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JakFrost's Scarabrae Demo 3
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Date Recorded: 1999-02-21 23:05 UTC
Game Name: Starsiege Tribes
Game Version: 1.2
Demo Time: 20 minutes
Mission Type: Capture The Flag
Mission Name: Scarabrae

Player Name: JakFrost
Email: jakfrost(at)planetstarsiege(dot)com
Website: http://www.planetstarsiege.com/tactical/

Displayed Tactics: Turret Placement

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Description
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This is a little demo that I put together showing the effective
placement of turrets and inventory stations on the Scarabrae map.

The inventory stations will give newly spawned players quick access to
equipment so they don't have to run to the big inventory stations.
They also serve as backup inventory stations in case the generators
get blown.  They are specifically placed by the spawn points on the
map.

The turrets are placed in specific areas to defend an asset or to
provide the most coverage to an area.

The turret by the ship dispenser will be able to shoot at any players
who enter the ship hangar.  Also, since the turret is placed on the
edge, they won't be able to hide from it by standing next to the
walls.  The inventory station by the ship dispenser will provide
equipment to any players who respawn there or who wish to change their
equipment configuration before the flight.

The turret in the big room on that raised box will be able to provide
coverage for the big room itself and for the balcony to the left of
it.  Any players who walk out of the ship hangar or the balcony will
be attacked by that turret.

The turret on the balcony by the flag elevator will provide coverage
for the flag room elevator, the hallway away from the plasma turret
and the big elevator, and also for the big room itself.  Any player
who walks out of the ship hangar will be attacked by this turret also.
This turret is almost impossible to see or destroy when you are below
it.  This turret also provides coverage for the turret on the raised
box.  The inventory station by that turret provides equipment to the
players who spawne over there.

The turret in the hallway between the big elevator and the exit from
the plasma turret balcony will be a surprise to any intruders who
decide to take that route.  The mine will be able to soften up any
incoming intrudes and the turret should be able to chew them up.  That
turret also provides coverage for any players who decide to fly up the
big elevator.

The 2 turrets in the flag room will provide coverage for each other
and will also shoot any flag runners in the ass.  They are hard to see
so they should get a few good shots before the enemy notices them.
Also the mine in front of the flag is very hard to see from the door
way so that should be a surprise to any body who gets by the turrets.
Also the mine behind the flag will give somebody a nice shock if the
decide to jump up to get the flag.  The key here is to provide
protection without it being seen.  The 2 turrets and the 2 mines can't
be seen from the doorway.

The turret in the flag tunnel which leads from the plasma turret
hallway will be able to take any flag runners after they step on that
mine when they try to fly up to the tunnel.  The turret in the room
below the tunnel will provide limited coverage for the balcony and
will be able to soften up any flag runners coming from the plasma
turret.

I placed an inventory station in the black tunnel from the big room to
the flag tunnel as kind of an emergency station.  If the main
inventory stations gets destroyed or the generators go out, players
will be able to get the right equipment from that hidden inventory
station.

The 2 turrets in the generator room have the best possible field of
view of any incoming enemies through the entrance.  The mines on the
floor by the generator will provide some fire works for any attackers
who get by the turrets and fall down to that floor.  The inventory
station that I placed by the elevator in the generator room is another
emergency station.  It is located in a dark spot which the attackers
hardly ever look at.  The cameras around the motion turret in the
hallway will allow that turret to shoot at enemy defenders even if
they are standing still.  That pulse sensor in the generator room
floor will allow the motion turret to shoot at any enemies who walk by
the entrance even after they destroy the cameras.

Even with all of these turrets, you have to remember that turrets
exist only to help defenders, not to replace them.
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