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Combat fly text and passive class abilities

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Keon:
Does hit size depend on damage? I think it does, cause carronade shots are huge.

Captain Smollett:
Hit box size depends on damage done.

Carronade hit boxes will be huge if you smash all of the scattershot projectiles into the balloon but you'll notice if you have normal ammo and shoot at a light gun you're likely to get a small hitbox on the hull and weapon.

Kharthynogus:
If we're going to talk about realism, then we should acknowledge that someone who shoots for a living should have some sort of learned skill advantage over someone who fixes things for a living. While I'm against random crits, I'm all for the idea of skills improvements for each level. It's perfectly realistic that a veteran gunner should be able to manage his gun better (+X% accuracy, +Y% turning speed). It's perfectly realistic that a veteran engineer should be able to get more out of his tools (-X% repair cooldown, +Y% damaged repaired per hit). It's perfectly realistic that a veteran pilot should be able to push his ship's capabilities further (+X% horizontal acc., +Y% rotational acc., +Z% vertical acc.).

DMaximus:

--- Quote from: Kharthynogus on August 08, 2013, 09:16:22 pm ---If we're going to talk about realism, then we should acknowledge that someone who shoots for a living should have some sort of learned skill advantage over someone who fixes things for a living. While I'm against random crits, I'm all for the idea of skills improvements for each level. It's perfectly realistic that a veteran gunner should be able to manage his gun better (+X% accuracy, +Y% turning speed). It's perfectly realistic that a veteran engineer should be able to get more out of his tools (-X% repair cooldown, +Y% damaged repaired per hit). It's perfectly realistic that a veteran pilot should be able to push his ship's capabilities further (+X% horizontal acc., +Y% rotational acc., +Z% vertical acc.).

--- End quote ---

This may come as a surprise, but veteran gunners, pilots, and engineers already have skill improvements for each level. It's called experience. It takes time and a ton of games to get to the higher levels. You learn to hold your flak shots, stop turns with moonshine, and parkour all over the ships. Adding a passive bonus just further disadvantages newbies and would create a huge preference for high level players over low levels, resulting in even more team stacking. Part of what I love about guns is that stats wise, everyone is equal. That Powder Monkey could be just as good as any level 10. All that's missing is the experience.

Serenum:

--- Quote from: Keon on August 06, 2013, 08:22:15 pm ---About combat fly text: I don't want numbers in my face.

Passive abilities: hmmm. maybe. I really don't like the idea of a crit in GOI.

Call me old fashioned, but I guess I just don't get the point.

--- End quote ---

Same here.
And I especially don't want a random% passive bonus, don't introduce more random elements in the game please, it lowers the skill ceiling and makes it unfair for everyone involved.

If noobs want to see big numbers fly about, sure, make it an option. I just won't use it.

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