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Call for Gunner Ammo Ideas

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awkm:
It's not a strict no, not just yet.  A lot of fixing can happen once the skill gets effects.  All that these skill raise is a yellow flag and that it'll be riskier to implement because if the visuals don't work, then we shouldn't have the the skill or whatever else it may be.

Impact, or the thing that does a knockback, is in fact a feature I asked for a while back and does work... but must be on the gun itself.  Like the harpoon, it means it's a weapon that has unique functionality.  Therefore a player can discover it via ship loadout or seeing it being shot in game.  On that note, it's much easier to make an individual gun's effects (trails, explosion, muzzle flash) rather than apply those effects via a skill to any gun it is equipped to.  This is because there are a few different types of guns that need effects applied (straight projectile, arcing projectile, raycast, particle).  Furthermore, the effects applied by skills (the unique muzzle flashes) are most visible locally.  In other words, when you're sitting on the gun.

HamsterIV:
I didn't read the entire thread so I don't know if this has been suggested but:

Proximity fuse: causes ammo to detonate if part of the enemy ship is in the blast radius (turns a near miss into a hit, but will cause a direct hit to detonate early).

Tar grenade: reduces clip to 1 shot, causes projectile to create 1 tar cloud on impact. (doesn't have to be ship impact) this could be used to make smoke screens by shooting at walls

Beacon rounds: Causes the bullet to light up a cloud for the duration of its life span. Does not replace flare because bullet life spans are very short.

Disco ammo: Doesn't actually change the bullet property (or may even reduce its effectiveness) but has a strobe effect for it's muzzle flash and lays down a "fat beat". Lets the other team know you are here for a good time.

Crafeksterty:

--- Quote ---Disco ammo: Doesn't actually change the bullet property (or may even reduce its effectiveness) but has a strobe effect for it's muzzle flash and lays down a "fat beat". Lets the other team know you are here for a good time.
--- End quote ---
A good time to DIE!!!



Proximity is allready on the dev app, dont know if you have noticed.


Your Tar cloud gave me a n idea for the Blind Rounds

Instead of Blind rounds increasing the animation of an explosion to last and follow the ship where it hit, they instead emit a small Black / white cloud for every shot that last for 3-4 seconds. Every shot every second that is (Flamer). if that is possible.
This change then makes it... easier? But also makes some guns (And a reasonable selection of guns) to be very good at blinding the enemy. Lets ofcourse, not forget the Drawbacks, which is -50% recoil -30% Clip which i simply want to give -50% clip and -100% fire ignition chance instead now.
Guns like, Carronade, Gattling, mortar, Light flak, Flamer, hades, hwacha will be very good at blinding.

This new Blind smoke mechanic (Which is add a 2-man sized cloud on the ship where it got hit) seems like a very cool ammo i would love to use.

It would be cool if it is possible to make the ammo effect scale the cloud duration. For example. The higher the clip, the less the cloud will last. The smaller the clip, the longer the cloud lasts. So that guns like heavy flak, Mercury, artemis, etc etc are good also. Carronades and other guns with aprox 10 and less ammo count wont be affected much. Mines i believe will hit everywhere on a ship and have the longest cloud. While using flamer with this may be useless if there is no minimum length of a cloud.

My only issue is the lag that it may offer.

So either increasing the blast animation to last longer, which i believe is a local thing.
or
Give the gun the ability to produce small clouds on the ship where it got hit.
Where ever the ship gets hit usualy is around it, so it will blind pretty effectively and would encourage blinding specific areas. Most presumably the helm. Would be neat seeing gnners actualy shooting for the helm just to piss off and make it difficult for the actualy crew on the opposing ship.

Dementio:
Deadly Trail ammo Mechanic... idea:
Projectiles now have an added or changed trail that behaves similar to tar barrel. Trail is really thin at the beginning and, while staying on the battlefield for X seconds,  increases to a radius of Y. Vanishing might be shrinking in radius or disappearing from origin to explosion point, something that looks pretty and is also useful in gameplay.
When enemy ships touch said trail they get damaged/set on fire/spotted, whatever. Damage/Fire would only apply to components that stand in direct contact with trail (trail touches, trail destroys).

What would be weird would be that the trail solidifies and then sinks like a ship with no balloon, or even faster (mass of trail calculated or fixed amount?). Shooting above enemies might be worth it to have them drop down and out of arcs.


Boomerang:
Projectile arcs get changed so the projectile turns around at a fixed or calculated distance.
Even if you are behind your enemy, you can still hit his front and vice versa. Might be able to shoot from one side of the ship to the other. Example: An asymetrical junker could then use both sides while it has turned its wrong side to the enemy or shoot behind your own ship.
Usefulness and Possibilities depend on implemented mechanic.


Self Destruction:
1 ammo. Fires nothing and immediately explodes, destroying the gun, upon left click.
Why? Example Goldfish: Destroy your front gun and get close without the front gun being destroyed by the enemy, rebuild gun at the right time and win.
Difference to lochnagar? Shoots nothing, thus is as stealthy as a stone (nobody suspects a stone!) (does it make explosion sound?). Gun is isntantly reloaded with default ammo upon rebuild (ability to choose another ammo?).


Sacrifice (Joke ammo?):
You pump yourself full with buffed steroids, lift your gun and throw it at the enemy. Both damage types are now impact damage (no AoE) and, of course, have massive knockback. Arcs are not so good, starts dropping at 20m? Can drop down on enemies.
Gun is lost forever until respawn.



--- Quote from: HamsterIV on May 27, 2014, 12:47:28 pm ---Tar grenade: reduces clip to 1 shot, causes projectile to create 1 tar cloud on impact. (doesn't have to be ship impact) this could be used to make smoke screens by shooting at walls

Beacon rounds: Causes the bullet to light up a cloud for the duration of its life span. Does not replace flare because bullet life spans are very short.

--- End quote ---
If I look at this, I wonder if their could be harpoon-like ammo. Magnet-like ammo has already been mentioned.


--- Quote from: awkm on May 27, 2014, 12:11:35 pm ---In general, if there's no good way to counter something then it's generally bad design and can potentially aggravate the player.

--- End quote ---
This might be off-topic, but how do you counter ammunition or buff?

Richard LeMoon:
Sacrifice ammo would be cool, but a total troll. I would say to give the ammo +5000% damage, and remove the gun from the ship. Also, don't let anyone use it that has not played the game for a few months or gained X commendations from higher level players.

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