I think it's possible to have an enemy-tracking system if you don't mind that it would instantly snap back to a pre-determined position when you stop firing or when the enemy leaves, nor that it would instantly change direction as you change targets or the game changes targets.
Oh, and it would only track one ship at a time.
My thoughts: a weapon, turreted or point-defense turreted (if it was a point-defense turret, it could automatically track enemies if the enemy can be fired upon by a PD turret), with a 1-frame-lifetime shot that looks like a turret and is not made to be transparent (and if it was meant to be used by the AI or as a PD weapon, the shot would have to submunition into an invisible projectile with long range, so the game would actually fire it at range). The ship's sprite would have a weapon-firing animation that instantly switches from a graphic with turrets pointing straight ahead, to one without turrets and with holes in the mask to allow the "turret-shots" to show through from beneath. The turret exit points, the turret-shot sprite, and the ship sprite would be carefully made to line up perfectly. In theory.
Actually, I don't know whether PD turrets trigger a ship's weapon animation, so PD turrets might not be an option.
The ship couldn't have other weapons, since any weapon that the user fires will trigger the weapon animation, which necessitates the turret-gun being the one that fires.
(edit) Or, all the weapons would have to be primary, and for AI usage, the turret-gun would have to be the longest range weapon so it always is being fired at the same time or before/after other weapons are fired.
This post has been edited by Weepul 884 : 18 January 2005 - 03:11 AM