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The Everyone Think Really Hard And Make Rangefinder Useful Thread
The Djinn:
--- Quote from: Richard LeMoon on March 04, 2016, 05:09:09 pm ---Most likely standing on the spear.
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Exactly. Hence my suggestion: make him standing there DO something to help his crew.
Arturo Sanchez:
--- Quote from: OverlordEgg on March 04, 2016, 12:36:32 pm ---
--- Quote from: Omniraptor on March 04, 2016, 12:09:43 pm ---Rangefinder is useful for checking whether a ship is outside maximum range. Primarily for guns like artemis. I really don't want to have optimal gameplay consist of literally staring at someone doing nothing. Spyglass is ok, you click on them and get back to doing fun stuff. Rangefinder you keep staring and doing nothing, how is that engaging at all?
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Isn't that what sniping builds at the moment currently are? Staring at someone while your gunners snipe? I mean, sure, there's all sorts of tactical games involved for positioning and whatnot, but it's not like you can't do that with a range-finder. Might even be fun to watch your crew's shots fly in and hit the target from a thousand meters and up. Maybe it would even encourage some more communication. Like "I'm gonna be zoomed in so let me know if we're being flanked."
I also never intended for this to be used on everything, just as a practice tool for certain guns that typically get no love because most gunners aren't MLG enough for most pilots to consider letting them try.
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rule 3 I teach.
"The impatient pilot is the one that makes the first mistake." Everytime, without fail. Match losses occur with simple choices like that.
That being said at decent level play sniping battles aren't just vets waiting for the other to make a mistake that won't happen.
You position and force the enemy to make a mistake.
That being said I do agree on rangefinder acting like a spot where a spotted ship gets their range relayed until the spot is shaken. The tool does require to be more dynamic. The tool itself however should still act as the name suggests.
A rangefinder and NOTHING MORE.
@egg.
You might have given the concept of ease of use some consideration. But clearly not enough since you clearly don't understand that the guns stats are based around that. And for you completely ignore such a fundamental part of the game's design to then create a point made pointless by the part you ignored renders your whole spiel pointless.
"Hey guy's let walk on water... because it really improves transport options for traversing the seas and rivers. No more waiting to get on ferries and boats, because... walking on water."
DJ Tipz N Trix:
If Rangefinder worked all the time and didn't stop working even when you can clearly see the enemy ship, it would be fine.
Omniraptor:
--- Quote from: The Djinn on March 04, 2016, 01:00:29 pm ---My goals wasn't to put a player in stand-by mode. If you're taking damage or have three guns on target it's always superior to heal or fire as necessary. The damage boost suggestion was aimed at times when your Pyramjdion is approaching the enemy's blind side, and only two guns can fire, or when your Flak/Lumber Galleon side is shooting. What's the last guy doing? Most likely checking buffs that are already up, or sitting idle.
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shouldn't they be repairing engines? if we are not currently taking damage i am always burning kerosene.
The Djinn:
--- Quote from: Omniraptor on March 05, 2016, 10:54:52 am ---Shouldn't they be repairing engines? if we are not currently taking damage i am always burning kerosene.
--- End quote ---
On a Pyramidion, perhaps. That's not necessarily true of an idle Sniper Galleon though, or a Spire with only two long-range guns.
Basically, my goal with the +damage solution was to open up alternative playstyles (2 long-range weapons + short range weapons, for example, or sheer aggression) for ships that can't necessarily get 3+ guns on a target, which making the trade-off (inability to maximize damage while simultaneously repairing) meaningful.
I think the best solution for the Rangefinder IS something like that (although maybe not this specific implementation), as everything else is...too simplistic, I think. Simply identifying distance doesn't seem strong enough, and the current implementation is...awkward at best.
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