Author Topic: Navigation, armor and crew.  (Read 6121 times)

Offline Jed Stream

  • Member
  • Salutes: 1
    • 7
    • 15 
    • View Profile
Navigation, armor and crew.
« on: June 09, 2015, 02:50:55 am »
I think that it would help the pilot if the airships had a few gauges to measure altitude, speed and vertical movement. Also if all the maps had the same orientation, with the top being towards the north, it would make the compass direction HUD easier to use.

Perhaps the captain could choose to add additional armor (limited by vessel type of course) going for a heavier, more protected vessel but with a speed and maneuverability penalty. Or even remove some to increase those attributes.

Instead of the vessel numbers being equal perhaps you could spread the teams over different numbers of airships. For an extreme example you could have four Squids with three crew each versus one Galleon with twelve crew. Obviously the match balancing would be 'interesting'!

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Navigation, armor and crew.
« Reply #1 on: June 09, 2015, 02:57:20 am »
the barometer next to the helm (the blue tube) measures your height.

the top compass is fine and very clearly shows the direction you are facing.

and if you want more hull or whatever just choose the right ship and learn the inherent weaknesses of that choice.

and every ship is designed to be manned by 4 crew. each ship has a difficulty rating to crew. If you cant get a decent crew then dont fly the advanced ships.

Offline Hoja Lateralus

  • Member
  • Salutes: 135
    • [ψ꒜]
    • 45 
    • 45
    • 23 
    • View Profile
Re: Navigation, armor and crew.
« Reply #2 on: June 09, 2015, 07:36:38 am »
Bind map to L.Shift

All problems solved

Offline Watchmaker

  • Muse Games
  • Salutes: 55
    • [Muse]
    • 28 
    • 26
    • 17 
    • View Profile
Re: Navigation, armor and crew.
« Reply #3 on: June 09, 2015, 09:38:08 am »
Top should be north on all maps already.  Where is this not the case?

Offline Jed Stream

  • Member
  • Salutes: 1
    • 7
    • 15 
    • View Profile
Re: Navigation, armor and crew.
« Reply #4 on: June 09, 2015, 01:39:27 pm »
Thanks for your replies. I know about the map and blue tube, however it would be nice to know how many meters are between the bottom of my Spire and the ground! And who I could currently outrun /catch given the current state of my engines.

I am not saying I have problems, these are just suggestions.

I am checking the map orientations as I play and may be mistaken!
« Last Edit: June 09, 2015, 01:41:12 pm by Jed Stream »

Offline BlackenedPies

  • Member
  • Salutes: 134
    • [Duck]
    • 30 
    • 45
    • 45 
    • View Profile
Re: Navigation, armor and crew.
« Reply #5 on: June 09, 2015, 01:51:45 pm »
If you're moving anywhere burn kerosene constantly. It's cheap to use and easy to repair. If you can catch/outrun them depends on ship types, tool usage, and engine buffs.
« Last Edit: June 09, 2015, 01:53:25 pm by BlackenedPies »