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The damage system is flawed. Suggesting overhaul.

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Wundsalz:

--- Quote from: Van-Tuz on September 26, 2014, 08:45:47 am ---You're not the one to judge my "processing unit" size. Take care of yours first.

--- End quote ---
I'm not sure if my cache size can handle this.


--- Quote from: Van-Tuz on September 26, 2014, 08:45:47 am ---Do you have anything else against double mortars except that it breaks your "pattern" and you just don't want it to happen?

--- End quote ---
Yes there are a lot of arguments why double mortars shouldn't be made a viable option in GoIO. Especially the way you suggest here. I can't help the feeling doing so here for you would be a waste of my time though.
I'll leave you with this:
- the existing armor/permahull-system and the implied "invulnerability" as long as the armor is up is one of the most fundamental elements of GoIOs game mechanics. Many other game-mechanics as well as the entire balance we've currently got revolve around it.
- Allowing the user to select from a diverse variety of viable loadouts is one of GoIOs design goals. The current system is quite good at this.
- You've demonstrated a lack of understanding for quite some game elements in the posts you've made here. Hence I'd like you to point you to some sources which can help you to get a better concept of the existing game mechanics (and hence a better foundation to make elaborate suggestions how to alter it): An elaboration of GoIOs weapon system; A discussion on which play styles GoIO has got to offer; Play the game!

Van-Tuz:
I still don't see any arguments why current system is better than the one suggested by me.
All i hear is: "it always was here so it doesn't need to change" and "i don't like it"

Also, it's easy to accuse the opponent in being a n00b and send him to RTFM.
For your information: I have all (or at least most of it) the knowledge that a manual under the first link contains.
I also read the thread under the second link before. I think the categories there are heavily bent under the system. It does not take into equation a lot of factors. For example in an open space a sniper Spire in most cases would easily outgun a "reactive" Junker. But the same Junker in the tight map would obliterate the same Spire which just won't have space to work.
It's like this article was written by the way ofwishful thinking.

I shall indeed restart this thread.

Dementio:

--- Quote from: Van-Tuz on September 26, 2014, 11:39:08 am ---I still don't see any arguments why current system is better than the one suggested by me.
All i hear is: "it always was here so it doesn't need to change" and "i don't like it"

--- End quote ---

The game is based on teamwork and communication, this involves lots of patience that pays off. Shoot the gatling, wait for armor break, kill with mortar. Your suggestion changes rather little in this regard. The main difference between the current one and your suggestion is that your system is more noob friendly, since the pro teams might actually die, just because they get shot so much, while in the current system the pro teams take little to no damage.
The biggest problem I can see here is when we go long range. Atm you can take some damage in long range and then go back to cover, while with your suggestion most would probably be rather scared to move out of cover, because they will get instant perma hull damage. This could be bad since teams would just take forever to kill each other, because they are all hiding or be good since it forces teams to sneak up on one another to not get damage.

Question is: Is it worth changing the system to this? I say not, as well because the current one works so well.

sparklerfish:
Basically it sounds like you are saying "it's too hard to learn what 'explosive damage' means, so you should make it also do piercing damage so that new players don't have to learn what it is or what weapon types complement each other".

Hoja Lateralus:

--- Quote from: sparklerfish on September 26, 2014, 02:24:42 pm ---Basically it sounds like you are saying "it's too hard to learn what 'explosive damage' means, so you should make it also do piercing damage so that new players don't have to learn what it is or what weapon types complement each other".

--- End quote ---

You have a point, although we have no tutorials for ammo and damage types. I suggest better tutorials instead of changing current system.

What caught my attention in this 'reform' is that ships are going to die waaaay faster which I think isn't the good direction

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