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"That thing's operational!" - Atruejedi's Star Wars-themed thoughts on Alliance

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Daft Loon:

--- Quote from: Guagadu on August 06, 2016, 02:41:37 am ---... I would suggest maybe 3 different unique map markers, one for airplane, one for boss, and one for the rest. Also, having names attached would be too chaotic with the large amount of alliance enemies, so maybe have a key on the left showing the difference between types of markers.


--- End quote ---

Isn't that how it is already? Airplanes get a small v-shaped marker, airships get a standard circular marker and bosses/player ships get the circular marker with a - sign inside it.

Inkjet:
I agree with most of your points from page 13-21:
Too many enemies, none of them feel purposeful. Giving them names could help. I, too, want to feel more STORY in the game. Make other damage types useful, no, not every gun needs to be useful, but having precise disables be useful, especially against bosses, would be a welcome change.
I would like to see boss ships be juggernauts. slow moving, hard to kill, but not necessarily nuking the player (*cough* Mercantile).

I also like your idea for single-shot consumables. They could even be purchased with real money if players didn't want to take the time to grind them out. Other games have this as an option, and so long as the price point is fair and the for-money option isn't better than the grind option, I would support it. You could even put a cooldown on how often these could be purchased.

I also completely agree with making locations take longer to take control of, and making it a big, important thing, complete with benefits and so on. I also agree with having the whole front line be "available" for attack, requiring the most active parts of the community to discuss where to focus their efforts.

Aside from all this, I HAD to reply to respond to a few ship-related things:
Magnate: You don't need stamina to do the side jump. You don't need to jump on the balloon to hit the main, jumping onto and then from the railing beside the balloon is sufficient. You didn't mention that you can grab the mid-guns from the aft side.

Corsair: Why fool with a stamina jump between turning engines when you can run between them along the metal bit? I didn't know about this, and didn't figure it out until 5s after I failed my first attempt at your stamina jump. The only advantage I can see is if you need to hit the engine and then get to the gun immediately, but I assumed when going from engine to engine, you're thinking about tanking while burning. You also didn't mention that you can grab the mid-guns from the fore.

The Shrike takes ~2s from spawn to drop down to the helm. I don't think this is an obscene amount of time, though the positioning still leaves a lot to be desired.
As for the turning engines on it, it takes ~1.82s to run between them using the stairs, 1.43s to run across the plank, and I don't see TOO much issue with it, at least, not much more than any other tight movement on other ships.

Richard LeMoon:
Going to jump around rather than chronological order and make a few posts touching on some of the subjects. First up, weak points.


Frankly, I hate them. Not because they are hard to hit, though that is part of it. Mostly because they make no sense. I am talking about both boss ships and bases. Especially bases. I can SEE the generators on the bases, but I can't damage them because this is not their 'turn'. For bases, make them all active at once. All bases, all generators. Make the base legs weak points as well, susceptible to Flechette damage. Actually, completely rework how bases work.

Step 1. Define how they work. The outer structure of the base is weak to explosive, but armored. The armor and guns rebuild very rapidly due to power generators on the platforms. The base has an armored core that can not be destroyed easily. The legs are also heavily armored. As an addition, there would be a small coms balloon over the base (cargo sized balloon).

Step 2. Define order of attack.

     a. Take out the balloon with flechette. (optional) This prevents the base from calling in long range aid. If you fail to destroy the balloon before assaulting the base, a boss will be called in.
     b. Take out the generators (optional). These allow the base to repair its armor and guns at a ridiculous rate. Constant use of piercing would be needed to keep the armor down, only to have it almost instantly rebuilt. Each one destroyed slows the rebuild rate. However, change them to a component like engines and guns, so they have to be destroyed with Shatter instead of Explosive. And they also rebuild/repair like engines.
     c. Taking out the generators and the armor exposes the structure (hull). Destroy that, and most (but not all) of the base will collapse. The legs and part of the structure will remain. That base is now counted as destroyed, and you can move on.
     e. However, the escape ship will only spawn if you collapse the legs, which have been damaged by the rest of the structure falling on it. For game purposes, the legs would take the same types of damage as balloons, being fire and flechette. Once the legs and final structure fall to the ground, the people panic and an underground bunker opens, releasing the escape pod.

Then we move to boss ships...

Weak points are a good idea, but there should be a point to them other than chewing through layers. Like the bases, destroy power generators to slow armor rebuilds (optional). THEN we can start taking off layers of armor and hull (with no weak points). Have the weak points actually effect something else as well. Destroy small ports on the midsection (shatter) to sabotage weapon stores, slowing down gun movement and reloading. Destroy a main engineering point at the rear of the ship to slow ship movement and slow engine rebuilds. Destroy the helm to slow all ship operations. You would not have to do anything other than take down armor and hull to beat them, but everything else would make it easier.

And slow them down with more guns pointing in all directions. Trying to get to a weak point is an act of frustration, not fun.

Guagadu:
Something I forgot in my large post is the fact that Alliance stats shouldn't be included with Skirmish stats. For an example, let's use ram kills. I averaged about ram 1 ram kill every 2 matches is Skirmish. In the open alpha, I am averaging closer to 5 or 6 ram kills per match, due to the kamikaze airplanes hitting my Corsair and dying, bringing my overall average to about 1 ram kill every match. If stats for alliance are tracked at all, they need to be tracked separately, to avoid skewing stats.

Richard LeMoon:
On upgrades:

Again, I hate them. Not for personal use, as they are fun. However, on a meta game level, they mess up everything. As a pilot, I use to be able to tell my crew to bring specific things for specific tasks. Now I just say "Just bring whatever you want." because upgrades can now be better than what you would normally take, or just because you don't want to argue with anyone over them wanting to use their upgraded shizzel. I don't care to ask what level tools everyone has.

I was actually going to suggest single (or multiple) use items as something special to use a while ago, but that was before I thought they would ever have an upgrade system for tools. So, I shelved the idea. Tools are the last thing I thought would be upgrades, since they define your role in the game. Changing roles is bad in a crew-based game.

So, moving on to those items. With tools, there are only so many upgrades you can get, and you can only earn them once. With items, the possibilities are endless. Some would be class specific. Others would be usable by all.

Full match items:

Loot crate. An item on the ship that allows crew to change their loadouts.

Stowaway. Adds one AI with a pipe wrench to your crew. Can not use guns.

Wingman. Start the match with a small ally escort ship.

Ship tweaks. Change ship stats slightly for the match. This could include a lighter hull with faster engines, or more armor with higher mass, greater lift with higher ignition chance, or slower turning guns with more power.

Coffee. Increase stamina regain rate.

Single use items:

Air strike. Call in your own fleet of bombers.

Artillery. Call in an artillery strike using rangefinder to target.

Specialty, one reload ammos. Completely OP, but Ok because you only get one clip per match.

Upgrade ammo. Upgrade your current ammo for one clip.

Spare parts. Allow the rebuild of some permahull.

Super buff. Buffs the entire ship instantly.

Fly the colors. Your ship will not be attacked until you attack. Your ship must be unspotted to activate.

Elixir. Fully refill stamina.

Anyways, if each of these came in tiers (lasting longer, more powerful, more uses) with higher cost, you can easily see how this would keep players much more engaged than a simple upgrade system. If something seems OP or overused, it is easy to balance by simply adjusting the effect, or removing future purchase. It is much harder to balance tools, since people already have them, and got them for the desired effect. Lessen the effect, and people will be upset.

 

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