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new role: scientist

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N-Sunderland:
I've pointed this out with other role ideas in the past, and I'll have to point it out again. It just wouldn't be worth losing an engineer or a gunner in order to mess around with voice chat.

Coldcurse:
maybe its useless to make another class, but i think some of the items can be usefull.

just to be saying everything i wrote was based on one single idea, gathering information about the enemy and decieving them.

every item still needs to be tweaked out and made fair and not overpowered.

i already got someone that says that the items are not balanced and will change the gameplay.
i have no intention to make any of this items overpowered and gamechanging.

such as the whale singer, this radar item is not a pinpointing device, it only lets you know what direction the enemy is.
dont think that you can pinpoint the enemy with it, its going to have a large radius to still make it possible for the enemy to launch surprise attacks.
also as i wrote before the device can be inaccurate when involving clouds, sandstorms, mist, rain.
the device wont respond on enemy behind structures.

Meneldour:

--- Quote from: Coldcurse on March 21, 2013, 07:17:32 am ---i dont think you have voip third party software when you are with a strange crew, and tapping the voice chat/ crew chat can be usefull

--- End quote ---

The thing is that you cannot ever decide balance issues based on pubbies' gameplay. No matter what anybody thinks, it's the "pros" that play the game properly.

Phoebe:

Just adding a quick "My cents" on the concept of adding a new role to Guns of Icarus Online quickly before I have to head out:

Without going too indepth on your suggestion;- I will leave this up to other people - here's some food for thought.

One thing you have to be really careful about when adding different classes or roles to a game that essentially is all about a somewhat realistic gameflow on a dieselpunk vessel is completely altering how the game is played.

You don't want a game like this to "feel" like Team Fortress II where some classes are just considered either redundant or simply too silly.   You also do not want the game to have too many classes and roles because it should essentially try to motivate people into working well together and coming up with different tactics for their ships loadout and how they pilot it;- rather than what class combination you use.

Once you start brainstorming for different classes while you already essentially have the three base most important features for air to air combat on a serious semi-realistic level you must think about what kind of impact it has on current game structure to implement a fourth;- and in most cases you'll find a lot more cons than pros;- where the pro usually just says, "Well, it would be fun"

Coldcurse:
i will make a new post for ideas for new items, adding new classes is indeed riddiculus.
but i think that alot of people have good idea for items that can be used in-game.

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