Info > Feedback and Suggestions

A new piloting tool: Ship Stabilizer

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Schwerbelastung:

--- Quote from: macmacnick on May 04, 2014, 11:05:40 pm ---Schwer, the suggestion on hull damage was for when the ship is turning with the tool being active.

--- End quote ---

Thanks, I'll try to get that fixed by a mod at some point. I hate leaving small inaccuracies (that I know of) behind  :P

Dementio:
Have you considered harpoons?

If I had a Spire that has a harpoon on it it would instantly turn the spire out of arcs. Also it moves my ship towards the enemy which I actually don't want to happen.
This tool could allow me to use a harpoon on any ship and on any gun slot without having my ship turn against my will and without my ship getting pulled towards the enemy. I could actually reer the enemy in or even have them get stuck on the piece of cover that they were trying to get behind.

I see much more use for this tool when combined with a harpoon, when fighting mines or even combined with impact bumbers and less long range use.

Also, what would happen if everything on your ship is disabled? Does it still damage your engines/balloon/armor if you don't have these things anymore? Would it do perma hull damage? Or would the tool just not work if the thing that is to be damages is already destroyed? I think it would be rather useful to have a tool that can stop you from moving while your engines are down, like drouge chute slows your drop while your balloon is down.
Does it really have to damage anything? Why not leave it at bringing your ship to a deadstop no matter what you do while the tool is activated?
If you want to stop the tool from being abused why not leave it active for X seconds after deactivation or even ave the accelaration of everything be incredibly decreased and increase it by X% over a period of Y seconds until it's back to normal? Making it possible to move your ship again, but with the decreased accelartion your enemy can still gain the upper hand.

However, I do not see why the abuse of this tool would be severe enough to punish it in general. It should not reduce the damage you take or reduce recoil, which has nothing to do with the ship at all, making this tool less realistic than the entire game. It should just stabilize the ship and stop it from moving entirely.
The punishment already is when you have to give up a pilot tool. If you combine it with impact bumbers to counter rams entirely you have to give up 2 slots already leaving you only 1 more slot for more engine power or vertical evasion.


And Schwer: Having the tool interact with the throttle and stuff might confuse the player at times if they didn't read the description correctly. Causing more confusion than it was supposed to fix. Another possibility might be that the player is looking away while activating this tool, making it's interaction kinda pointless.

Schwerbelastung:

--- Quote from: Dementio on May 11, 2014, 10:34:20 am ---Have you considered harpoons?

If I had a Spire that has a harpoon on it it would instantly turn the spire out of arcs. Also it moves my ship towards the enemy which I actually don't want to happen.
This tool could allow me to use a harpoon on any ship and on any gun slot without having my ship turn against my will and without my ship getting pulled towards the enemy. I could actually reer the enemy in or even have them get stuck on the piece of cover that they were trying to get behind.

I see much more use for this tool when combined with a harpoon, when fighting mines or even combined with impact bumbers and less long range use.

Also, what would happen if everything on your ship is disabled? Does it still damage your engines/balloon/armor if you don't have these things anymore? Would it do perma hull damage? Or would the tool just not work if the thing that is to be damages is already destroyed? I think it would be rather useful to have a tool that can stop you from moving while your engines are down, like drouge chute slows your drop while your balloon is down.
Does it really have to damage anything? Why not leave it at bringing your ship to a deadstop no matter what you do while the tool is activated?
If you want to stop the tool from being abused why not leave it active for X seconds after deactivation or even ave the accelaration of everything be incredibly decreased and increase it by X% over a period of Y seconds until it's back to normal? Making it possible to move your ship again, but with the decreased accelartion your enemy can still gain the upper hand.

However, I do not see why the abuse of this tool would be severe enough to punish it in general. It should not reduce the damage you take or reduce recoil, which has nothing to do with the ship at all, making this tool less realistic than the entire game. It should just stabilize the ship and stop it from moving entirely.
The punishment already is when you have to give up a pilot tool. If you combine it with impact bumbers to counter rams entirely you have to give up 2 slots already leaving you only 1 more slot for more engine power or vertical evasion.


And Schwer: Having the tool interact with the throttle and stuff might confuse the player at times if they didn't read the description correctly. Causing more confusion than it was supposed to fix. Another possibility might be that the player is looking away while activating this tool, making it's interaction kinda pointless.

--- End quote ---

Thanks for the input. I agree that it could be very useful with harpoons, and to a certain extent also that it could be confusing if a new player didn't read the description.

However, it would be cool to let new people know somehow that the functionality that this tool offers can be achieved through other means. It's not crucial, but it would be kind of a "hidden tutorial" as ship stabilization is not something all new players consider or are very good at.

I also think that I suggested the tool to stay on a few seconds after deactivation so you could not just click it and forget it, much like you can when stabilizing the ship using moonshine. There would be a drawback which would limit your ability to move the ship immediately after trying to stabilize it.

My initial idea suggested that this tool would "combat" any increase in momentum. This would effectively mean that it would be theoretically possible to move the ship, but the movements would be very slow and potentially also damage your ship. You also bring up a good point about whether this tool would work when the engines are destroyed - I think it wouldn't be overpowered to have it work like that. It would also give more reasons on why to pick it over some other tools without (in my eyes) making it too powerful.

Richard LeMoon:
OK, so here are my final thoughts on the idea. All numbers are guestimates subject to testing.


Mechanics:

Ship engages on board gyroscopes to stop turning motions.

Ship also fires a harpoon-like anchor straight down, stopping horizontal and vertical motion.

Dampers activate on all guns.


Benefits:

Ship stops all motion almost instantly, even if engines are broken. Only tool that can stop sideways drift.

Guns get reduced recoil**. 50% reduction.

Possible buff to projectile velocity. 10% or so?

Ship will not move when hitting or being hit by a harpoon. Sort of an 'anti-harpoon'/buff tool.

Ship will not move when impacted, either by mines or other ships.


Downsides:

Tool lasts for a time after deactivated as anchor is raised and gyro is spun down.

Reduces turning engine power by 90%. Using engines will damage armor with impact damage due to gyroscopic torsion.

Ship can no longer rise, due to the anchor. Can descend?

Anchor leaves a visible rope connecting your ship to the ground. Enemy ships can easily see when you have this tool activated.

Guns get reduced recoil, but also suffer from the dampening by having severely reduced rotation speed. Similar to lochnagar. At least 50% reduction. Also slows rate of fire by 10%.

10% increased projectile velocity increases arming range, making it more risky at close range.

**Guns get 10% increased recoil (from base) if you touch any helm controls (steering and balloon, not tools). If you have ever tried to move a spinning gyroscope, you will understand why.

All impact damage to your ship is increased by 10%.

Activating the tool while touching any solid object would basically be suicide.


Summery:

I feel that with testing and balancing, these mechanics would make a well-rounded, useful-yet-risky tool that would have multiple uses at all but short range. Clever pilots will likely find uses even at short range. The risks are that if the enemy knows you are using it, they can quickly adjust tactics. In exchange for premium accuracy, you give up all mobility and slightly lower DPS. This leaves your ship completely open to surprise flanks and high speed frontal charges.

Heavy clip would be very useful still when using this, as you would get pinpoint accuracy at a 10% further range. Or it could be used with lesmok for a greatly increased range and large increase in accuracy.

As far as Spires being overpowered with this, the lack of turning on the ship as well as guns makes the ship extremely vulnerable to strafing attacks.

Crafeksterty:
Are you guys forgetting that moonshine pretty much allready does all of what you guys are stating?
I mean the stats where the guns get a buff because of a tool is... maybe too much but would be cool to see a tool that actualy helps out guns.

For the harpoon... the only thing moonshine does not prevent is sidewise drifting but it does help not loosing control.


I would still like this tool however. Its just that right now it needs to simply be a Stabiliser that does not hurt the engines. That way, moonshine is something with heavy drawbacks.

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