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Single/Coop Story Mode for Alliance - And Health Bars for PVP

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Naoura:
I disagree on that, Richard. The Skirmish build already technically has health bars in the way your ship deteriorates as you take hull damage. You already have a very, very visible break to an enemy ships armor, and a couple rounds of experience would tell you 'this one is stronger than this one'.

You don't need the full knowledge of armor hitpoints to know that the Pyramidion is a little tankier than a Squid, that's visible just from playstyle. You'll note that a Pyra has lower health compared to a Goldfish when you see the Pyra enter stage 3 faster than a Goldfish.

Putting a health bar on the spyglass takes away from the experience, not adds. You can already tell that an opponent is low health by how damaged their ship looks. You can already tell if their armor is broken by the graphic that plays. At range, you do the exact same thing with the spyglass without the need to throw in a blank and standard health bar over their ship.

GurasOguras:
Several years ago the following mechanics were present in the game:

- Reloading your gun with special ammunition required you to be on the gun at the end of reload. This required good timing from the players to repair while the gun is reloading, but also be on the gun when that reload is finished.
- There was no stamina so you had to carefully plan your route around the ship. Mobula could either have its crew shoot or repair and was overall much more difficult ship to play and was a high risk - high reward ship.
- A fire was much more dangerous and being able to use chem spray effectively is what made a difference between a veteran engie and a noob. One flamethrower could make an entire difference in the engagement (especially without stamina) Now you just give everyone extinguisher.

Richard, I beg you. For the sake of all that's still making this game great please do not post any ideas to lower the skill cap further anymore. I've had enough.


That's how it should be done. Collecting such data was very time-consuming and precious to me. It would be a direct blow to all who put their time and effort into getting good at the game.

You wanna know how much permahull does the other ship have?


Being able to win the engagement with 1% permahull is very important for the competitive play. And as you know competitive is never about sheer numbers. If spyglass would allow looking at ship's health (possibly through clouds and obstacles as long as the target is still marked by the other ship) then no one would care and just rush ship with less health instead of cooperating in order to beat the entire team in the engagement.

Rareform K. Rozhkov:

--- Quote from: GurasOguras on July 27, 2017, 09:36:55 am ---For the sake of all that's still making this game great please do not post any ideas to lower the skill cap further anymore. I've had enough.

--- End quote ---
this

--- Quote from: Schwalbe on July 19, 2017, 08:04:08 am ---Healthbars in PVP: ...not having them is forcing you to actually learn to assert how much health the enemy have based on the model and forces communication with your ally to have proper info...

--- End quote ---
and this

Solidusbucket:

--- Quote from: Schwalbe on July 19, 2017, 08:04:08 am ---Healthbars in PVP: ...not having them is forcing you to actually learn to assert how much health the enemy have based on the model and forces communication with your ally to have proper info...

--- End quote ---


Pretty true.

Many times in a match its communicated how many shots from X gun went into the enemy ship's exposed armor. With time and recognizing the damage models of the ship, a player can get a general idea of the percentage of health remaining. Many many times have I had adrenalin fueled matches where I was telling the gatling gun to keep firing and they will get a gatling kill. They had to trust that call because I made it based off my knowledge.

Naoura:
Richard's heart is in the right place with this. He wants the game to be a lot more accessible to lower levels, draw in more players, try and open the game up from the elites, and to draw in more players.

The problem with that is trying to strike the balance between the Patricians and the Plebians. Plebs want more opened to them, more power, more capability, while the Patricians want nothing for it. Vets know the game inside out, backwards and forwards. Plebs are still trying to figure out how to swap ammos.

Partly, this is due to bad tutorials, bad expectations from the devs, and toxicity from vets who are tired of helping nublets learn the game. I'm guilty of it myself, even though I've helped at least.... 10-20 nublet crews? Not just a single novice, but the entire crew. They learn as much as they can, but Guns is not a simple game, even if it's a simple premise. But that's neither here nor there to this discussion.

You can only offer the newer players so much, and can only give them so much. Higher levels need something too, to keep them in the game. Not as much, I don't think, since we are (mostly) all friends here, and come to have a good time with one another. The core game is sound. It's what the newer players have to walk into that fails them. The core game doesn't need too much in the way of changing, with the exception of minor tweaks to balance meta and try and keep the game alive, but it doesn't need to change too overly much.

My point is this; if you want to help newer players, fix the Tutorials, again. Have the players have an impact on tutorials, with some oversight so that newer players aren't innundated with information.

 Loosen up on the engineering tutorial, let the player try to fix the armor with whatever tool he or she likes, and see how effective or ineffective a tool is. Give them an actual 'combat scenario' where the armor is taking damage for a few seconds, and they fail if they let the armor fall.

Expand the Gunner tutorial, and make it an actual tutorial, not an on rails mortar shooter. Teach them to use different ammunition,  use several different weapon types, and actually have a similar combat scenario, better than the one we currently have.

Pilot is the one that I honestly think is okay, no complaints on my memories of that one.

As for Novice DM... honestly? If you're below a certain level, make it a requirement. People who are quick-playing need at least a match or two playing against AI, with allied crew, in order to learn the game. I've said this before, and I'll say it again, it needs to be a requirement before you're allowed into regular play. It teaches, reinforces, and expands a novice's knowledge base so that they can actually play the game. Just make it an extension of the matchmaker and match list if you're below level 5. You'll actually understand the bleeding game if you go through the tutorials, and a few matches there will have you in regular play in a moment.

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