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"That thing's operational!" - Atruejedi's Star Wars-themed thoughts on Alliance
Hoja Lateralus:
I'm at page 28 (out of freaggin 61!), this is the part about world map.
Firstly, Jedi, you like Paradox games, I like Paradox games, we are brothers now. It's nice to see someone who understands me and I also like the map gimmick the most of whole Alliance thingie (and I'm happy to say that Muse said they are planning to implement it in some way to the Skirmish).
Provinces that provide boosts sound great, or more general: provinces with characteristics, something in it more than resources. Because if every province grants +5% boost to something, then it's clusterfuck and if everyone's special then nobody is. So my idea is that around 20% of provinces grant some kind of boost like Jedi says, 40% have some different quirks and the rest 40% has no special abilities. What other different quirks? Well, for instance province with high hills/mountains or any other terrain that benefits the defenders.
I'm certainly happy with the fact that I've talked to Howard and he said that, in principle, more player agency and planning is good, so if we keep on good suggestions we could make Alliance truly great. #makegoiogreatagain?
Reading further about resolving battles, I've pitched an idea of global events, which could make battles either longer or shorter. Also, you talking about taking over provinces being a big deal AND storytelling, it makes me thing of a newspapaer. Hell, if in this postapo world people can feed themselves and build giant-ass ships for constant warhammer-esque war then they sure can print NEWSPAPERS. So imagine if every time you log in you can get a daily newspaper with some information from the world and your faction. Maybe it deserves a different thread...
HamsterIV:
I read the whole thing and agree with most of it.
My main beef is with the airplanes, I think the they should be altered dramaticaly or done away with all together. I know muse has spent a lot of time and money on models and AI, but they don't add to the experience. In the original GOI (now flight of the icarus) it made sense to have agile fighters dance around your lumbering beast of an airship. Now the player is in the agile airship dueling other agile airships and occasionally lumbering boss ships. Airplanes don't seem to fit with the game's tone anymore.
With the limited hard points and wide array of guns, GOIO has put a heavy emphasis on strategic thinking in the pregame time and tactical ship placement during game play. Having airplanes come from random angles and not be easily engaged with some of the better ship to ship weapons does not help the aforementioned strategic or tactical thinking. Further more the airplanes present such a low level threat that the best strategy I have found to deal with them is to fly close to the rocks and hope they path find themselves to death.
I do not find dealing with aircraft satisfying as a pilot or a crew member. Since getting to the next objectives or engaging higher threat ships occupy the pilot attention, it is rare that the ship will be purposefully turned to engage aircraft. Crew on their own initiative can hop on a gun and take a pot shot at any airplanes that happens to pass through the gun's field of fire, but if the captain is not aware they are shooting he may turn the ship and throw off their aim or break gun arcs all together. Since there is no way to outmaneuver airplanes the pilot has no real tools to deal with airplanes except hope they path find themselves to death.
I recognize the need for a low level threat that players can grind through to keep their engagement up between more dramatic encounters, but the airplanes are not very engaging. When the optimal strategy is "deal with the damage until they die by accident" there is little to no sense of accomplishment.
Here are my ideas for making airplanes more intereting:
* Restrict airplanes to open sky sections of the map. If an airship flies too low or too close to canyons the airplanes should peel off and go back to patrolling a safe stretch of sky. This would allow the pilot to out maneuver the airplanes and with the airplanes contained to a certain area they can be purposefully engaged with long range guns if they present too much of a threat.
* Add immobile ground or balloon based turrets in areas of the map that the airplanes can not reach. This can be a simple as a gun on the back of a truck that drives into position from a hidden spawn when the player is not looking. Being static and possibly ground based allows the players more agency in how to deal with them. Also slow moving shot drop weapons would be more effective since the gunners can calibrate their aim from the ground hits and the splash damage.
Daelf:
For the problem with the spotting and health-bar issues in it, I think that if someone on your ship did damage to the enemy, then the health-bar of it shows up. Just having the captain mark it doesn't help when the captain forgets, is focused on other things, or when the crew is firing on multiple enemies.
Not Raged:
It was a long read but jedi made sure i read it, it is well crafted and i agree with every point.
.Daring Do.:
Ramming could use more damage.
Ramming is perfect in novice it feels realistic , but in normal and higher difficulties there's a huge jump in the amount of damage it does. So in novice I'm able to get 3 hit rams but in normal it takes 3 times that.
Also at time I hit them and no damage is taken at all... Maybe making the hit boxes bigger on impact damage and
decreasing impact damage from players ships.
Idk but the ramming feels abit off when it comes to damage.
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