Main > Gameplay
Sky Drifting and Potential Gameplay
Squidslinger Gilder:
Yeah I'm kinda thinking, just let the ships drift more, don't make it a tool.
Byron Cavendish:
Drifting would make the spire so much better, never mind all the potential for other things. I recall the old squid having it, so it is possible. Is Eric open to it, and does muse have the resources for it right now? That's the real question.
Squidslinger Gilder:
Nah the old squid literally was able to stop on a dime. It was post 1.1 squid that would require a kero burn in full reverse just to stop forward motion. Course this was all because the engines were horrifically nerfed.
The 1.2 squid had drifting but not in a way that was functional. You couldn't engage the engines and simply stop the drift. They wouldn't respond. I remember going full reverse and still it would drift me into guns or past my intended point. So it was more like a beached whale drift. I remember that was one of my first major complaints. I'd always overshoot a target because I couldn't stop the Squid.
Ideally it would be nice to be able to zero engine drift a ship and then kick in engines when you want to stop or move the ship on.
HamsterIV:
With a combination of kerosene and phoenix claw, you can drift a galleon into a capture point. Novice pilots have a hard enough time controlling these ships. So adding a game dynamic that would force them to plan ahead more is just cruel and unusual punishment. We should lobby to have reduced lateral drag for "Hard" ships like the squid and galleon. That way when a novice over estimates their skill, the resulting disaster will be extra brutal.
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