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Captain Centric Game Modes

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MightyKeb:
I can see a 3-man GOIO taking away some depth from the high levels though. 2 guns shooting at a time would be the maximum, 3 would just be impractical. Ships like Spire and Mobula would have to set up a pair of guns for different ranges, galleon would rule supreme in firepower just because the gunner can manage the two bottom guns, and Pyras/Junkers would be evenly matched with Spire/Mob - the latter would have to try to out-versatile them to win. Doesn't sound too balanced in a PvP setting in the end.

I think Disaster's problem isn't with the gameplay - it's with the ships. Everyone shoots on Spire, Mobula, Galleon and Junker. Squid main is widely regarded as fun and hectic. This leaves Fish and Pyra - which just happen to be the best beginner ships in the game, which means your new engi is going to be spending plenty of time whacking shit and not shooting as much. I guarantee you those "I dropped this game because one guy has to sacrifice his fun so that you can win" people could be won over if you just gave them those 4 trifecta based ships. The only problem being - they're hard. Especially if you don't have strong engineer instincts to balance out all the shooting. Pyra and Fish serve as more of a "training" so that the crewman knows the ship before he starts interacting with the enemy. This is a good thing, it helps in the long run, it's just a shame that PvP store page and youtube coverage has given casuals an unjustly high expectation for their beginner experience.

Nikola Brackman:
I actually have the opposite opinion of crew size, I would like a 5-6 man crew and feel like most of the ships are actually built for that range.  A slightly larger crew would make going gunner-heavy more viable too, since several gunners working together could bring enough repair capacity that the engineer mostly has to worry about fighting fires.  Though IMO a gungineer will still be superior to a gunner unless the class abilities make their way to skirmish.  Most loadouts just don't need three ammo types, especially when you can substitute charged rounds with the buff hammer.

I will agree though that any new game mode is 90% only relevant to the pilot.  The rest of the crew just does pretty much the same thing no matter which mode it is.  For the crew, new content is guns and ships.

Also I main engineer.  It is fun and you do get to use the guns if you're fast and know what you're doing.  Having an agreement with another engineer to divide the ship up helps: less running for more fixing, you won't interrupt each others' cooldowns, and on a lot of ships you'll each get a gun or two to yourselves.

Daft Loon:

--- Quote from: Hoja Lateralus on April 02, 2017, 07:37:44 am ---We have no way of checking that but consider how many people have left this game because they were dissapointed they have to walk around the ship wacking stuff around.

--- End quote ---

I was thinking in terms of the games existing population lacking the 50% desire to be engineer, if you add in all those who could have kept playing it might indeed get close to small minority.


--- Quote from: MightyKeb on April 02, 2017, 08:00:01 am ---I can see a 3-man GOIO taking away some depth from the high levels though. 2 guns shooting at a time would be the maximum, 3 would just be impractical. Ships like Spire and Mobula would have to set up a pair of guns for different ranges, galleon would rule supreme in firepower just because the gunner can manage the two bottom guns, and Pyras/Junkers would be evenly matched with Spire/Mob - the latter would have to try to out-versatile them to win. Doesn't sound too balanced in a PvP setting in the end.

--- End quote ---
By 'from the ground up' I was meaning so early in development that we wouldn't even have the same ships, It might have taken away some of the depth at the top, but it would have been much better for the rest up to and including those at my level of "skill" and experience in the game.


--- Quote from: Nikola Brackman on April 02, 2017, 10:19:23 am ---I actually have the opposite opinion of crew size, I would like a 5-6 man crew and feel like most of the ships are actually built for that range.  A slightly larger crew would make going gunner-heavy more viable too, since several gunners working together could bring enough repair capacity that the engineer mostly has to worry about fighting fires.  Though IMO a gungineer will still be superior to a gunner unless the class abilities make their way to skirmish.  Most loadouts just don't need three ammo types, especially when you can substitute charged rounds with the buff hammer.

--- End quote ---

I can actually see that working in alliance, the same two engineers keep the hull, balloon + misc repaired and then several gunners fire the weapons all around you. It would need some balance tweaks but they wouldn't be impossible.

Naoura:
Daft, I posted something like that centuries ago, specifically for Alliance. Dreadnoughts, larger crewed, larger sized ships that cost two lives if they went down, but were pretty much impossible to bring down normally. Think I still have the post somewhere...

Skrimskraw:
pilots are divas :)

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