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Hull and armor system overhaul

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RedRoach:
I think I'm hearing something saying that newcomers are having difficulties. I'm not trying to be mean, but it really is just what it sounds like, that people who just picked up the game can't manage to grasp the concept of "flee before destruction" or "use your allies" or "use ammo the right way".

For me, in particular, when I started, it wasn't really like that. I guess I could see if you see big white marks when shooting the galleon with a mortar it does mislead you, but then again, I decided to read before I play on the forums and figured that sort of stuff out.

The main argument is that armor specialties should be spread out, not by taking away weapon capabilities, but by taking away armor resistance. If you feel the need, use this, because I can't change it and am occupied.

Wundsalz:

--- Quote from: Van-Tuz on October 02, 2014, 11:43:28 am ---C-A #1: Making hull always vulnerable would take away "teamwork"
Answer:
In my system holding explosive barrage until armor is stripped would be a valid way of working in a team. However, sometimes it would be wise not to. This would actually require more skill from gunner because he would need to adapt to situation instead of relying on the "shoot only when red" definitive answer.

--- End quote ---
Actually I do believe most explosive weapons in GoI are a good example for a game mechanic thats easy to pick up, but hard to master. The main purpose of explosive weapons is to inflict permanent damage on enemy ships, so you want to hit with them while the armor is down. That's why we hear the phrase "SHOOT only when the armor is down" so often. However this request is a very dumbed down version of how explosive weapons are handled properly. What you really want is to HIT the enemies hull when the armor is down. The difference between these two statements is where players can improve their skill and situational awareness. Due to the travel time of the projectiles it's usually required to shoot explosive weapons before the armor is actually destroyed. Estimating the right time to shoot involves a lot of variables (e.g. The targets ship type, the targets hull and armor state, the targets and your own ships position and movement, the performance of your own and your partners hull-striping weapons...) and hence requires a lot of experience and coordination with your team to master.
Allowing explosive damage to inflict hull damage all the time would severely lessen the importance of well timed shots and hence dull down a well established and well working game mechanic.

Terrkas:
It looks like you want to make the game more intuitive for new players. But with your new system, you will probably confuse them. Many novices allready prefer only explosive damage ships, when they are captain. I guess it is because the gun says "good vs hull" and with your system they would be able to kill easily pyras, squids, mobulas, spires and goldfishes with double mortar on their pyras. They will probably take even more time to learn, that an exposed hull is better for them to finish off heavy armored ships, what a galleon and a junker would be.

Van-Tuz:

--- Quote from: Wundsalz on October 04, 2014, 04:53:00 am ---Actually I do believe most explosive weapons in GoI are a good example for a game mechanic thats easy to pick up, but hard to master.
...
What you really want is to HIT the enemies hull when the armor is down. The difference between these two statements is where players can improve their skill and situational awareness. Due to the travel time of the projectiles it's usually required to shoot explosive weapons before the armor is actually destroyed.
...
Allowing explosive damage to inflict hull damage all the time would severely lessen the importance of well timed shots and hence dull down a well established and well working game mechanic.
--- End quote ---
I'm not convinced.
Mortars and hwachas are used at point blank range and have more than enough ammo to allow for some mistakes.
Hflak is no more difficult to use than another long range guns like Mercury field gun.

It would "lessen the importance" of this top gunners' "skill" only because it would not be the only one. This trick would stay as it is and would allow to deal maximum damage. But there would be more tactical tricks to learn.


--- Quote from: Terrkas on October 06, 2014, 08:51:42 am ---It looks like you want to make the game more intuitive for new players. But with your new system, you will probably confuse them. Many novices allready prefer only explosive damage ships, when they are captain. I guess it is because the gun says "good vs hull" and with your system they would be able to kill easily pyras, squids, mobulas, spires and goldfishes with double mortar on their pyras. They will probably take even more time to learn, that an exposed hull is better for them to finish off heavy armored ships, what a galleon and a junker would be.

--- End quote ---
I think it would be better than a situation when said newbie can't kill anyone at all. Much better.
Besides, after having troubles with killing a Junker, newbie may want to know why and see a "heavy armor" note. After that he may think of bringing an armor-piercing gun himself. This process would be much more "natural" learning process than a note saying "you MUST bring gatling gun" and new players would feel clever and rewarded.

Alistair MacBain:
Ever shot a Hflak at longer ranges? 1k+?
I doubt it if you call it as easy as a merc ...
Bullet speed, bullet drop ... Hflak is much harde rto shoot.

And I still cant agree that this system is more rewarding or obvious.
Its much easier to realize that a piercing gun is needed than to figure out which ships have light and which ships have heavy armor ...

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