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Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
N-Sunderland:
Double gunners on a Pyra? That's not a very good idea. It leaves your balloon badly exposed to any carronades/lumberjacks the other team might have.
LazerusKI:
so far it worked.
but as i said, i was thinking about a change and hope for some additional passive-advantages for the classes.
RearAdmiralZill:
--- Quote from: Kyren on May 13, 2013, 03:44:20 am ---
--- Quote from: JaceBoojah on May 13, 2013, 03:35:49 am ---Gunner solution: take all ammo types away from non-gunners.
Think about it.
--- End quote ---
Very radical, even though it sounds good at the first moment. What makes me unconvinced is that we'd only go half of the way - take gunning functionality away from the Captain and Engineer, but leave the Engineer & Captain functionality to the gunner. (Meaning, Gunner has Engi & Captain Slot, Engi & Captain don't have a Gunner slot). Kind of unfair, but limiting the classes to only their respective slots would also take a lot of.. features away.
--- End quote ---
And if we went all the way, removing all the extra class slots from each class (ex. gunner has only gunner skills, ect.) then the gunner would suffer even more I think. Everything gets a lot less versatile, which for only 3 available classes isn't good.
--- Quote from: LazerusKI on May 13, 2013, 08:51:10 am ---so far it worked.
but as i said, i was thinking about a change and hope for some additional passive-advantages for the classes.
--- End quote ---
I don't think passive advantages would change anything. If each class gets their respective buff, than nothing really changes other than values that are currently balanced. You risk tossing those way out of balance, and still end up at square 1.
When you get a good gunner on your boat, you'll see just what they are capable of vs another engineer.
Arthem White:
This may just be the silliest idea ever: Why not having a gunner skill that is actually a gun?
Something like a short range, raycast based blunderbuss with a long cooldown, that deals little damage, but gets a huge bonus if you are very very precise (as in hitting the subsystem itself dead on).
This way a gunner could contribute by slightly covering the ships blind spots. I understand blind spots are important and this shouldn't devalue them, so the damage should be low and balanced with the idea of needing hawkeye precision. For instance, hitting the balloon itself with this weapon wouldn't scratch it, but hitting the balloon repair system would deal significant damage.
Otherwise, a cool Gunner skill could be a bomb he/she could drop straight down overboard.
Another idea would be giving the Flare Gun (or a version of it) to the Gunner, in the form of a handheld flare gun. Mounting it on the ship seems a bit niche and it looks to me like it would make more sense that way.
I'm not saying any of these should be Gunner exclusive, just vanilla Gunner skills. By having other skills that don't directly relate to ammunition, that can be useful while guns aren't pointing the right way, Gunners would perhaps be more interesting to have on board.
I don't know, it could be fun. Bear with me if this has been said before or just sounds really stupid.
Sgt. Spoon:
--- Quote from: Arthem White on May 13, 2013, 11:03:56 am ---I don't know, it could be fun. Bear with me if this has been said before or just sounds really stupid.
--- End quote ---
Sadly yes. The problem with hand-held weapons is that it would need totally new mechanics where shots are calculated from the players actual position instead of the ship. It also falls into a similar category as the "no" stance on boarding, where the focus is trying to be directed at ship to ship combat instead of the actual crew. So it's not very likely to make it into the game. But hey, we're still always for suggestions, even though this particular one is unlikely to get implemented.
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