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New Scope for Ship Condition knowledge?
Crafeksterty:
There is a flaw in Goio that is immersion braking and that is the upper left corner.
The kill or destruction call. But it works just like your usual shooter "Guy shot guy 2".
It does it for all different component destructions and different kills.
Which makes things quite unobviouse.
Not only that, the stats on the weapons dont make sense and hard to apply it on actual gameplay.
Now, in the competetive scene when someone knows exactly how many shots it takes to take down armor or hull down. But then out gunned when sometimes the damage output did not do its job because the engineers on the recieving side did a good job. But that usualy covers 1 extra shot or 2 extra seconds of shooting.
To make things more apparent on how much armor/hull the ship but WITH the added visual effect that we have now is.
Condition scope
A scope that only works on ships spotted by a regular Scope.
This condition scopes shows the ammount of health and armor the ship is at.
But it does not "MARK" like the regular one, only the viewer sees the ammount of health and armor while having it up.
But he only sees health on MARKED ships. So when you are battling against ships unmarked inside cloud cover and you cant spot him, then you still have to guess its health.
This is the type of scope that Pilots and Gunners would want. Engineers would not think of it too much. For gunners, they could anticipate before going into a gun when to shoot. Or the gunner could keep aim until the Pilot calls when to fire.
Not only that, it will also answer why some fights just take a long time, and would make this more apperent for newcomers.
What do you guys think? Because the upper left corner is not obviouse to what hull damage is broken.
A scope that only works on marked ships, and only seen by the viewer himself to force him the knowledge alone and to communicate it with his crew who does not have that new scope.
Morblitz:
While ideas for new stuff in games are always good and I don't discourage them, I am fairly against the idea of any sort of definite and exact readout of how a ship is fairing - such as health bars. It removes the skill and intuition out of tactics. Can I take this ship out in the next volley? Or, do I need to pull off some risky manuever to get the job done? Health bars take the unknown element out of play, which lessens the risk and uncertainty that comes with making a judgement call, which I think would not be a good thing.
Hammering a ship hard and then wondering why they are still alive is part of what makes this game great. You never quite know what is going on, with 100% certainty.
I think the visual clues we get of a ships condition we have now are enough. The game really doesn't seem like it's trying to spoon feed us. That's why the hud doesn't do things like set off big visual notices when components are getting trashed, for example. It's up to US to be aware.
Captain Smollett:
I still like the idea of having a different sort of scope to vary the gameplay. I always thought a range finder would be interesting.
JaegerDelta:
the thing is, a ships condition is already broadcasted to everyone in the game. i.e. the crumple effect as the perma health gets lower, the balloon deflates, and all components smoke when they are broken, glow gold when buffed, and glow white when coated in chem spray.
im all for variety in multi-player games but i feel like another scope that depends on the original scope wouldnt so much add variety as it would add clutter and confuse new players even more than they already are.
GrimWinter:
I do think different scopes in general would be neat
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