Info > Feedback and Suggestions
Other than Airships
Phores:
Allow crew to equip fun but mostly ineffective "fluff" items.
Just things which make the crew seem more like people than avatars of non-stop ship-ship war or give "idle" animations and the like. Examples:
* Flintlock pistol: Firable by the individual rather than the ship. Does, at maximum(if any), the damage of a single gat shot.
* Grappling hook: Activate when falling from the ship to pull yourself back aboard.
* Watering can: How else did all those potted plants survive?
* Falconry glove: Call/Release a bird of prey. Make it hunt down a gull for added effect.
* Cleaning bucket: Scrub the deck with use. Throw increasingly dirty water on enemy ships (just for humor).
* Book: Crouch down and read a page, local pc can generate spam styled text. Add in an "I wish I could read" quote or like.On the note of that point: character voices would be nice (especially for things like captain changing "priority"). "Macro voices" has been suggested elsewhere too for audio yells for those without a mic for things like "Balloon down!" or "Man starboard guns!".
Depending how far you can go with the age rating there is ofcourse:
* Cigar/Ciggarette/Pipe: Just for look, fairly staple steampunk. Use lights/stows.
* Moonshine: Generic game drink effect. Just make it a slight blur to it's not too much of a hinderance.
* "Contraband": Every crew has it's vice, plays with contrast/gamma/etc. Particularly common dystopian feature.
* Sweet memories: Briefly pull out a picture of a steampunk styled pinup.
Edit: This whole section:
Bigger ships would be awesome though smaller(3 and less crew) would be very awkward to ballance to a playable level.
Bigger ships could pull in up to 8 man crews for capitol ships/flagships used in scenario/"asymetric" matches (hey, fun doesn't always mean equal teams)
Simply big ships in the 6 man area would be more managable for skirmish
Ballance could be interesting, offsetting tremendous firepower and armor for becoming more akin to an angry terrain feature.
Large guns having separate "turn speed" and "reload speed" hit locations could make engineering them more awkward while simple fear of being in arc makes them an area denial. Basic gun ballance can be extrapolated from current weapons by increasing projectiles/second with an increased bullet life and/or reduced bullet drop, some weapons could even be given continuous fire (fire rate slowed by damage).
The boiler room idea could work maybe even make it never have enough power to siginificantly power everything at once: forcing the tough decisions of fight or flight for the cumbersome giants.
As is the galleon feels to me like it's in an awkward palce, overgrown and clumsy for a 4 man ship yet too stunted to be a terror of combat that would justify a "heavy" placement.
On an aside, large weapons that would be interesting to see on some of these bigger ships: (probably wouldn't be affected as much by special ammo though)
Baloon mines: Think inverted sea mines, fire from a mid range cannon, reload and clip size prevents too many being around before their baloons fail. (Genuine area denial/cloud trap)
Superheavy mortar: Only fires at distant locked enemies, fires a very high arc shell at the enemy landing several seconds later, devestating the local area. (Flush enemies out)
Bolas: (could possibly fit this to current mid-size) Functions much like the harpoon but binds 2 other ships together.
Ball and chain: Fire a harpoon at a ship with a heavy weight attatched, generally messing with their momentum and turning (possibly sinking)
Khamael:
I like your fluff items, though I think it's incredibly unlikely they will be implemented anytime soon due to the fact that they have absolutely no gameplay applications. Then again, aesthetic is a major feature of this game, so they might be added eventually.
For the differently sized ships, I kind of imagined there being only certain levels when they can be used, or at least made so that whoever sets up the match can decide, as in there's an option that looks along the lines of:
Teams [ 2 ]
Ships:
3-Man: [ 1 ]
4-Man: [ 2 ]
5-man: [ 1 ]
I like your heavy weapon ideas. They also have the feature I want added which is guns that don't do direct damage, like your balloon mines.
Also, I was discussing heavy weapons with a friend, specifically the concept of them requiring two people. He said that, while that's a good idea, it should be at least possible to fire them alone and just be at a disadvantage. Sort of like requiring a gunner in a seat to fire and another off to the side reloading. That way, if they're desperate enough, you could get in the seat, fire, then get out, walk to the other side, reload, walk back, repeat. It would be much slower, but it would probably prevent people from refusing to use heavy weapons outright due to the difficulty.
James T. Kirk:
Just to make a quick backtrack:
--- Quote from: Darcain on June 10, 2013, 07:11:38 am ---A free for all sounds like something that could be quite fun with 8 ships in total.
--- End quote ---
Personally, I don't think so.
A free-for-all completely negates the need for harassment ships, disablers, or any other support loadout; one player would do all the work on a kill, and someone else would swoop in and take the point.
Free-for-alls would be made of Merc/flack Pyramidions, gat/flack junkers, and, maybe every once in a blue moon, a gat/mortar Pyra.
While crew-based teamwork would be maintained, team balancing of ships and captain coordination (two major parts of the game) would be out the window.
Making a shaky alliance between another ship to take down a Galleon would be interesting, but coordinating the strike without alerting your prey to your plans would be hard to implement.
Phores:
Yeah, some ships really arent possible to take down solo without some real work or BS meta reducing the game to one of a handful of builds. A 2v2v2 match would be interesting though.
LMS would be the most viable but favours hiding a lot while kill count favours a lot of killstealing, either would have a rather interesting metagame within them.
Echoez:
--- Quote from: Phores on June 18, 2013, 08:57:41 am ---Yeah, some ships really arent possible to take down solo without some real work or BS meta reducing the game to one of a handful of builds. A 2v2v2 match would be interesting though.
LMS would be the most viable but favours hiding a lot while kill count favours a lot of killstealing, either would have a rather interesting metagame within them.
--- End quote ---
Now that is a pretty cool suggestion, 2v2v2 still has the team element into it and sounds very fun to me personaly at least. Though I'd like to only see it on objective based maps, not DM.
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