Info > Feedback and Suggestions
Atlas Howitzer: Heavy gun
Richard LeMoon:
The 'self/ship damaging gun' idea has been tossed around before, along with things like adding fired stacks and recoil strong enough to move your own ship (like getting hit by a Minotaur).
The self-damage thing would get rather annoying for both the gunner and engies. Fire stacks would be the same. I could see ship-wide recoil being a thing, though. It would add an interesting dimension to the pilot/gunner dynamic. It could be faked with a secondary projectile that did not travel anywhere, and exploded like an invisible, non-damaging mine at the tip of the gun.
Naoura:
Hadn't thought of the ship-wide recoil, and I agree, it'd be better overall, making a weapon with it a load easier than having the weapon self-damage.
However, the annoyance is part of what I had considered, making the weapon harder to use and requiring higher level players to properly manage it. The obnoxious cantankerousness of such a weapon would be balanced out with the hellish damage the weapon could output in such a shot amount of time. It's a scenario where you have to question whether or not you want to deal with attempting to fix the damnable thing as it's firing and keeping your DPS up, or else using it as a semi-sniper and trying to slowly wear away at the enemy.
But in technical feasability, I can see how it would work with the ship-wide recoil. Perhaps by adding a certain level of acceleration at the location of the weapon, an instant increase in acceleration just at that point. On a Gally it would make the poor ship spin if you didn't balance out the weapons, like having only one turner active and burning moonshine through it.
Richard LeMoon:
Adding annoyance as a balance to damage is easy, but a big no no in game development. Lochnagar used to be fun because of what it did. You only used it once in a while, and were prepared for the damage. It was not a chore. Constant damage as default would be a chore (new Loch). People would use it because it was powerful, but it would not be fun.
On the other hand, ship recoil would be annoying for the pilot, which would be OK, since they are the ones deciding to take the gun. Also, it would be considered a skill check rather than a chore to keep the ship steady enough for consistent shots.
Naoura:
Fair enough. I can definitely get behind that, but I can kind of see how it could be minimized with the pilot abusing Impact Bumpers or so, maybe accelerating at the moment of fire, which would encourage cooperation but could also throw the shot.
Would you still say make it semi-rapid fire rather than slow load like the Mercury? Make it difficult to use and requiring a good deal of skill to use properly?
Richard LeMoon:
I would make it one shot with a relatively short reload, like the animation.
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