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A new piloting tool: Ship Stabilizer
Schwerbelastung:
--- Quote from: Crafeksterty on May 11, 2014, 03:59:43 pm ---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.
--- End quote ---
I do believe that it has been mentioned several times that the ship stabilization effect can be gotten through the use of kerosene/moonshine, chute vent, and hydrogen. However, with some of the suggestions in this thread, this tool could prove to be a viable option, especially to long range ships.
Because all the tools have some kind of drawbacks, I think it would only be logical to have some drawbacks for the ship stabilizer too. Also, as the stabilization effect could be reached with other tools, it wouldn't necessarily be a bad idea to give the tool some other benefits as well in addition to just dramatically reducing momentum. What we are trying to do in this thread is get an idea on how to balance the benefits with the drawbacks, so the tool will neither be under- or overpowered. :)
Crafeksterty:
I understand, it just feels like its going overboard D:
If you look at the other tools, they have simple stats that enhance exactly what they want. And takes away what they dont need.
Stuff like the impact bumpers and the Drogue chute seem underpowered but does very good against those specific conditions.
A spire with Impact Bumpers survives 50% of pyra rams. Not to mention Drogue and Bumpers togheter proove for a hard to kill baloon popped ship.
So having a simple something of a tool that enhances the ship in a prefered way (In this case for snipers to be able to fire instantly after movement or near instant and stable as possible) that is making the ship stand at a stand still is very nice. Simple and quick.
Here is my "Gameplay design" for the stats and how it works for ships.
When the tool is active is slowly stabilizes the ship from full speed. Max time is 3 seconds until full stop from full speed.
While the tool is active the ship is at a standstill. Unaffected by drifting, bopping or pushing. (Very little effect but enough to almost supress small to medium effects, while larger effects like a harpoon or a ram moves the ship little enough)
But as a downgrade. Add in impact damage Taken 25%+ just to make up for a ship not being able to get thrown off arcs.
Ships like the galleon can afford this in close range, and maybe junkers. But for other ships, this drawback is going to kill them if used uncorrectly.
While the tool is active, the engines going forward, or turning wont affect the ship at all (Or very little as i mentioned).
However, here is the second drawback.
The tool can be activated and deactivated by the pilot at will but he has to keep it ACTIVE at all times if you want to keep that stabilization.
This makes sniper ships 3 man gunned if the pilot is hugging the wheel with the tool active.
With it you then can also use it more for close range purposes and in reaction to not get hit when you turn it off.
With it, the pilot can get impact bumpers along with this tool to not get thrown out of arc and be rammed as if he got rammed without impact bumpers.
Like i said, affordable on galleons, and maybe junkers. Combine it with drogue chute also, and you have an enhanced drogue chute but the pilot is forced to hug the wheel.
(I mean, would be nice if the ship would fall a bit slower from using the tool but not as powerfull as drogue chute. So a combination would be great)
Another drawback to all of this is the slot for it.
So... We have a ship stabilizing tool that can be used to save one self and quickly correct the ship from turning for the guns sake.
We also gave it a good combo with either drogue chute or Impact bumpers.
Have keroseen and Stabiliser, you then have a selective moonshine. Where you sacrifice a slot, but can choose both not as damaging speed, with an easy to control without damage stabilization.
But it must be actively used. In most cases, im seeing this being used very bursty just to stablize the ship for the first few seconds and then proceed.
For proactive uses, its versus baloon popping and ramming with a combination (If you choose) with impact bumpers or Drogue chute.
etc etc.
TL;DR
Stabiliser:
Stabilizes the ship, making it almost unnaffected by wind and ram or other impairments that forcfully move your ship.
Slows the ship down almost into a full stop in all directions. When the baloon is down, descent is also slower.
Active on selection. 25%+ to impact damage.
Very good versus harpoons, and good for quick stabilisation of snipers and a mini moonshine if combined with kyrosine, hyper drogue chute if combined with drogue chute, drawback neglected if combined with Impact bumpers. But as a choice, takes up a slot, and needs to be actively selected if you want to keep the effect running.
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