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Fire! *Suggestion*

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TehPao:

--- Quote from: Cul on May 23, 2013, 05:07:06 pm ---The OP's reasoning for why tar should be flammable was simply that -Tar is flammable-, so I'm not sure what else to say. When Zill said that tar was strong enough right now, OP replied that 'It'll remove tar effects, but light the thing on fire anyway. That's not really a counterpoint to the argument, in my opinion. Its really strong right now. Making it even more strong would make it an almost uncounterable full disable.

--- End quote ---

Yes. Tar is flammable.
Yes. Once the tarred part ignites, it will remove the tar effect, but it will catch on fire, thus furthering the damage.
*Tar damages Gun*
*Player 1 Ignites Gun on fire*
*Gun takes fire damage*


--- Quote from: Cul on May 23, 2013, 05:31:56 pm ---My only other problem off the top of my head is that every system is reachable within a few seconds of running, so... lighting one thing on fire would just light everything else on fire after that X seconds. Engines are all grouped together, same with guns.

--- End quote ---

Play a game on a Pyramidion, and look at the balloon when it catches on fire. Half the time, the balloon stays on fire (unless someone yells it out). Using fire to spread out is a good strategy for the fire ship, and it also makes communication vital for the ship that is on fire.

Ofiach:
Cul thats the point!!! Maybe I'm not being clear here. I will attempt to show specific examples.

It brings new guns to the forefront of strategic gameplay! The banshee now has a real role as a harassment weapon! the flamethrower gets its power back because the components will ignite eachother! the flare... well the flare might just be a tad OP with this system but hey, tweak it!

-Muse- Cullen:

--- Quote from: TehPao on May 23, 2013, 05:43:53 pm ---
--- Quote from: Cul on May 23, 2013, 05:07:06 pm ---The OP's reasoning for why tar should be flammable was simply that -Tar is flammable-, so I'm not sure what else to say. When Zill said that tar was strong enough right now, OP replied that 'It'll remove tar effects, but light the thing on fire anyway. That's not really a counterpoint to the argument, in my opinion. Its really strong right now. Making it even more strong would make it an almost uncounterable full disable.

--- End quote ---

Yes. Tar is flammable.
Yes. Once the tarred part ignites, it will remove the tar effect, but it will catch on fire, thus furthering the damage.
*Tar damages Gun*
*Player 1 Ignites Gun on fire*
*Gun takes fire damage*


--- Quote from: Cul on May 23, 2013, 05:31:56 pm ---My only other problem off the top of my head is that every system is reachable within a few seconds of running, so... lighting one thing on fire would just light everything else on fire after that X seconds. Engines are all grouped together, same with guns.

--- End quote ---

Play a game on a Pyramidion, and look at the balloon when it catches on fire. Half the time, the balloon stays on fire (unless someone yells it out). Using fire to spread out is a good strategy for the fire ship, and it also makes communication vital for the ship that is on fire.

--- End quote ---

Once again, I have to ask for you to give better reasoning as to why flammable smoke from the tar barrel should be included. Tar is put into the engines and it makes smog. The simple reasoning that the cloud it is flammable is incorrect, because it is smoky fog. Give an reason why the tar needs to be buffed to include flammability. Everything that I pointed out in that first post, you ignored and gave me the same exact answer that you gave to Zill.

And it seems like you want the fire to spread simply as a punishment for people who don't understand the importance of extinguishing flames... i.e. newer players. From a realistic perspective, since it seems like you enjoy that side of things, the balloon component is a metalic pump sitting on a metal grate suspended away from all other systems- how it could spread is beyond me- unless it spreads via the actual balloon. If it did, then that would mean it ignites everything, because the balloon is directly connected to all edges of the ship, which is where the engines, guns, and hull all touch.

-Muse- Cullen:

--- Quote from: Ofiach on May 23, 2013, 05:53:30 pm ---Cul thats the point!!! Maybe I'm not being clear here. I will attempt to show specific examples.

It brings new guns to the forefront of strategic gameplay! The banshee now has a real role as a harassment weapon! the flamethrower gets its power back because the components will ignite eachother! the flare... well the flare might just be a tad OP with this system but hey, tweak it!

--- End quote ---

The banshee is a rare gun that feels like it benefits from all ammo types- it does shatter damage, explosive damage, as well as has a chance to ignite systems on fire. Shatter damages guns and engines, and fire, at 8 stacks, disables a gun. This weapon is very useful as a disabler when used correctly. Sadly, people don't notice the shatter damage on it and instead aim for the hull, which leads people to believe that it isn't very effective.

While I could go on, I feel that it wouldn't matter. I am firm in my belief that adding all of these extra fire mechanics would make the game turn into Flames of Icarus. Icarus' wings melted off / lit on fire because he flew too close to the sun. If we add these mechanics, there'll be too much fire that the same will happen to engineers who get overwhelmed with an already difficult job.

N-Sunderland:
The banshee only does explosive, actually. Not shatter.

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