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[0.49.14] Gun Emplacement / Turrets needs driver instead of gunner #3752

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mwberlindeu opened this issue Sep 2, 2023 · 12 comments
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@mwberlindeu
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In MekHQ a gun emplacement / turret needs a driver instead of a gunner for proper staffing / person assignment. This is counterintuitive or a simple bug?

@SteveTarango
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It's not only that. There is also no way to improve a gunner skill. Because you use the driver, but always have a 7+ gunnery skill. That makes no sense!

@gsparks3
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Gun Emplacements were always a bit of a hack; they work in Megamek, but have significant known issues in MekHQ, as you have discovered. In theory they ought to be fixed to the buildings they're deployed on in any case, rather than being portable.

In practice this may be updated at some point, but will probably be waiting until GEs themselves get a significant overhaul (which will take quite some time due to being deeply involved with the building code, which is itself a huge mess in need of an overhaul).

@SteveTarango
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Okay, but still. What skill do they take in consideration? No existing one I suppose? Therefor the 7 as basic skill?

@mwberlindeu
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I am currently handling the situation that I have dual driver / gunners manning the turrets. I will check next time I use them what skill level is picked up in MegaMek.

@SteveTarango
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It does not pick up a skill, that is available. I put all on max, but nothing changed.

@RaozSpaz
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RaozSpaz commented Jan 8, 2025

As stated by GSparks early in November, Turrets presently aren't a unit intended for usage outside of MegaMek itself. Although the new versions of the turrets have been built with TO:AUE rules in mind, they still have no support outside of MegaMek.
MekHQ does not properly interact with them nor can you load them in MML.

@HammerGS
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HammerGS commented Jan 8, 2025

My perference for this is some type of warning or block for Turrets on the player side. If we don't properly support them we shouldn't allow them, or for grandfathered campaigns a very blunt nag.

@IllianiCBT
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The simplest approach would be as follows:

  • On unit load, if the campaign contains turrets, sell those turrets. This fixes existing campaigns with turrets.
  • Block turrets from purchase.
  • Block turrets from salvage.

That should prevent users from acquiring turrets in their campaigns.

@IllianiCBT
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If this is something you want me to go ahead with, lemme know and I'll get it handled tonight. My schedule is effectively free post-dinner as I think I've caught up on the leftovers from vacation.

@SuperStucco
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It would be nice to still be able to loot salvaged turrets for ammo and spare weapons

@IllianiCBT
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I can see the appeal, but that would require a lot more code support - to allow for field stripping. It also muddies the water from ‘we don’t support gun emplacements in MekHQ’ to ‘we kinda support gun emplacements but don’t try to use them because things will get weird’

@IllianiCBT
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Rendered irrelevant by #5720. Closing :)

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