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Fire! *Suggestion*
Ofiach:
To tack on, the tar would have to have maybe a few seconds of "sticky" time after someone leaves a tar cloud.
5 seconds of increased fire vulnerability, like you say it wouldn't matter much on components, but for a hull or balloon that could be painful. It would add a new aspect to teamplay.
RearAdmiralZill:
--- Quote from: Ofiach on May 23, 2013, 01:08:57 am ---To tack on, the tar would have to have maybe a few seconds of "sticky" time after someone leaves a tar cloud.
5 seconds of increased fire vulnerability, like you say it wouldn't matter much on components, but for a hull or balloon that could be painful. It would add a new aspect to teamplay.
--- End quote ---
Would be pretty tricky to pull off, especially so close to tar clouds. I swear they suck you in sometimes. 5 seconds doesn't sound long enough to make it worthwhile. 10 seconds at least.
I say all this, but I'm still under the opinion that tar barrel needs no kind of buffing right now. It does its job very well. Instead of buffing tar to help fire, why not just stick to the spreading idea that buffs fire directly?
Gunny RP:
--- Quote from: RearAdmiralZill on May 23, 2013, 01:15:27 am ---I say all this, but I'm still under the opinion that tar barrel needs no kind of buffing right now. It does its job very well. Instead of buffing tar to help fire, why not just stick to the spreading idea that buffs fire directly?
--- End quote ---
I agree, it seems that making tar to be more likely cause more damage to a ship would change quite a bit in the game. It leaves the question of what if someone had their engines on fire and then they release tar? does the ship releasing that tar suddenly have worse fire? In a way it makes a lot of small different situations that could come up that have to be added into the games working if it was done.
Gambrill:
The fire adding stacks sounds great to me.. but with the air being thinner the higher you get what if maybe if you get high enough it will lower stacks.. and the more stacks the higher you need to be to lower..
so say I have 9 stacks, if I'm high enough it will lower to 8 then a few seconds later 7 etc. Etc. But I can see why muse won't put this in.. this game is meant to be fun. If its made too realistic, muse will just have to change the game name to 'airship simulator'
-Muse- Cullen:
While the tar is an addictive tool to use, it is still just a tool. Adding flammability as an extra effect would make it less of a tool and more of a weapon. As of now, briefly flying through tar will cause a mess of trouble as a punishment for chasing a ship. Making the tar cause even more trouble by adding fire may make it a go-to strategy- if you take tar, you have to take the banshee, flare, or flamethrower (Or incendiary ammo, I suppose), as well, in order to maximize its effects. As of now, the tar acts like a defensive tool well enough- use it to disappear, or to shake off a pursuer. I believe that the tar should not be changed, so the pilot must rely on the ship's gunners to do the real damage, not simply use them as an ignition spark.
As for the fire spreading mechanic, that could be interesting. Fire, currently, seems underwhelming because stacks of fire are only problematic at higher amounts, and fire mostly relies on DoT. Giving fire some extra power would be nice... but the spreading mechanic doesn't seem to me like it would fit in with the game. If a fire's charges grew over time, that would, in my opinion, feel like it would belong.
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