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How would you balance/change the game?
Skybox-:
I can easily balance the game with this balance change:
Stamina is removed.
Piloting tools are removed.
Engineering tools are removed.
Gun ammos are removed.
Classes are removed.
Normal ammo is removed.
Guns are removed.
Ships are removed.
Maps are removed.
Asymmetry is removed.
Lobbies are removed.
Game is removed.
Ez changes.
DJ Logicalia:
--- Quote from: Skybox- on March 20, 2016, 05:24:40 am ---I can easily balance the game with this balance change:
Stamina is removed.
Piloting tools are removed.
Engineering tools are removed.
Gun ammos are removed.
Classes are removed.
Normal ammo is removed.
Guns are removed.
Ships are removed.
Maps are removed.
Asymmetry is removed.
Lobbies are removed.
Game is removed.
Ez changes.
--- End quote ---
- Boarding is added
BinaryDragon:
I would make the mine launcher function as an actual mine launcher...not some kind of weird strategic nuke.
then I would nerf the Artemis. I think it's too good compared to other small guns so I would make it deal less damage to guns
Finally I would make the guns easier to fire. I really like how some guns are skill shoot...bur right now the majority of guns is skill shoots. After the recent remake of the Hawacha, there is not a single heavy gun, you can go and fire successfully when you start playing. Sure there is heavy cannonade, but it still requires correct ammo and careful use of stamina.
TLDR ; nerf mines, artemis and make guns easier to fire
Kamoba:
--- Quote from: DJ Logicalia on March 20, 2016, 08:26:44 am ---
--- Quote from: Skybox- on March 20, 2016, 05:24:40 am ---I can easily balance the game with this balance change:
Stamina is removed.
Piloting tools are removed.
Engineering tools are removed.
Gun ammos are removed.
Classes are removed.
Normal ammo is removed.
Guns are removed.
Ships are removed.
Maps are removed.
Asymmetry is removed.
Lobbies are removed.
Game is removed.
Ez changes.
--- End quote ---
- Boarding is added
--- End quote ---
Boom! Someone said it!
:o
Richard LeMoon:
nhbearit, you are reading what I wrote wrong again. I am not talking about an explosion or fireball. If I was, I would have said "move some of the Direct Explosive damage to Falloff Explosive damage."
--- Quote ---Fire damage is silly because weapons in Goio have a 100% success rate. They never fail. Perhaps you didn't think that through all the way. Those examples you're drawing inspiration from were failures. Duds. Duds that managed to do something because an engineer decided to put in a redundant system.
--- End quote ---
And here you seem to be forgetting that we are playing a game with indestructible people on skyships suspended by the equivilent of party balloons traveling at airplane speeds firing guns with infinite ammo at each other. One of which, EXPLOSIVE, has a good chance of starting fires. This means they are already not using the type of explosive your think they are. Hell, we don't even know what type of fuel is being used. Explosive does almost no damage to armor or a flimsy balloon (but can still set fire to them). Another two damage types make no sense at all, being Shatter and Impact. Adding grease to bullets makes them shoot faster (it would be the opposite in real life) and adds extra ammo to set chamber guns.
--- Quote ---this imaginary world
--- End quote ---
Exactly. We are not playing in the real world, so real world mechanics don't apply. I don't understand why you would even try. The mechanics only have to obey the game world rules. This is a game balance thread, not a reality check thread.
Finally, there is at least one example of real world missiles that do have a triggering device to specifically ignite the leftover fuel on every impact, drastically increasing damage (and yes, causing a fireball).
--- Quote ---To do this, the missile's JP-10 fuel is turned into a fuel air explosive to combine with oxygen in the air and burn rapidly. The thermobaric explosion of the burning fuel acts, in effect, as an additional warhead and can even be more powerful than the main warhead itself with enough left at short ranges.
--- End quote ---
This is exactly what I am proposing to do with the Falloff Fire damage (with some hand waving, of course). It does not have to be real. It has to be believable in the game world. And something that is possible in real life is believable in this game world.
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