Info > Feedback and Suggestions
Call for Gunner Ammo Ideas
Crafeksterty:
--- Quote from: MrJeff on May 23, 2014, 06:03:59 pm ---Blinded sights on guns
--- End quote ---
Huh!! Never tought of that.
Edit: Actualy, i once suggested the light flaks puff of smoke when it hits something to be larger.
Now that i think about it, Is it possible to make an ammo type, force the explosion effect follow the enemy ship at where its being hit at?
For example, shooting at a racing pyramidion wont be so blinded but the smoke from light flaks shooting at it, but an ammo that prolongs the explosion animation while following the enemy ship (Or explosion animation follows the enemy ship where it hit him).
I mean, it could be straight up
Smoke Ammo
The explosion of the gun lasts for 3 seconds longer on direct hits as well as it stays with the enemy ships momentum.
MrJeff:
--- Quote from: Crafeksterty on May 23, 2014, 06:07:00 pm ---
--- Quote from: MrJeff on May 23, 2014, 06:03:59 pm ---Blinded sights on guns
--- End quote ---
Huh!! Never tought of that.
--- End quote ---
I was trying to think of alternate methods to anno...er...confront people. Mud to block sights, tar to lock a weapon in place, foam to jam the barrels, etc. I had this thought of a squid sneaking up behind people and making them unable to fight back for a small period of time. It wouldn't win DM's by yourself, but in point games it could prevent the death of your ally-on-the-spot.
I'm sure more creative people could come up with others. I've been trying to come up with one that would simply unseat the enemy gunner, like when a gun is fully damaged or far too hot. Force them to sit back down and re-aim. I can't think of anything interesting enough. Same with the "force their gun to go into reload mode" ammo. :)
awkm:
RE: Status effects
Adding an effect on a targeted component might be possible. What it would, though, is that it won't be repairable. I don't want to introduce another tool to negate the effect meaning it can't be TOO detrimental like fire stack. Intermittently emitting a distracting spark might be okay, doesn't go away until the gun is destroyed. It'll take a while for these kinds of ammo to make it in though since it'll involved both code and time, although probably less than new tools. I like the idea.
RE: Homing/heat seeking
Our 'homing' is basically like heat seeking. It'll look for engines more or less. Haven't played with it in a long time but it's still in the code. We may be able to pull it out and make it a skill modifier.
RE: Not being there last second
It was a risk/reward and information display decision. If you're not there to reload the gun, and it's reloading on its own, how do I know what ammo the gun is being loaded with? Now that we have additional UI and such, it might not be a big deal. It's something to discuss but will undoubtedly be a huge change gameplay wise. For better or worse, unsure.
GeoRmr:
--- Quote from: Crafeksterty on May 23, 2014, 06:07:00 pm ---
--- Quote from: MrJeff on May 23, 2014, 06:03:59 pm ---Blinded sights on guns
--- End quote ---
Huh!! Never tought of that.
Edit: Actualy, i once suggested the light flaks puff of smoke when it hits something to be larger.
Now that i think about it, Is it possible to make an ammo type, force the explosion effect follow the enemy ship at where its being hit at?
For example, shooting at a racing pyramidion wont be so blinded but the smoke from light flaks shooting at it, but an ammo that prolongs the explosion animation while following the enemy ship (Or explosion animation follows the enemy ship where it hit him).
I mean, it could be straight up
Smoke Ammo
The explosion of the gun lasts for 3 seconds longer on direct hits as well as it stays with the enemy ships momentum.
--- End quote ---
I thought the clouds we have were bad enough... XD
Crafeksterty:
They are, but this is a bit more specific to Crew vision. Like, simply taking away their physical vision for 3 or so seconds. Being in clouds, takes away actual vision of sorts.
Its not like the smoke rounds will stop spotting, just make it hard for pilot/Gunners to see when getting hit.
2 Light flaks/Artemis/1 Mortar/ and maybe some other can keep a ship blinded haha, and give a reason for Explosive weapons to be shot early XD
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