Author Topic: Suggestion: Crew disabling gun  (Read 25696 times)

Offline Richard LeMoon

  • Muse Games
  • Salutes: 284
    • [Muse]
    • 33 
    • 45
    • 45 
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #15 on: May 19, 2016, 12:02:49 am »
That is why an ice gun should only be a heavy weapon, should fire canisters/torpedoes filled with liquid nitrogen, should be a support gun, and should only look like this.



(Russian BRU-6000, by the way)

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Suggestion: Crew disabling gun
« Reply #16 on: May 19, 2016, 08:00:40 am »
I want something with liquid nitrogen.

Makes ship immune to fire damage but kills gun turning to nothing and engine output to 25%. Iunno. I'm thinking a pilot tool? Kinda like the impact bumper for fire.

Requires 5 second start up on fire immunity.

Offline Richard LeMoon

  • Muse Games
  • Salutes: 284
    • [Muse]
    • 33 
    • 45
    • 45 
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #17 on: May 19, 2016, 04:20:29 pm »
I suggested something like that a while ago. A shipwide halon system.

Offline Hoja Lateralus

  • Member
  • Salutes: 135
    • [ψ꒜]
    • 45 
    • 45
    • 23 
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #18 on: May 19, 2016, 06:13:48 pm »
(until the devs made boarding possible)

Come on guys, this is a troll. Close the thread.



Offline Cavalcante

  • Member
  • Salutes: 1
    • [ƬɌ]
    • 12 
    • 39
    • 45 
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #19 on: June 02, 2016, 08:05:47 am »
to be fair, the new dev app kind of has something in the works of this effect. the banshee now explodes in a bright white light. it is rather distracting and obscures view much more than the current explosion.

I would even go ahead and say have something similar to what you explain but only as an area effect. for instance, the blinding effect would only happen when looking towards the source of the light.

imagine a flare gun which blinded crew instead of silhouetting ships.

This is a confirmed in-the-works feature?  Low FPS rates from flares is bad enough; this will set CPUs on fire.  How many people are going to start randomly having seizures when they meet the bright disco-lights?  This sounds like an awful idea.

Offline Coldcurse

  • Community Ambassador
  • Salutes: 164
    • [TFD]
    • 18 
    • 36
    • 42 
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #20 on: June 20, 2016, 02:57:35 am »
But don't we already have the tar clouds?

- You can't see a thing.
- All your crew can't do a thing because it will just break again.
- Can't fly your ship because no engines.

Offline Skymonger

  • Member
  • Salutes: 22
    • [◥ɸ◤]
    • 24 
    • 41
    • 25 
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #21 on: June 20, 2016, 03:13:54 am »
But don't we already have the tar clouds?

- You can't see a thing.
- All your crew can't do a thing because it will just break again.
- Can't fly your ship because no engines.

Yet Tar is something that follows the wake of a ship rather than be something that inhibits players from being effective.
If a captain has tar, its either an Escape method or an Offensive weapon to use after Charging.
I just dont see it as something to "bother" Ship crews.

A Tar Gun or Canister launcher though...

Offline Huskarr

  • Member
  • Salutes: 29
    • [Rydr]
    • 32 
    • 45
    • 42 
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #22 on: June 20, 2016, 03:27:39 am »
A Tar Gun or Canister launcher though...

Gas mortar exists in Alliance. It is exactly that. BUT DON'T EVEN THINK ABOUT IT. THAT GUN IS OP AF AND IT SHOULD NOT BE BROUGHT TO SKIRMISH. I WILL GET NIGHTMARES AND I'M THE ONE SHOOTING IT.

Offline Richard LeMoon

  • Muse Games
  • Salutes: 284
    • [Muse]
    • 33 
    • 45
    • 45 
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #23 on: June 21, 2016, 06:22:21 pm »
Gas mortar can be tamed enough to use in Skirmish easily enough. Actually, it needs to be tamed just to use it at all.

Offline Silver Corsair

  • Member
  • Salutes: 2
    • 23
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #24 on: June 26, 2016, 12:58:51 am »
I think a modified flare gun wouldn't be too bad.
Effect: white screen for 4 seconds muffled sounds for 8.
counter: welding goggles, takes a piloting slot, dims the screen when too bright, +8% repair. Always active.

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Suggestion: Crew disabling gun
« Reply #25 on: June 26, 2016, 02:14:22 am »
I think a modified flare gun wouldn't be too bad.
Effect: white screen for 4 seconds muffled sounds for 8.
counter: welding goggles, takes a piloting slot, dims the screen when too bright, +8% repair. Always active.

devoting a full counter on a singular utility.

yeah... definitely new.

Offline Hoja Lateralus

  • Member
  • Salutes: 135
    • [ψ꒜]
    • 45 
    • 45
    • 23 
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #26 on: June 26, 2016, 10:11:31 am »
If you want CS:GO flashbangs for some reasons do them well - "counter" would be turning your (characters) head away...

Also, taking away piloting slot to counter this... So either this will be used so seldomly that nobody will use the counter or it will become a meta and everyone will be taking this. I don't think we want things to go this direction.

Also I think Muse have been telling us for a while that they don't want to implement something like this.... soo.... fruitful discussion is fruitful

Offline Newbluud

  • Member
  • Salutes: 24
    • [T.Pr]
    • 37 
    • 45
    • 38 
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #27 on: June 29, 2016, 10:10:42 am »
If you want CS:GO flashbangs for some reasons do them well - "counter" would be turning your (characters) head away...

Also, taking away piloting slot to counter this... So either this will be used so seldomly that nobody will use the counter or it will become a meta and everyone will be taking this. I don't think we want things to go this direction.

Also I think Muse have been telling us for a while that they don't want to implement something like this.... soo.... fruitful discussion is fruitful

So, just for the sake of humouring this idea, let's say that when the flashbang projectile hits the ship, it gives an audible cue and sticks to a particular location, when times up, it will detonate and cause whatever debilitating effects have been discussed. Counters would obviously be facing away from it and, perhaps to prevent audio disruption, moving away from it.

Even if you successfully counter the flashbang itself, you've still managed to somewhat disrupt the crew. Even so, I can just imagine five of these on a mobula for the most infuriating thing to play against ever conceived.

Also, the timer after the flashbang "sticks" to the enemy ship is shorter depending on range, rewarding skill. Then again, fast-paced brawls seem like the only possible area this kind of mechanic would make that much of a difference.

Humouring over. Please, do not implement guns that directly influence the crew's ability to perform specific jobs.

Maybe the minotaur could randomise your wasd keys for half a second after impact to simulate staggering :^)

Offline Silver Corsair

  • Member
  • Salutes: 2
    • 23
    • View Profile
Re: Suggestion: Crew disabling gun
« Reply #28 on: June 29, 2016, 01:57:48 pm »
I like the muffled sounds because it interrupts communications but doesn't stop a well trained crew from functioning. but it can't work because some people play it over skype or in the same room.
« Last Edit: June 29, 2016, 01:59:19 pm by Silver Corsair »