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Combat fly text and passive class abilities

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Mill Wilkinson:
Numbers would immediately become the Thing To Do, because they'd add that much of an edge over people not using it. Let us all have even ground and not apply something that would just rip away the feel this game has. If they want numbers, they want to play some other game.

JaegerDelta:

--- Quote from: DMaximus on August 09, 2013, 09:42:57 am ---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.

--- End quote ---

^this

the passive bonuses dont really work for this game because its not a randomization generator.  some one who has more experience with a gun, already has more experience with a gun they dont need a passive bonus to simulate that experience. besides that having a passive bonus would basically tighten the restrictions on the standard crew composition, so if there were to be passive bonuses there might as well be class selection by slot in the lobby.

as for the numbers. its true people like seeing big numbers. but games that use those numbers are often RPG's of some type. people dont like seeing the big numbers by themselves, people like seeing small numbers grow into big numbers through playing the game.  in this game the numbers would have no meaning as the stats on the equipment are always the same. in an RPG or other such games the numbers increase on a √x curve. they go up fast in the beginning to get you hooked but then they taper off as you continue playing to not become absurd .

in this game the numbers would be a horizontal line on the graph. you could put that line anywhere on the y axis and it wouldn't matter, the gatling could do 1 dmg or 100000 dmg it wouldnt matter because all dmg is constant and proportional to all other values in the game. that is why the hit markers as they are right now make more sense (and besides they already indicate damage with size anyway). you dont need numbers to tell you how much damage you are doing because that damage is always the same. you just need to know if you are hitting.

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