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Ability to KO crew members

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Crafeksterty:

--- Quote ---After looking at this stamina thing.
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wheeerrrre....?

Arturo Sanchez:
look at the screenshot thread. I randomly found a thing via my bad loading in time.

DJ Logicalia:

--- Quote from: Ceresbane on January 01, 2015, 08:50:39 pm ---lol I'm an experienced player and I still fall off the ship.

When a ship turns, the ground that use to be there has pivoted, so sometimes I misstep and fall off. Plus seeing as ur actually on the ship, especially at the front. Your only reference for when the ship turns is the assets round you as opposed to the ship itself visibly turning.

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I don't fall off any ship unless the geometry catches me and sometimes the Junker fore gun and the Squid because Squids.
Also, I think you have a bit of a misunderstanding of how ship turning works. You can run in a straight line from one end of a ship to the other while you captain is spinning in circles with buffed engines and claw on and the ship won't move you or adjust your movement at all. When you fall off a ship, it's always your fault.

And oblivion makes some really good points. The physical impediment of a crew is very rare and always due to a failure of some kind. Whether someone on your ship or by your ally, punishing a player by taking them out of control is very rare and should be. Adding a gun or ammo that does that would really effect balance, and ruin a lot of what the game really is about. Having a gun that attacks players is, in my opinion, only slightly less inane than boarding. The 1 on 1 combat mechanic is silly in this game, because players aren't important the way teams are. Having a gun that targets players feels wrong

Also, let's hold off on the stamina discussion. This feature is still very much preliminary and no one knows what exactly how it's going to work, so using it in a discussion at this point is not productive

Arturo Sanchez:

--- Quote from: DJ Logicalia on January 01, 2015, 09:59:03 pm ---
--- Quote from: Ceresbane on January 01, 2015, 08:50:39 pm ---lol I'm an experienced player and I still fall off the ship.

When a ship turns, the ground that use to be there has pivoted, so sometimes I misstep and fall off. Plus seeing as ur actually on the ship, especially at the front. Your only reference for when the ship turns is the assets round you as opposed to the ship itself visibly turning.

--- End quote ---
I don't fall off any ship unless the geometry catches me and sometimes the Junker fore gun and the Squid because Squids.
Also, I think you have a bit of a misunderstanding of how ship turning works. You can run in a straight line from one end of a ship to the other while you captain is spinning in circles with buffed engines and claw on and the ship won't move you or adjust your movement at all. When you fall off a ship, it's always your fault.

And oblivion makes some really good points. The physical impediment of a crew is very rare and always due to a failure of some kind. Whether someone on your ship or by your ally, punishing a player by taking them out of control is very rare and should be. Adding a gun or ammo that does that would really effect balance, and ruin a lot of what the game really is about. Having a gun that attacks players is, in my opinion, only slightly less inane than boarding. The 1 on 1 combat mechanic is silly in this game, because players aren't important the way teams are. Having a gun that targets players feels wrong

Also, let's hold off on the stamina discussion. This feature is still very much preliminary and no one knows what exactly how it's going to work, so using it in a discussion at this point is not productive

--- End quote ---

I'm just referencing exactly what I'm experiencing. I memorise exactly where I am and when the ship is stationary it shows. I only turn to face the key part I wanna interact with.

But like say a junker turns I notice the access to lower guns moves when I'm standing directly in front of the front gun and the ship is turning, I am definitely not where I should be by pressing exactly backwards.



as I see it KOing a player is not nearly as bad destroying a heavy gun or a main engine or a balloon. respawning from a fall is like 5 seconds? Maybe  even less if you discount the falling part and only the bit where the black out animation begins

rebuilding a part about the same?

Where 1 has limited health when brought back into action.
The other is moved back into place where they can instantly spring into action.

Plus unlike a part a knocked out player is instantly "rebuilt", no priority min maxing needed.


And this is more a thought exercise than anything.


In any case, coding a mechanic where you create a hit box for players does seem trouble some. A good work around for it though is using the hit boxes on interactive parts like guns and helm (tho the helm itself currently has no hit box).

If it were a single shot type ammo with a heavy nerf on damage in favour of this KO effect, either by stamina depletion or as simple as a direct hit on said gun/helm while a player is occupying it.

would those attributes balance things out? Literally a high risk, high reward ammo-type. Like the loch but far more specialised. As it doesn't damage the gun, it merely does next to nothing if it misses a very specific part of the ship, that relies on gambling the probability that someone is occupying said part when that part is shot.

Dementio:
I can't see how anybody will be happy when constantly being knocked out.


--- Quote from: Ceresbane on January 01, 2015, 10:14:00 pm ---Plus unlike a part a knocked out player is instantly "rebuilt", no priority min maxing needed.

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A not knocked out player can "instantly" react to anything, thus can immediately start tanking or go to another gun to damage the enemy or even destroy the enemy gun.

If I want to knock out players, I will use carronades or so much piercing damage that one can't help but repair that armor or even both or just an artemis.
By disabling destroying parts of a ship one can already simulate this "KO" ability.


In fact, you just gave a few reasons why not to ko players: It takes a relatively good aim ability to knock out a player that is instantly "rebuilt" and can continue playing the game. If a player is knocked for only a few seconds, is it worth the trouble? If it's an ammo type with a super nerf on it, then I will choose lochnagar above it, even on flamers. If it's a gun, than this feature will never be implemented.
If any gun that directly hits a player (not aoe or flamer) KOs them then it would probably still be a rare enough occurrence that this feature could be implemented, but I would still be against it, because of how little the gain is.

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