Info > Feedback and Suggestions
Suggestion: Better crew reactions/interactions in combat
Derrick Hayden:
Hi there,
I'm new to the game and forum, so please forgive me if anything mentioned here was already discussed. I just want to share a few suggestion that might one day make it into the game and, in my opinion, make it even more exciting.
I really enjoy the game, but one thing has been sticking out like a sore thumb whenever I'm in a intense battle, fires all over, chaos on the deck as the ship is out of control. First off the lack of a damage model for the ship is somewhat annoying, because looking at a ship with almost 0 hp you see no indication of that, but that might be a harder thing to implement then i imagine it to be or maybe its intentional for balancing issuies. The second and more important thing that stands out is that the crew is never affected by the rockets/flack/bullets landing at their feet and they just keep running at full speed not even flinching. So my suggestions would be to improve the reactions/interactions of the crew to match the danger they face, like:
-making certain weapons/ammo/abilities kill, injure or push the crew off the ship (with reasonable respawn times)
-making crew "brace for impact" when ramming ships/hitting terrain , as in they have to press a key/key combination as fast as possible or risk falling off/dyeing , maybe even have them hang on for dear life until a teammate pulls them up
-basically having the player take action when something violent happens to the ship, something that requires quick action/quick reflexes so as not to incur a penalty like becoming stunned for a few seconds.
In short the crew/the players needs to feel more alive, like a true sailor trying to survive/hang on to a flying ship that is getting bombarded while also doing his/her job.
I'm sure these things would take a lot of work to implement so i hope i haven't insulted anyone by suggesting this. I do however want this game to keep evolving and I'm sure that most people would agree that in muliplayer games one of the most important things to have is diversity.
Keep up the good work.
Cheers.
Imagine:
Sooooo... you want to add quick-time events added to the game?
Also, as a note, there is visible damage to stuff like hulls, balloons, as well as guns other components giving off smoke when damaged/destroyed.
And, lastly, making weapons to injure/kill players would be soundly not fun and is actually pretty much the same as asking for boarding to happen. It's something that sounds a lot better in theory than would be in practice.
HamsterIV:
There are subtle changes to the ship model as it takes damage. The most obvious are the metal bits around the nose:
The game code limits the artist from changing any geometry on the walkable areas of the ship for when it takes damage.
As for crew members getting hurt/killed/stunned. It has been brought up before, but I believe it is counter to the "feel" of the game. The Damage scroll show <ship name> Killed <ship name> making the combat in GOIO less personal. The ability to single out individuals on the enemy ship for direct fire would make the game a little more mean spirited. Not to mention the balancing concerns of sniper weaponry like the merc taking out the captain, and lets face it everyone's first instinct would be to shoot at the helm.
Derrick Hayden:
--- Quote from: HamsterIV on August 14, 2013, 06:24:24 pm ---There are subtle changes to the ship model as it takes damage. The most obvious are the metal bits around the nose:
The game code limits the artist from changing any geometry on the walkable areas of the ship for when it takes damage.
As for crew members getting hurt/killed/stunned. It has been brought up before, but I believe it is counter to the "feel" of the game. The Damage scroll show <ship name> Killed <ship name> making the combat in GOIO less personal. The ability to single out individuals on the enemy ship for direct fire would make the game a little more mean spirited. Not to mention the balancing concerns of sniper weaponry like the merc taking out the captain, and lets face it everyone's first instinct would be to shoot at the helm.
--- End quote ---
I didn't want to go into to much detail to make the post to long but what you said there at the end about targeting individuals can be overcome by having certain abilities or like i said some kind of quick time events (which are not as bad as most people make them out to be) that counter weapons that fire at the crew. The best example i can think of right now is the "take cover" mechanic in Assassins Creed 3's ship combat, so when the pilot/captain sees that a ship is firing at him he needs to act accordingly + still fly(tho i understand if some people might find that a bit to daunting). You can maybe go so far as having like a "medic" class that heals/protects/buffs your crew in the same way as the Eng does with the ship, and have him carry abilities that protect the crew in more meaningful ways.
Derrick Hayden:
--- Quote from: Imagine on August 14, 2013, 06:19:36 pm ---Sooooo... you want to add quick-time events added to the game?
Also, as a note, there is visible damage to stuff like hulls, balloons, as well as guns other components giving off smoke when damaged/destroyed.
And, lastly, making weapons to injure/kill players would be soundly not fun and is actually pretty much the same as asking for boarding to happen. It's something that sounds a lot better in theory than would be in practice.
--- End quote ---
(you used both add and added in that sentence :P)
Please don't make it sound like quicktime events are the work of the devil, they are not that bad as long as they are properly implemented and not overused/abused.
And yes i did see the smoke/fire on individual components , but what i meant is the ship itself seems to be always in one piece even if it should be falling apart. Also this is, like i said, a minor gripe.
Lastly the part of the injure/kill was just to add a touch of actual danger to it all. I just feel that having the crew not care/not feel at all that the ship just got rammed by another ship at full speed is kinda "immersion breaking" (for lack of a better expression).
I know it's easier said then done but its not impossible.
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