02.09)·
Published on this date.9 Feb 2015