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A cry for change
Shas'ui:
There is already two minor forms of these skill features in game: buff and chemspray. Done well, they can make a huge difference, but most players prefer the simplicity of the reactive tools.
The other issue is that a good engineer is rarely idle: they are either fixing something, firing a gun, buffing/chemming, or they are keeping any eye on arcs that the pilot/gunners might miss. The last may sound unimportant... until your balloon dies to an unseen carrofish. A good engineer keeps their eyes open, and glances about as they preform their duties; a single unspotted ship can ruin an entire team's push. .
--- Quote ---Hey, didn't they have a galleon? Where'd it go? *engines exploding* oh, there it is!
--- End quote ---
As it is, there are times when three engineers can't keep the ship running, much less two. (On a squid: captain brought moonshine, tar, claw. Used scroll wheel; was forgetful.) Even on the "simple" ships, such as the goldfish, a well organized crew can bring buff/chem, and keep busy with those.
As for the skill involvement, in my mind it comes down to knowing what to repair, when to do so, and how best to get there. AI may be better on some ships, but there's a reason AI engineered mobulas are rare. Learning the optimal routes, and when you may need to leave your post to make it before the armor break, can be the difference between a healthy ship and a smoking wreck.
The guns are similarly divided between those the AI can use well, and those it cannot. I've never seen an AI gunned munker, and while I can't be sure (having not seen one), I doubt it would be effective. Loosing special ammos means that a decent human can always outperform the AI, even if it's only getting in a few extra shots by starting with lesmok. Others benefit from timing/context: as anyone teaching new players how to run a metamydian knows: "hold until red!". At long ranges, some rely on predicting where it will be, which is again easier for humans then AI.
To summarize: there is a lot of skill involved in engineering and gunning, but it is a learned, knowledge based skill rather then quick reflexes arcade-style skill.
Miki 'nEad:
--- Quote from: Shas'ui on January 24, 2017, 05:46:15 am ---I've never seen an AI gunned munker, and while I can't be sure (having not seen one), I doubt it would be effective. Loosing special ammos means that a decent human can always outperform the AI, even if it's only getting in a few extra shots by starting with lesmok.
--- End quote ---
AI don't fire mines, just like the flare they simply won't touch it.
Solidusbucket:
--- Quote from: Shas'ui on January 24, 2017, 05:46:15 am ---Explains what engineering is.
--- End quote ---
Yea, that's my point. I didn't bother elaborating on what engineering consists of because most people in this thread already know.
Here, I'll take what you typed and make it simpler.
Prioritization, time management, and situational awareness.
BobyWilliam:
The core thing that I am trying to say is being a gunner/engineer is boring imo, it's a very repetitive task and not rewarding, you are like slaves to the captain's will pretty much.
That's why bots are decents at doing this job and outplay most average players because it's a pretty boring and repetitive job. Yes you are busy all the time, but doing not very fun/rewarding things. I won't be against a rework on how you manage your time on the ship, mostly as engineer, faster repairing could allows more room for other more interesting stuffs, for example.
I am not saying the ideas I am proposing are the ones you must apply at all costs, just the general direction I would like thoses jobs to improve in the future.
Peace. ;)
Naoura:
Boby, that's just experience telling. Engineering is probably the most important role, aside from captaining. Platforming and time management are what make Engineering the most entertaining. You are the one keeping the ship alive, and you are the one who is responsible for the insane movements the Captain is trying to pull off.
You're not a slave to the actions, you're responsible for the actions, at least under a good captain. If the cap doesn't have engines, the ship can't avoid an incoming hwacha barrage, not effectively. Your balloon goes down, your ship is likely going to crash, meaning you are responsible to keep the ship alive.
Complicating the engineering process locks down the engineer, the opposite of what you want. An engineer needs to be fast and mobile, hitting every component he or she can before something else comes in to kill the ship.
Bots are moderately effective, but not nearly as effective as a skilled engineer who knows how to prioritize more effectively. Being able to react on the fly to incoming threats, incoming damage, and potential damage is incredibly important, as is predicting what damage is going to be coming in at what time.
An engineer has to be more aware than even the Captain. While the captain has to strategize with the other captain, keep an eye on the enemy, figure out if he's in arc, watch the engine health, etc, the engineer has to watch what ships are incoming so that the captain can be alerted, spot them, realize their armament, brace for incoming attacks, react to captain's use of the engines, repair the engines as they come, quickly do hull repairs while keeping some of the weapons alive so that the gunner has a chance to counter the enemy as they come in, all while keeping an eye on any and all component damage so as to react to any other incoming threats.
Don't fret. Engineering is integral to the ship, and it is quite entertaining, even if it may not feel as rewarding. A lot of people have those concerns, simply because engineering is so critical.
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