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Fire Stack Timeout
Sprayer:
--- Quote from: HamsterIV on October 16, 2014, 05:17:30 pm ---[...] GOI isn't know for its slavish adherence to the laws of physics so it doesn't really matter what the real life equivalent of the game mechanic is. [...]
--- End quote ---
Just saying, you're the one who started it....
So what time do you think it should take for fires to burn out Richard? About a minute or more would be too long to actually affect the gunner class too much since an engineer would have come by by then, less than a minute would probably be too much of a nerf for flamethrowers.
Milevan Faent:
I can't see this being any help to gunners or the game as a whole. For it to be short enough to help gunners, it will all but kill the tactic of using fire to disable and kill a ship. If it's long enough to still be useful as it currently is, the gunner still won't benefit as an engie will have come by to fix it by then. In neither scenario does this actually work, and I can't think of a happy medium where it does.
Dutch Vanya:
/thread. The grand expert of goi said no. ^
Milevan Faent:
--- Quote from: Dutch Vanya on October 17, 2014, 06:56:02 pm ---/thread. The grand expert of goi said no. ^
--- End quote ---
As I can't hear the tone this is intended in, I'm not entirely sure if I should be offended by this comment or not.
HamsterIV:
I can still see fire being used to disable a ship in the short term but would be counterable in those long drawn out disable kills. Lets say a Mantifish gets jumped by a flame carro squid and gets flame locked under the new mechanic. For our purposes set the hypothetical burn out time at 60 seconds.
One outcome:
The Mantifish's engineers put in a chem spray on the main gun after it takes 20 stacks, but then are working full time to keep the balloon and hull up. The gunner helps with the hull and engines while the ship scrapes the ground. The engineers keep the ship alive for 60 seconds (which is not unheard of) and chem the main gun every few seconds to prevent new stacks from being added. After 60 seconds the gunner can shoot the main gun an drive off the squid.
Another outcome:
The engineers go on full repair duty but forget to chem spray the main gun or miss a chem cycle. New stacks of fire are constantly being added to the gun even as the old stack go out. Letting the gun go down and rebuilding it only results in it getting too hot before the gunner can mount the gun and fire more than 3 shots. The mantifish eventually runs out of permahull and dies.
Yet another outcome:
The captain reacts to the ambush by dropping tar and disabling the squid but not fast enough to prevent the entire ship from catching on fire. The engineers focus on getting the engines back up while the gunner keeps the main gun alive until the fires die down. Both crews get their ship in working order about the same time and rejoin the fight on equal footing. Under the current fire mechanic putting out the fires or letting them burn and rebuild would take much longer than it would take the squid to recover from a tarring. (I think)
As you can tell from my levels I don't usually consider a gunner's POV when constructing scenarios.
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