LancerSolurus wrote:
There is no difference between turrets and guns, it’s how you mount them that makes the difference. The only difference is between a fixed HP and a revolute HP…
Well…bith guns and turrets usually use revolute HPs (exception: weapons like the Liberty Cruisers forward gun). The difference is just the arc set in the HP itself.
LancerSolurus wrote:
NPC can only fire from fixed HPs if you mix the 2 types together. If you want them to use all of the guns/turrets, make them either one type or the other (fixed/revolute).
What do you mean with this? In my mod I have a Liberty Cruiser that succesfully uses both turrets and forward gun.
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One example where you could need nore than 20 weapon types: Use one class for every different turret type of every house’s gunships, cruisers, and battleships. By this I mean that the different ships don’t share HPs, and have multiple, e.g. you have Liberty BS Primary Turret, Liberty BS Secondary Turret and so on, and this is useful because the different turret models don’t fit on every slot. The Liberty BS Primary Turret’s model does not fit onto the Liberty BS Secondary Turret’s base. And it also doesn’t fit onte the Bretonia BS slots. Also this might solve balancing issues, as the different ships have their turrets placed on different spots, also they have different amounts of turrets, and different destructible parts. So you could fix this balacing issues by giving the different ships different guns. By using the different classes you can prevent turret exchanging, but enable different turrets for the same type of slot, e.g. a Laser and a missile launcher, both for the Liberty BS Primary slot. So please don’t say such many slots are useless, i think it would make the game nicer. Of course, if it’s not possible that’s a different thing.