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Gunner Tool: Addons
Nidh:
Is there a thread for crazy gun ammo ideas? I have one: Impact ammo, 80% clip reduction, 60% damage reduction, adds push effect (impact damage)
SirNotlag:
Ooh ooh here is a crazy idea for an ammo type!
Swarm ammo: bullet speed -30% fire rate +1000% weapon damage of 15 per shot. It would be like lochnager for fast firing weapons cause big ones wouldn't see much use of slower bullets and just extra fire rate but a flamer or chain gun could fire a huge cloud of damage and break itself in the process.
As for the add ons that the gunners could get its a neat idea, there has been thousands of ideas suggested for new gunner tools from hand held weapons to voodoo trinkets.
Not that there is anything bad about giving Muse ideas
Crafeksterty:
--- Quote from: awkm on May 16, 2014, 06:42:20 pm ---Again, if the problem can't be solved with additional ammo (again crazy ideas for ammo are okay... like effects while the ammo is loaded like Heatsink) then we can examine additional mechanics.
--- End quote ---
The problem again coming from me, is that the gunner only has one purposefull tool type. And the function of this tool type is the problem. Not how it works, just that that is the only option the gunner can play with and have.
If i would make these tools more simple (The addons), and in a way more powerfull, they could straight up be passives. With these tools equipped, the gunner simply fires every gun he jumps on with the added addons. I dont know exactly how much that breaks things, not in terms of stats but rather, there are no tools in the game that gives a passive effect. So that would be a completely new mechanic one must implement.
OR
These addons if selected on a gun produce the effect without reload instantanious.
This both balances out a bit on my idea. Which then is so that you cannot use 2 addons at a time, but you still can use one ammo type and an addon.
Not only that, it does not really need new graphics or models. Maybe some form of graphic in the future. But atm, an addon can work as a passive if selected on a gun.
So a gunner jumps on a lochnagar loaded heavy flak, all he has to do is choose oil addon once there. That way we get rid of the cooldown mechanic, we get rid off addons being held on the player hand. Only thing it does is modify the weapon on selection.
But really, i dont know. Crazier ammo type would be nice. An overhaul to the gunners current ammo selection may be the easiest solution if you still want to keep it at ammos.
SirNotlag:
Here is another link to a discussion about new ideas for gunner tools:
https://gunsoficarus.com/community/forum/index.php/topic,3680.0.html
It has talk about passives and other things on page 2.
I still think tools that take up a slot and give passives can be balanced and would be a nice way to vary up the builds.
to quote myself from the thread i even had some ideas
"reload crank: while the gunner is sitting on the gun it reloads 20% faster
padded gloves: reduce recoil by 10%
Magnification goggles: the zoom function on all weapons is doubled
weapon lubrication: weapons rotation speed increased by 15%
necklace of steel: while sitting on the gun its armour is increased by 30% so it is harder to disable.
rabbits foot: its so lucky that when sitting on a weapon it has a 50% chance of stopping a fire stack from being placed on the gun.
ring of the protector: increases the ability to repair weapons by adding 1 to rebuilding them and 25% to keeping them maintained regardless of tool used.
Witches Heart: while sitting on a buffed gun its fire rate is also increased by 25% and reload rate is increased by 30%"
There are other ways that gunners can be given more tools that don't alter the mechanics of the game too much, an example i can think of would be a buffing tool that takes up a gunners tool slot and provides offensive buffs by either only being used to buff guns or providing alternate buffs that could stack with the original buff tool. An example for an offensive buff for the hull could be electrically charging it so when you come in contact with the hull of another ship the charge is used to electrocute the other ship for more damage or hitting their components with shatter damage. That could be used to help you ram other ships or get back on your feet by disabling an enemy ship that rammed you.
Caprontos:
--- Quote from: awkm on May 16, 2014, 06:34:12 pm ---I like the ideas in principle, but because these are all new mechanics which will require new UI and interaction methodologies... it'll be hard to pull off.
If there are ways to create more skills for the gunner to make them more attractive, that would be the best and easiest way to do things.
--- End quote ---
Can I ask how you guys (devs) would feel about changing the gunner class to be a muti-class in that...
A gunner can pick either three ammo - or - two ammo and two tools?... allowing the gunner to fill the current gunner role or the "gungineer" role . Perhaps this falls under the "new mechanics" though.. but imo this would in general let the gunner class be more useful in more spots.
The idea would be, it makes the gunner more flexible while not removing his primary use to always be shooting things.. or letting him be entirely outclassed by an engineer.
--- Quote from: awkm on May 16, 2014, 06:34:53 pm ---With the the new gunner ammo, I'm thinking of really really niche but really really useful.
Crazier they are, the better.
--- End quote ---
At any rate... crazy gunner only ammo.... That's not necessarily even a good idea or make any sense.. stats for you to decide mostly.. unless I have a suggestion.. but I will try to think "Crazy" you can figure out if its balanced or how to if they are useful..
An ammo that deflates an enemies balloon, causing it to move down quicker, and up slower. like mimicking the pilot tool
An ammo that has a chance to remove chem spray seconds or buff seconds..
An ammo that "seeks" specific components.. So if you shoot with in a certain range, the ammo will turn to hit it (so like, if you have engine seeking ammo, the ammo will turn and hit engines as long as your close) (Reduced rate of fire though..).
On that note.. magnet ammo that makes it pull toward metal parts of the ship..
An ammo that changes a guns dmg type.. (goodbye balance!)
Light loch.. that works like loch but will only reduce light guns to 1 hp.. with slightly reduced stats..
Some new debuff ammo.. Things like, if you hit an engine its output is reduced by 25% for 20seconds..
An ammo that marks a hit ship.. works even in clouds.. but the mark follows normal rules and will go away if not visible.. (single shot, +20% reload + a bit more range).
An ammo that creates small tar clouds.. on impact..
Friendly ammo (heal - buff - chem spray allies from afar..)
Friendly ammo 2 - (Use the magic of friendly ammo to heal - buff - chem spray yourself..)
An ammo that makes a ship magnetized.. and pulls it toward any nearby ships..
Delayed fire ammo.. it only tries to add fire stacks x seconds after hitting an enemy ship..
Ammo that only works for mines, but lets you use a hot key that explodes all the mines you shot with the ammo..
buff ammo that adds a buff to the gun that lasts for two clips.. second clip can be any ammo.
Ammo that extends the life of engi buffs and chem spray... maybe it makes a buff last 2 clips, instead of timed.. if the ammo is active when the buff is added.. the point is so... having one buff engi is fine because he doesn't have to buy your gun all the time, and still buff and shoot his.... or just to make chem spray last longer..
Ammo that increases the turn ratios of the gun .. but dmgs the gun the entire time it is outside its default range.. (They said the pyramidion couldn't shoot to the right..)
Random stat ammo.. that randomly adds buffs and debuffs from a pool that includes all available buffs and debuffs.. (... no? I didn't think so)
Ok I am going to bed now.. I am up way to late.. haha..
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