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Design Paradigm, Game balance, and Gunner vs Engineer.
Dementio:
You can trust the wiki on that one though. Heavy guns are actually Medium guns on the others are light guns. I don't remember where, but I somewhere read that Heavy guns are too big for the ships we have in GoIO...
Regardless, I too disagree with the idea of having the gunner being the only class that can use the Medium guns. It would only count for 3 ships, since only 3 out of 7 have at least 1 medium gun and the Galleon would suffer from this, so it would only be a reasonable answer for 2 out of 7 ships...
SirNotlag:
--- Quote from: awkm on May 23, 2014, 03:01:51 pm ---It highly depends on exactly what you're trying to do and must be evaluated on a case by case basis for each tool. Some will be easy. Some will be hard. But overall the ideas skew towards the hard.
The quote taken is an answer to a specific case.
Also we don't know if ammo will solve it. We also don't know if "substantial" changes will solve it. Each solution will bring ups and downs and they all need to be evaluated objectively. We can't go in with any assumption regarding any solution, only a goal and timeline of when the tests can happen.
--- End quote ---
I've already given more than my fair share of cents in the Ammo discussion, even a couple ideas, I still stand behind my idea for a reloading tool for the gunners (if you want to read into the details go to the ammo discussion pages 3, 4, and 5 have comments form me about it). Its simple does not affect too many mechanics and no touches to the UI so it should not be much harder to implement than any new form of ammo.
I unfortunately cant think of any tools that could work similarly with the gunner just sitting on the and selecting it except maybe increasing the weapons armour and health which could also be achieved from ammo if it were programmed to, or perhaps a weapon that locks the aim in place for a few seconds when activated but reduces all recoil to 0 like heavy clip but can be used with any ammo type.
The game is by no means broken in my opinion, I love the fact that 3 engineers, or 2 engineers and a buffer can be a completely viable build, and i hope the game still allows that in the future. However I would also like to see 1 engineer and 2 gunners being a viable build on sniper ships or something which is not the case currently.
More ammo types seems like a good idea to me, especially if they are highly powerful but specialized, but i would also like to see a tool or two for the gunner to differentiate them more from the engineers when behind the gun. Just having ammo can usually be used by the engineers and ammo types that damage the gun do kinda support engineers more as they can repair faster (as others have already mentioned).
awkm:
I want to respect the choice to have all engineers. That's fine. But like how something becomes meta... I don't really want that because it means the decision space is collapsing. On the other side, it's advisable not to run a boat with mostly gunners or at least I've never seen or heard of a ship run extremely successfully with this build (I'd love to hear from these people who think it's awesome). To solve this, maybe there also needs to be really really really extreme repair tools lol. Instant rebuild tool, instant repair tool. Wonder what would happen ahahahhaah.
Oh gosh. Can of worms.
GeoRmr:
--- Quote from: awkm on May 23, 2014, 06:58:18 pm ---I want to respect the choice to have all engineers. That's fine. But like how something becomes meta... I don't really want that because it means the decision space is collapsing. On the other side, it's advisable not to run a boat with mostly gunners or at least I've never seen or heard of a ship run extremely successfully with this build (I'd love to hear from these people who think it's awesome). To solve this, maybe there also needs to be really really really extreme repair tools lol. Instant rebuild tool, instant repair tool. Wonder what would happen ahahahhaah.
Oh gosh. Can of worms.
--- End quote ---
Desert Scrap Pyramidion with 2 front Phobos works better with 2 gunners and 1 engineer.
Richard LeMoon:
Twin Lumber Galleon works best with two gunners. Really, almost any long range ship works better with two gunners, as long as you can kill them before they get close. The exception to short range is a mine ship. Works best with two gunners.
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