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My first month of GOIO
MagKel:
--- Quote from: BlackenedPies on March 18, 2015, 02:35:10 pm ---Hello MagKel and thanks for your thoughts on the game. I have a few comments regarding "the bad" section.
I think viewing ships and loadouts is pretty streamlined as it only involves one click. Do you have a suggestion to improve this?
--- End quote ---
The think on top of my mind is merging the ship view with the individual loadout of the crew. Just as you can see how your ship is armed, on the side of that instance the crew rooster with the same component icons used in spectator mode. This is available to every crew member, without having to click on the "person" icon every time.
Squidslinger Gilder:
CTF would have worked in 1.1. Not in current GOIO. But either way it would be a squid ruling gametype. I like the idea of CTF, don't get me wrong, its one of my favorite FPS gametypes. However given how slow the game is and how weak certain guns are, I know how the matches would turn out.
David Dire:
Actually, the way you re-worked CTF sounds pretty solid, actually. Say, you need to be there for 15 seconds, so you need an actual force to assault it. That's sounds pretty fun really! I'd think a 3 point limit to win would be sound.
MagKel:
The idea for CTF is to employ to the full possibility every ship type and give an added purpose to the match.
Let me explain further:
A fleet comprised of
squid, junker, mobula, galleon and pyramidion
goes against a force of
goldfish, spire, spire, pyramidion and galleon
Squid, Goldfish and the two Pyramidions are offensive in nature, let's call them first line.
Junker and Spire are tasked to control and conquer the center toward the opposition, the second line.
Mobula and the other Spire are the first very mobile defense designed to push forward and retreat when needed.
The two Galleons are the last defense, using long and short range weapons to control the battlefield.
A game in my head would see the three lines moving in the beginning together, clashing at the center or the sides. it is important to spot early and understand the plan of the enemy while at the same time thinning their lines. if they lose the first, their attack is stalled, if you lose the second line a bottleneck for the returning squid or goldfish is created, a third line hole would mean the opposite defense wise. Each ship has a purpose, a fleet of metas is not a viable option anymore. With the first kills the upper hand switches fast between the reds and blues and decisions must be made: press the attack on the left or cover the right being overrun? Move the center to gain an advantage or to cover a loss? A ship locked into a 2v1 fight should immolate in order to let the others open a breach in the enemy lines or retreat? And while those two ships finish the job, who's defending? At some point attrition lets a team capture the flag, beginning a mad dash home with the enemy on tail. In order to win a point the fleet needs to hold steady because friendly ships are leaving their post trying to defend their runners, opening holes in the defense organization. You may have won a point but what if that brought you the enemy at your doorstep? The blue squid carries the point home but now the reds pyra and fish are within reach of the blue flag while the rest of the fleet hammers the displaced blues. 1 - 0 can rapidly go 1 - 1 if the fire is directed to the wrong ship and everything is to be repeated or maybe the blues can hold off the reds for the squid to rapidly go back and wait for the flag to spawn again while battling the galleon in an uneven match.
In short, everything from the fleet composition and the personality of the captains to the weapons loaded on each ship could define the game
Kamoba:
Hey MagKel! :)
This post is beautiful! Also you've only been here a month now? I always greet you like an old friend because you've blended into the game and community so well! 8)
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