Info > Feedback and Suggestions

Fire Stack Timeout

<< < (5/7) > >>

Zirilfer:
I like this idea, but I also like chem spraying, so... take it or leave it.

Nietzsche's Mustache:
Here's a an idea. I actually do want fire stacks as a viable dissabling tool, but I think Richard's on the right track when it comes to a mechanic like a fire-timeout making gunners more disireable. So, what we're probably looking for is a two-pronged change to fire.

You're looking for a reasonably short fire burnout. Somewhere between 15-20 seconds or roughly a mallet or a chem spray cooldown.

Then up the fire multiplier on components from roughly .2 to something that a 5 stack (or maybe 10, I'm guestimating with the ballances here)  will actually kill the component in around the same time as the time-out.

Flamethrowers remain viable and you have a short-term counter to fire. Against continued exposure to a flamethrower, you still want chem spray because otherwise you'll hit a 20 stack as soon as you rebuild a part. On the other hand, if that flamethrower is having trouble sustaining fire (I see this a lot. Either that flamer is moving in and out of range or it's manned by an engineer that has to go fix things), a gunner is going to be able to pipe-wrench through it until the fire expires. Now, if you do manage to get a 20 stack in the first place on a component and can't sustain the fire, that part is still going to break, like it or not.

Hwachaguys think?

Richard LeMoon:
Pretty much what HamsterIV said, other than the time, which I am not willing to commit to without testing. I suppose 60 seconds is a good place to start.

HamsterIV:
I used 60 seconds as an example. There have been times where a ship has been flame locked for over a minute with no way to counter. I figure if you can brake contact for over a minute you should be able to reset your ship. I don't advocate any specific time without testing.

Mezhu:
pls no

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version