Author Topic: Hard lock ships to only have 1 gunner max  (Read 15711 times)

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Hard lock ships to only have 1 gunner max
« on: December 29, 2016, 06:58:13 pm »
Just a thought experiment.

Just how much of a disaster would it really be to force the most common and optimal class distribution on all the ships?

Only people that really fly double or even triple gunner are noobs or munkers (it helps but only if you're looking to bully dumb enemies that won't attack you).

I mean the only real alternative I know is the gungi. There is no instance of a 2nd gunner with good results at the end of it. Just straight up lock away the possibility. Nothing of value would be lost.

I'm really sick of dumb people making the dumb choice of being the 2nd gunner and from that alone renders a major handicap for the whole team.

Its always been unfair to lose because of the one idiot. At least force that idiot to be properly equipped. Because then, you get to the core of the issue, the actual ability of the player. You can teach a dumb engie to main or gungi. You can't on a 2nd gunner.
« Last Edit: December 29, 2016, 07:01:18 pm by Arturo Sanchez »

Offline MightyKeb

  • Member
  • Salutes: 78
    • [GwTh]
    • 38 
    • 45
    • 45 
    • View Profile
Re: Hard lock ships to only have 1 gunner max
« Reply #1 on: December 29, 2016, 07:28:23 pm »
This would be a real issue if the gunner class got it's much needed overhauls and could actually stand up to it's peers in versatility.

Kind of like how engineer pilot was a thing on certain junkers, galleons and spires but have now been destroyed by the addition of Pilot stamina. If you're going that road of giving everyone special powers and static places in the game (I take pleasure in recalling this was promised to not be a thing before) and don't have the time to rebalance the class, might aswell do it.

Offline Daft Loon

  • Member
  • Salutes: 47
    • [◕_◕]
    • 45 
    • 45
    • 45 
    • View Profile
Re: Hard lock ships to only have 1 gunner max
« Reply #2 on: December 29, 2016, 07:41:47 pm »
There is also a simple way to preserve the option for people who want to mess around with having 2 or 3 gunners - allow recommended loadouts to be a back door way of getting a second gunner.

Offline Richard LeMoon

  • Muse Games
  • Salutes: 284
    • [Muse]
    • 33 
    • 45
    • 45 
    • View Profile
Re: Hard lock ships to only have 1 gunner max
« Reply #3 on: December 30, 2016, 01:43:18 pm »
I second the recommended loadout allowing more than one gunner.

NEVER allow a second gunner to join a running match.

Offline Atruejedi

  • Member
  • Salutes: 64
    • [❤❤❤]
    • 45 
    • 45
    • 45 
    • View Profile
Re: Hard lock ships to only have 1 gunner max
« Reply #4 on: December 30, 2016, 02:48:15 pm »
Honestly, I don't think this is too big of a problem. I fear restricting class freedom would just cause more problems. For example, whoever grabs gunner first gets to keep it? Problematic already. The best weapon we have against poor crew composition and loadouts is good communication and teaching.

NEVER allow a second gunner to join a running match.

I'd be happier with just this. I hate it when I go from a relatively effecient AI engineer to a second human gunner.

As it is now, Chaos Skirmish quite often needs double gunners, and requiring the random pilots to create those very specific Chaos loadouts and then send them to their crew mates would add even more time to the lobby setup. And because I'm Lord Nub I personally run double gunner on my Dunes Mobula with great efficacy.

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Hard lock ships to only have 1 gunner max
« Reply #5 on: December 30, 2016, 04:41:51 pm »
Honestly, I don't think this is too big of a problem. I fear restricting class freedom would just cause more problems. For example, whoever grabs gunner first gets to keep it? Problematic already.

Thats always been the case. Its the lobby etiquette us vets teach. Wtf you on about when the natural practice of pub etiquette is enforced?

When there's an issue of two gunners, everyone always defaults to this rule. First gunner stays. Doesn't matter if he's crap in comparison. So long as he takes the loadout, taken in his instructions, you become the 2nd engie. End of.

@keb. thats optimistic.
« Last Edit: December 30, 2016, 04:45:58 pm by Arturo Sanchez »

Offline Atruejedi

  • Member
  • Salutes: 64
    • [❤❤❤]
    • 45 
    • 45
    • 45 
    • View Profile
Re: Hard lock ships to only have 1 gunner max
« Reply #6 on: December 30, 2016, 06:07:54 pm »
When there's an issue of two gunners, everyone always defaults to this rule. First gunner stays. Doesn't matter if he's crap in comparison. So long as he takes the loadout, taken in his instructions, you become the 2nd engie. End of.

nope

I always look at what levels my crew has on the whole, then choose a ship that the lowest level player can do something on and arrange the crew accordingly thereafter. Just because somebody wants to be gunner doesn't mean they get to be gunner. First-come-first-serve is pretty selfish and greedy. The needs of the many outweigh the needs of the few and the one. I, as the captain, select who I think will do the most effective job and purposely shuffle people away from classes they almost exclusively play, and I expect (and witness) other (good) captains do the same.

Offline Red-Xiii

  • Member
  • Salutes: 32
    • [-§ɱ-]
    • 45 
    • 45
    • 45 
    • View Profile
    • Steel Meridian
Re: Hard lock ships to only have 1 gunner max
« Reply #7 on: December 31, 2016, 01:23:17 am »
There is also a simple way to preserve the option for people who want to mess around with having 2 or 3 gunners - allow recommended loadouts to be a back door way of getting a second gunner.

this is necessary for any talk of hard locking gunner position.  if you take away my ability for a 3 gunner mining squid what's the point of life.  too restrictive otherwise. 

Offline Unarmed Civilian

  • Member
  • Salutes: 12
    • [◥ɸ◤]
    • 33 
    • 45
    • 45 
    • View Profile
Re: Hard lock ships to only have 1 gunner max
« Reply #8 on: December 31, 2016, 02:10:38 pm »
Would another way of attacking this be of allowing people to change class mid-match or during respawn? People already disconnect to change equipment, why not class?

Offline BlackenedPies

  • Member
  • Salutes: 134
    • [Duck]
    • 30 
    • 45
    • 45 
    • View Profile
Re: Hard lock ships to only have 1 gunner max
« Reply #9 on: January 01, 2017, 05:06:33 pm »
Would another way of attacking this be of allowing people to change class mid-match or during respawn? People already disconnect to change equipment, why not class?

Ugh... I email Muse about this every 6 months, and my first post on the forums was in April 2014 after they removed this feature. Since then it's been possible to change class only through a workaround, but few players know how to do this. It punishes anyone who doesn't. It's pointless and dangerous to prevent class switching. Accidentally join in match as the wrong class, too bad. Connection disconnects and a bug switches your class, sucks for you. Know the workaround and your team has a huge advantage if anything goes wrong. I have many choice words for this asinine decision...
« Last Edit: January 01, 2017, 05:08:09 pm by BlackenedPies »

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Hard lock ships to only have 1 gunner max
« Reply #10 on: January 06, 2017, 07:46:36 pm »
Would another way of attacking this be of allowing people to change class mid-match or during respawn? People already disconnect to change equipment, why not class?

Ugh... I email Muse about this every 6 months, and my first post on the forums was in April 2014 after they removed this feature. Since then it's been possible to change class only through a workaround, but few players know how to do this. It punishes anyone who doesn't. It's pointless and dangerous to prevent class switching. Accidentally join in match as the wrong class, too bad. Connection disconnects and a bug switches your class, sucks for you. Know the workaround and your team has a huge advantage if anything goes wrong. I have many choice words for this asinine decision...

There's only one word you need.

@jedi. lol.