This weapon can be picked up by players on the level. When activated, it creates a gun turret in the center of the user's current tile.
- Upon creation, the turret displaces players out of the tile it occupies
- The turret's tile remains claimed by the player who created the turret, even if the player dies, and cannot be claimed by enemy players while the turret exists (we may consider having the turret self-destruct if the owner dies)
- The turret periodically fires a 3-round rapid burst of projectiles at a target within a maximum range
- Turret target priority is in order of nearest to farthest enemy player, and then nearest to farthest destructible enemy object (such as enemy turrets), and then nearest to farthest tile not claimed by the turret's owner
- If there are no valid targets within range (no enemies or unclaimed tiles, the turret is idle until a valid target becomes available)
- The turret only fires at targets on the same elevation on the level as itself
- The projectile deals damage to targets with health and claims the tile that the target is standing on for the turret's owner
- The projectile claims any tile it strikes for the turret's owner
- The turret has health and may be damaged
- The turret rapidly heals back to full health if not damaged for a certain amount of time, similar to player characters
- The turret owner's standard attacks heal the turret by some amount proportional to the damage the attacks would normally deal (we may consider allowing the pickup weapon attacks to also heal the turret)
- When the turret is at critically low health, this is indicated by a flashing colored material effect on it
- If we implement enhanced attacks, the enhanced turret may have increased maximum health and fire rate
- The role of the auto-turret is to be one of the most reliable weapons for controlling space, and being able to build and sustain many turrets is a sign of progress and advantage
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