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Topics - Daft Loon

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1
Feedback and Suggestions / Swivel gun generic MKII concept
« on: May 10, 2017, 05:19:34 am »
Almost any light gun with the following tweaks:

-Reload time roughly doubled
-Arcs changed to those of the flare gun
-Turn speed doubled where not then excessive
-Clip size reduced on guns with high impact per clip, gatling, mortar etc

The main use for these guns would be similar to that of the flare guns some players put on the sides of their pyramidions, to get some firepower out of otherwise underused gun-slots/ crew members.

An in-game warning would be needed to deter clueless players from putting these in the main gun slots of their ships.

2
Feedback and Suggestions / Tempest skill ceiling concept
« on: May 06, 2017, 10:51:41 am »
Currently after a certain range the rockets start to die one by one.

How about instead they simply stop tracking and fly off to a longer maximum range in whatever direction they were last pointing. With the right changes to range, arming time, rocket 'death' rate etc this would lead to a situation where anyone can hit targets in the 'sweet spot' between arming range and the start of rocket failure but after that instead of losing damage as is the current situation it becomes harder to hit. Most people could manage to hit a target 50m beyond the tracking range, people could aspire to hit targets 500m or more beyond it.

Essentially you would be shooting a hwacha in third person from ~750m away, at an angle.

3
Feedback and Suggestions / Trading Map Concept
« on: May 05, 2017, 12:06:54 am »
An idea I've been cooking up for a single-player map minigame that could tie in to the main one.


-Picture just for context

Essentially its just a buy low, travel, sell high resource trading game using the existing map.

-Each of the capitals has a buy and sell price for each of the 6 resources. (maybe Cathedral as well because it looks notable on the map)

-You start in your factions capital as an icon for your 'ship' and can buy resources to fill up your cargo hold using money from your war chest.

-Each of the remaining provinces on the map is randomly assigned a match type from alliance or skirmish, if your current province has a line to the next one you can move there by winning a match of the type shown for that province. (Difficulty/ underdog could be accounted for somehow to avoid anti fun incentives but this is still just a concept)

-After winning the needed chain of matches and arriving at another capital city you can sell your cargo, hopefully for a profit.

-Losing too many matches results in your ship being destroyed and cargo lost, you start again in your capital, the counter could be reset at a capital province (maybe for a fee if its not yours).

-At some point both the provinces you 'defeated' and traveled through should gain a new required match/ replace their current one* respectively.
*to prevent building up a map full of disliked match types that the player avoided.


Things to do with the profits:

-Spend them on existing map reinforcements.

-Buy a better 'ship' for this map game, a galleon for example might allow you a larger cargo hold and take more losses before you die but be somehow slower (I've not figured out what speed would do yet).

-Buy other buffs for this map game, like setting up a refueling point in a non capital tile, or suppressing pirates along a trade route (meaning you can fly it for free while the buff lasts).

-Buy better versions of map reinforcements by taking a hold full of resources directly to the province you want to benefit, for example a hold full of timber and mined resources might get better and cheaper walls, but only if you fly to where they are needed.

-Buy essentially pointless vanity items, titles would be easily done, other things could be possible.


Basically its a pale shadow of peoples hopes and dreams for adventure mode, but it would be nice to fly around the map even in a limited and abstract manner, and would give a sense of individually doing something that faction war map really lacks.

In its most basic form it would be really easy to implement and could be expanded from there if people enjoyed it enough to merit that.

4
Feedback and Suggestions / Phobos MkII Concept
« on: April 23, 2017, 01:33:46 am »
 Based on the concept of "cooking" a grenade, a mine-launcher that fires bombs pre fused to explode.

-Starting assumption of the same range and damage as the normal mine but reduced AOE to account for the guaranteed explosion - 30-40m maybe.

-Instead of a fixed arming time it borrows the charging mechanic from the lightning coil, rather than charging increasing damage it reduces arming time instead.

-No balloon or proximity trigger, instead the bomb simply explodes when it reaches its arming time, when fully charged its arming time should be 0, it fires and explodes right there. Don't light a bomb fuse and then hold onto it. No explosion on unarmed impact, same as the normal mine-launcher.

End result is pretty similar to the normal mine-launcher but with charging time becoming the primary way to set its range.

5
Feedback and Suggestions / Alliance gun balance idea
« on: April 19, 2017, 08:01:58 am »
-Put them back to the most powerful state they each have been in.

-Limit them to 1 per ship.

-Give up on having them in PvP, 2 or 3 new ships is good enough.

6
Feedback and Suggestions / Please add some way to kick
« on: April 01, 2017, 05:13:00 am »
and/or throw the ball in skyball.

Having thought of this I couldn't not post it could I?

In all seriousness though, some way to push, fling, lob, shoot or whatever the ball through the air that isn't dragging it would improve the game mode hugely.

Maybe give all 3 crew the burst of air pushing special ability from alliance and have it effect the ball only.

On a related note every pilot in crazy king should have the use of pilots drift to cut down the travel time.

7
General Discussion / Listing Alliance as singleplayer a bit dishonest?
« on: April 01, 2017, 04:45:54 am »
Alliance is marked as both singleplayer and multiplayer on steam

Sure you can technically play a match all by yourself but with the AI crew still being limited by design to being worse than the majority of players its seems a bit of a stretch.

8
Gameplay / How did you get your hell mode achievement/gas mask?
« on: March 09, 2017, 04:49:14 am »
What sort of ships/strategies did people use for the hell mode challenge?

I ended up settling on single ship Survival mode for the larger part of the 30, using a Stormbreaker with Tempest-L.Flak-Banshee-Flare and having both gunner and gunner-pilot using cataclysm rounds to make the boss much easier to take down inside 5 minutes.

Defense got me the second most wins, swapping out the gunner-pilot for a normal one with pilots drift to get from the first drill to the second in ~25s dropping a cargo nearly to the base on the way.

9
General Discussion / Rebuilding must be OP
« on: February 22, 2017, 06:01:37 am »
It is apparently necessary for the novice deathmatch bot opponents (also available in practice mode menu) to be utterly incapable of rebuilding either their hull armor or balloon and to take 60s or so to rebuild guns and engines. You can pop the balloon on the practice galleon once and it will die on the ground with no more than some stray banshee shots early on to help it along.

10
Feedback and Suggestions / Gunner focused ammo types
« on: February 03, 2017, 08:07:13 pm »
A possible alternate approach to giving the gunner class something more to recommend it - creating/modifying more ammo types that work better with a gunner using them.

Currently we have lochnagar which suits being used mostly by gunner for 3 reasons - It needs gunner stamina to turn it well, It benefits from full time attention to the gun, and it doesn't really get much out of the buff hammer.

Could some other ammo types follow that kind of theme, either by copying the same things or being better for gunner use in other ways?

Incendiary seems like a good candidate given its currently barely used, but it doesn't seem suited to just copying the loch downsides but replacing the extra damage with even more fires.

11
1 - Undergo some kind of minor surgery

2 - Get some prescription painkillers on account of #1

3 - Log in and find some complete morons, this is the easy part, just sit there in the captain's spot and they will find you

4 - Ready up scrub

5 - Ignore the morons, just let them do whatever and assume everything will be just fine

6 - Don't care when everything is not fine, this is where #2 helps, just keep flying

7 - Play some of the most fun guns of Icarus you've had in quite a while

8 - Win anyway because one of your opponents manages to ram themselves to death on your spire repeatedly

Based on a true story

12
Feedback and Suggestions / Flak Idea
« on: January 27, 2017, 03:38:56 pm »
Giving them a modified form of the heavy mine launchers trigger ability.

You still click and then after a short delay the shell explodes but instead of having a massive AOE to make the aim being to have the shell nearby at the end its simply only armed during the second half of the delay.

Essentially you click to arm the shell, click too early and it explodes in front of them, click too late and it hits them unarmed.

Ideally it would go along with a heavy shift of the damage towards the AOE. Light Flak would probably need to have fewer shots to allow time to arm them.

13
Feedback and Suggestions / Charged Ammo Tweak
« on: January 26, 2017, 08:20:41 pm »
The result of some messing around with a spreadsheet trying to make a damage focused ammo with a clearer theme than "it does more damage on this gun all the time because rounding etc". It probably fails to be that.


Changes
Removed the clip size modifier
Increased rate of fire penalty from -25% to -35%

Effects
Damage per clip becomes 130% on all guns making charged ammo flatly the best in this regard.

Short term DPS becomes 84.5% on all guns making it flatly worse than greased, loch or burst in this regard although not as bad as incendiary. (minelauncher and harpoon not included and also not effected by this change).

Long term DPS (including the reload time) sits between 96% of normal for the gatling and 121% for the heavy carronade (which is actually a slight nerf). Statistically it supplants greased and burst on most guns for raw damage over time but has its own drawback of being much slower in the short term along with lacking the AOE saturation of burst or the extra chances to start fires of greased on the respectively relevant guns.

14
Gameplay / Purpose of Lochnagar reversion call?
« on: January 21, 2017, 05:12:26 pm »
I've seen a lot of people calling for loch to be reverted. Is there any point to this other than removing loch gatling? There's been some talk about restoring old uses but as far as I can tell new loch is equal or better at all of those with the exception of its nerf to only -60% jitter:

Lumberjack - If you reload instead of firing the second shot its exactly the same as old loch except it turns faster and hurts your gun less.

Minotaur - Aside from the jitter change exactly the same story as the lumberjack.

H.Carronade - Has been fixed, guns that only fire 1 shot with loch now suffer similar (possibly the same I'm not sure) self damage to what they got with old loch. Only the jitter has been nerfed now.

Minelauncher - Is exactly the same except it turns faster.

Old H.Flak - Would be exactly what it was since the fix for the H.Carronade, except it would turn faster.

New H.Flak - Won't be any better with old loch.


How about an attempt to actually realize the potential new loch had in testing?

-Revert the turning speed, this would really restrict loch gatling.

-Revert the jitter, it was fun and that should be enough reason.

-Put the clip size back to -40% so that some of the other light guns can use it well.

-Add -20% rate of fire or something similar to reduce the more extreme dps effects.

15
Feedback and Suggestions / Delegatable AI control
« on: January 18, 2017, 08:09:37 pm »
Allowing the captain to delegate control of one of the ships AI crew to one of its actual crew, that crewman would then gain access to F1,F2,F3 and have their V commands switched to the ones captains get when on helm (not being able to "I'm getting on aft guns" will be a huge loss but I'm sure they'll cope). One AI would then respond only to the captains commands and another only to the delegated crewman's commands (unless used on a 3 crew, 1 AI ship for whatever reason in which case only the crewman would have commands).

Possible uses:
Pyramidion - Engineer sets their AI to "man the fore guns" and takes the balloon side, captain alternates between "repair the armor" and "repair the engines"

Mobula - Engineer takes hull side and alternates their AI between balloon and starboard guns, captain sets theirs to man fore guns, engine repairs are done case by case

Goldfish - Gunner alternates their AI between manning side guns and repairing the armor, captain keeps either F3 or a mix of balloon, armor and engines.

and so on for other ships.

It would allow for a much wider choice of ships and setups when only 1 crewman is available without making the AI overpowered in any way. That in turn would allow many lobbies to go to matches faster rather than waiting several minutes for new crew.

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