Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: DJ Logicalia on December 25, 2014, 08:59:21 pm

Title: Altitude based, vertical map
Post by: DJ Logicalia on December 25, 2014, 08:59:21 pm
I've been thinking about what sort of addition that isn't too crazy, yet is really different, could add a new dynamic to the game. It crossed my mind that a small map, maybe 1 or 1 1/2 thousand square km, but an enormous hight ceiling, at least triple of whatever the highest one is now would be really cool.
 I can't really think of any real setting. Maybe some kind of vine walled valley, or serene cliffside by the sea. This would add a whole new element to how ships are flown, and I think it could be really cool if done right. Thoughts?
Title: Re: Altitude based, vertical map
Post by: Caprontos on December 25, 2014, 09:19:16 pm
isn't 1000m like a super small map?.. Idk though sounds awkward considering gun arks are generally level.. and the further down/up you have to aim the further they have to be away.. So if the map is more or less just raising/lowering to match enemy height it'd be kinda silly, more so with out any cover at varying heights.. So you could spot people instantly..

It would need more then just extreme hieght to make it interesting to me..



As for a new type of map that's different, but not massively different, I always liked the cave idea.. Having a roof and a floor to deal with + various snakey corridors to fly through and it being pretty dark.. Would mix stuff up a bit I think.. Its not super different because it could be canyon ambush with a roof.. or partian(sp?) .. So the type of map is available, it just needs a roof and such.
Title: Re: Altitude based, vertical map
Post by: DJ Logicalia on December 25, 2014, 09:23:53 pm
isn't 1000m like a super small map?.. Idk though sounds awkward considering gun arks are generally level.. and the further down/up you have to aim the further they have to be away.. So if the map is more or less just raising/lowering to match enemy height it'd be kinda silly, more so with out any cover at varying heights.. So you could spot people instantly..
I mean, Paratin is 2k squared, and Dawn is a little smaller than that. It would be the smallest of all the maps, map size wise. And you're right, it would need some more to it. Maybe some debree in jutting out from the walls,  or some where. It's got some flaws, yeah, but it I think it has potential.

And I love the cave idea. I've heard it before, and always love the idea
Title: Re: Altitude based, vertical map
Post by: Arturo Sanchez on December 25, 2014, 09:30:11 pm
just add numbers to the ship icon.

to the approximate km height from the sea level (which I assume is the bottom of the actual map). So the ground isn't technically 0km.
Title: Re: Altitude based, vertical map
Post by: Crafeksterty on December 25, 2014, 11:09:28 pm
I want say 75% horizontal size that of paritian rumble where the middle is a giant spire of a canyon risen. But it has holes that you can pass through. This spire covers most of the map in the middle.

So not only do you get your cave map wish, you also get your vertical map wish!
Title: Re: Altitude based, vertical map
Post by: Zirilfer on December 25, 2014, 11:46:41 pm
I want say 75% horizontal size that of paritian rumble where the middle is a giant spire of a canyon risen. But it has holes that you can pass through. This spire covers most of the map in the middle.

So not only do you get your cave map wish, you also get your vertical map wish!

Pretty much this. Mines would have much more stopping power, and larger ships like the spire might have huge disadvantages
Title: Re: Altitude based, vertical map
Post by: Bronzium on December 26, 2014, 11:13:28 am
Love the ideas. The cave thing would be awesome, as would the vertical height scenario. Though perhaps make it a bit larger. Perhaps make it so that the map size is a giant cylinder in essence, with objects jutting out on all sides at various heights, and perhaps make it large enough so that two ships can float at the same height level and open fire at each other (with wiggle room inbetween of course).

I guess the more I think of it, 1k km squared would do it. Correct me if I'm wrong, perhaps the middle section of Paritan (I mean the size of the big courtyard there), would be a good fit for a ship battle. I had enivisioned somehing a bit more compact though, as in only 2 ships (facing each other at the same height) and perhaps 100m of wiggle room total between the two ships would fill the diameter of the cylindrical map.

As far as scenario, how about a massive mining pit?
Title: Re: Altitude based, vertical map
Post by: Wolfprints on December 28, 2014, 02:40:48 pm
Oooooh, I like this idea very much. This could be a much more maze-like map, kind of like what Paritan would be if you couldn't get above it.
Title: Re: Altitude based, vertical map
Post by: ShadedExalt on December 28, 2014, 11:05:49 pm
If there was a maze map, all anyone would take'd be Meta Mobula.  Imagine it- you're rounding the corner, when suddenly you are beset upon by three gats, and then two mortars!  Instant death!
Title: Re: Altitude based, vertical map
Post by: Caprontos on December 28, 2014, 11:41:55 pm
If there was a maze map, all anyone would take'd be Meta Mobula.  Imagine it- you're rounding the corner, when suddenly you are beset upon by three gats, and then two mortars!  Instant death!

Well a lot of ships would work nice for ambushes.. we just don't have many maps and situations where you can really do it regularly, though drums might kill the surprise a little..

Idk.. If we need an actual maze though.. People go in circles often enough as it is in a more open map :P.. Though with the new minotaur gun maybe a maze is just what it needs..
Title: Re: Altitude based, vertical map
Post by: Fiesty on December 30, 2014, 01:02:15 pm
Vertical maps do need floating obstacles or cave like atmosphere. What would also make it fun are drafts local to an area that lift or drop you balloon at extra speed. Maybe add a geyser as the feature to give these forces.
Title: Re: Altitude based, vertical map
Post by: GeoRmr on December 30, 2014, 10:27:46 pm
Problems with the initial spawn if the map is tall and thin.


Ships spawn at the same altitude on top of each-other immediate combat - or different altitudes - one team has height advantage


I'd still love a vertical map though. Giant cave yes please.
Title: Re: Altitude based, vertical map
Post by: Replaceable on December 31, 2014, 05:36:47 am
I really want a cave map too. I'm pretty sure I remember muse saying that they wouldn't make it though. I don't however remember why. :s
Title: Re: Altitude based, vertical map
Post by: Arturo Sanchez on December 31, 2014, 08:05:35 am
Giant cave for a vertical map?

2 issues

1. lighting.Caves don't tend to provide much of it (a night fighting map might be interesting actually-would need to create a system for it though)

2. they don't tend to accomodate giant airships.


I'd much rather a giant tower of babylon. Like a super giant juggernaut ruin.
Title: Re: Altitude based, vertical map
Post by: Crafeksterty on December 31, 2014, 08:53:02 am
Just want to add. ide love for a map that takes place high in the skies with no obstacles other than your own ships but the map has tons of clouds. While the bottom is thunder clouds to signify the bottom of the map, and an explenation to carroing ships into the bottom. Heck maybe it can take place inside a giant tornado just to be crazy (If im not wrong the middle/inside of the tornado doesnt have torque or wind, does it?)

While the map size is as big as fjords with also the high ceiling. Because ive yett to have a map that made me feel like im high up, other than fjords. FOV slider up to 90 kinda takes away the high feeling, along with the ground textures not being small or detailed enough to show that it is far (just look at dunes sand, they are quite large when you get up close).



In the end, i do hope we get more vertical maps. The only one atm is Fjords, and fjords is justified with its clouds.
Title: Re: Altitude based, vertical map
Post by: Caprontos on December 31, 2014, 11:43:04 am
Giant cave for a vertical map?

2 issues

1. lighting.Caves don't tend to provide much of it (a night fighting map might be interesting actually-would need to create a system for it though)

2. they don't tend to accomodate giant airships.


I'd much rather a giant tower of babylon. Like a super giant juggernaut ruin.
For the cave map I didn't assume it to be a vertical map, more like partian(sp?) with a roof like map.. So bunch of twisty paths, maybe a central area  and the roof to force you to stay in it..

Both issues with caves is easily fixed because - this is a game and not real life.. And so anything can be a thing... I have seen caves in games that are plenty large enough to fit airships.. Also I was thinking specifically for dark maps there could be a toggle button that turns on lights, so you can see around your ship - or hide in the dark. Darkness could just be like clouds work, so your very hard to see in it (buffs and such make you glow still) and the light just removes it from X meters around a ship..

Vertical cave map would be annoying more then fun to fly in I think... Towers may work for a vertical map though.
Title: Re: Altitude based, vertical map
Post by: Indreams on January 01, 2015, 07:52:59 pm
Imagine airship fighting in Underdark, that's pretty cool.
(http://fc06.deviantart.net/fs71/f/2011/065/b/3/underdark_by_milanvasek-d3b1znx.jpg)
Fungus could be your light source.

It could make sense lore-wise. Surely Angleans, in that cold, must have a grand city or something below ground.
Title: Re: Altitude based, vertical map
Post by: Replaceable on January 01, 2015, 07:59:20 pm
New faction: Dwarfs.

Gun that shoots steam.
Engineers get golden war hammers to replace their mallets.
Everyone is short and has a beard. Even the ladies.

Live underground. But oddly.. still fly airships.

Yep. Muse: We need this.
Title: Re: Altitude based, vertical map
Post by: Arturo Sanchez on January 01, 2015, 08:02:21 pm
Imagine airship fighting in Underdark, that's pretty cool.
(http://fc06.deviantart.net/fs71/f/2011/065/b/3/underdark_by_milanvasek-d3b1znx.jpg)
Fungus could be your light source.

It could make sense lore-wise. Surely Angleans, in that cold, must have a grand city or something below ground.

replace water hazard's sky box.

done.

New faction: Dwarfs.

Gun that shoots steam.
Engineers get golden war hammers to replace their mallets.
Everyone is short and has a beard. Even the ladies.

Live underground. But oddly.. still fly airships.

Yep. Muse: We need this.

developmemt of sky whale technology is muse's top priority.

Maybe in coop mode, sky whale fleets driven by dwarves would be a nice compromise (that being the said the ideas you'd suggested are kind... lolwhut? I mean guns that shoot steam?)


Here's a suggestion for you.

Instead of humans finding gun powder dwarves have created guns using pressured air via heating water and various hydraulic mechanisms.

For example their version of the merc gun is a single shot shell via high air pressure. And only dwarves can craft this weapon because only dwarf-metal is strong enough and heat resistent enough (to maintain its durability) to contain the needed pressure for the gun without exploding from the high compressed air.

Primary weapons are slow shooting guns, like merc and artemis that fire in much greater range and increased power (as if firing lesmok and charged at the same time).

Naturally the problem of such weapons is slow reload time (as building up pressure takes time) and less clips. Because released pressure is only good for one shot.
Title: Re: Altitude based, vertical map
Post by: Replaceable on January 02, 2015, 07:13:29 am
I was thinking a gun that was like the dwarven steam thing that dwarven centurions have in skyrim. Similar to a flamethrower.

But pressurised air guns seems awesome. :o
Title: Re: Altitude based, vertical map
Post by: ShadedExalt on January 02, 2015, 09:01:26 am
That Vortex Cannon Richard LeMoon suggested!!!
Title: Re: Altitude based, vertical map
Post by: Indreams on January 02, 2015, 01:47:01 pm
While we are at it, let the dwarves be able to be shot out of a cannon to board enemy ships. :D

Though I really want to see the steam gun. But I have to wonder what kinda damage it would do.
Title: Re: Altitude based, vertical map
Post by: Replaceable on January 02, 2015, 03:53:45 pm
Works like tar barrel but only affects non chemsprayed components. Small magazine. Doesn't affect your ship as potential for trolls too high.

Although saying that anyone can lochnagar your guns so. :p
Title: Re: Altitude based, vertical map
Post by: Kamoba on January 17, 2015, 05:05:33 am
Works like tar barrel but only affects non chemsprayed components. Small magazine. Doesn't affect your ship as potential for trolls too high.

Although saying that anyone can lochnagar your guns so. :p

Fortunately most the trolls are too dumb to realise lochnagar potential and just hammer the pilot.
Title: Re: Altitude based, vertical map
Post by: Lieutenant Noir on January 19, 2015, 06:27:39 am
I would be down for some vertical maps, but my initial problem with this is with the piloting blind spots.

Unfortunately most ships in the game have the entire ship below and the balloon up, thus when piloting it can be hard to judge where the enemy is if they're below or above your ship. Of course I love challenges but in this scenario your ship would go down very quickly without good crew and so a map like this would become niche very quickly.

Also most of the guns in this game have much better horizontal arcs than vertical arcs. The first ship to reach the bottom and pull up their 65 degree lumberjacks would have free reign to drop ships down into the pit.

Still willing to see what might happen though.
Title: Re: Altitude based, vertical map
Post by: Kamoba on January 19, 2015, 10:58:52 am
I would be down for some vertical maps, but my initial problem with this is with the piloting blind spots.

Unfortunately most ships in the game have the entire ship below and the balloon up, thus when piloting it can be hard to judge where the enemy is if they're below or above your ship. Of course I love challenges but in this scenario your ship would go down very quickly without good crew and so a map like this would become niche very quickly.

Also most of the guns in this game have much better horizontal arcs than vertical arcs. The first ship to reach the bottom and pull up their 65 degree lumberjacks would have free reign to drop ships down into the pit.

Still willing to see what might happen though.

The risk versus reward of dropping blind to get lower faster, knowing if you hit an obstacle you'll crash or be blown up by the enemy, dropping double mine launcher pyramidions would dominate though, the ability to see below the nose and the spawn point has a peep hole too!


As for everyone mentioning caves, I beg to bring up the argument on not caves, Mines!

 http://www.weirdomatic.com/biggest-diamond-mine.html

Imagine years of mining to make  some of the huge leviathans' we play around, I think it'd me more legitimate of a vertical map to be a complex mine an opening to the sky which would be map roof. :)
Title: Re: Altitude based, vertical map
Post by: Bronzium on January 19, 2015, 03:44:15 pm
I would be down for some vertical maps, but my initial problem with this is with the piloting blind spots.

Unfortunately most ships in the game have the entire ship below and the balloon up, thus when piloting it can be hard to judge where the enemy is if they're below or above your ship. Of course I love challenges but in this scenario your ship would go down very quickly without good crew and so a map like this would become niche very quickly.

Also most of the guns in this game have much better horizontal arcs than vertical arcs. The first ship to reach the bottom and pull up their 65 degree lumberjacks would have free reign to drop ships down into the pit.

Still willing to see what might happen though.

The risk versus reward of dropping blind to get lower faster, knowing if you hit an obstacle you'll crash or be blown up by the enemy, dropping double mine launcher pyramidions would dominate though, the ability to see below the nose and the spawn point has a peep hole too!


As for everyone mentioning caves, I beg to bring up the argument on not caves, Mines!

 http://www.weirdomatic.com/biggest-diamond-mine.html

Imagine years of mining to make  some of the huge leviathans' we play around, I think it'd me more legitimate of a vertical map to be a complex mine an opening to the sky which would be map roof. :)

Salute.

This is exactly what I was initially thinking with the whole vertical map idea (with some jutted out objects of perhaps previous mining tools?) The cave thing would be cool though, imagine you suddenly fly into a dead end, turn around, and see the enemy right behind you, sensing it was an ambush all along. Mmmmm, the fun to be had with such tactics. :P
Title: Re: Altitude based, vertical map
Post by: Lieutenant Noir on January 20, 2015, 03:14:07 am
That being said, Imagine a map that takes place here

(http://s.ngm.com/2008/11/crystal-giants/img/crystal-cave-615.jpg)
(http://www.adventuremedicine.net/wp-content/uploads/2012/08/IMG_73481.jpg)

http://en.wikipedia.org/wiki/Cave_of_the_Crystals

It could be like a giant mineral deposit located deep in the mines of Red Sepulcher
Title: Re: Altitude based, vertical map
Post by: Kamoba on January 20, 2015, 05:33:04 am
I would be down for some vertical maps, but my initial problem with this is with the piloting blind spots.

Unfortunately most ships in the game have the entire ship below and the balloon up, thus when piloting it can be hard to judge where the enemy is if they're below or above your ship. Of course I love challenges but in this scenario your ship would go down very quickly without good crew and so a map like this would become niche very quickly.

Also most of the guns in this game have much better horizontal arcs than vertical arcs. The first ship to reach the bottom and pull up their 65 degree lumberjacks would have free reign to drop ships down into the pit.

Still willing to see what might happen though.

The risk versus reward of dropping blind to get lower faster, knowing if you hit an obstacle you'll crash or be blown up by the enemy, dropping double mine launcher pyramidions would dominate though, the ability to see below the nose and the spawn point has a peep hole too!


As for everyone mentioning caves, I beg to bring up the argument on not caves, Mines!

 http://www.weirdomatic.com/biggest-diamond-mine.html

Imagine years of mining to make  some of the huge leviathans' we play around, I think it'd me more legitimate of a vertical map to be a complex mine an opening to the sky which would be map roof. :)

Salute.

This is exactly what I was initially thinking with the whole vertical map idea (with some jutted out objects of perhaps previous mining tools?) The cave thing would be cool though, imagine you suddenly fly into a dead end, turn around, and see the enemy right behind you, sensing it was an ambush all along. Mmmmm, the fun to be had with such tactics. :P

Support beams, giant (broken) elevators for hauling ore up to the surface lots of things to do with mines, like fill them with mines!
Title: Re: Altitude based, vertical map
Post by: Indreams on January 20, 2015, 08:29:45 am
That being said, Imagine a map that takes place here

(http://s.ngm.com/2008/11/crystal-giants/img/crystal-cave-615.jpg)
(http://www.adventuremedicine.net/wp-content/uploads/2012/08/IMG_73481.jpg)

http://en.wikipedia.org/wiki/Cave_of_the_Crystals (http://en.wikipedia.org/wiki/Cave_of_the_Crystals)

It could be like a giant mineral deposit located deep in the mines of Red Sepulcher

You know it's supposed to be 58 degrees C (for our american friends, 136 degrees F) and 90 to 99 percent humid there, right?

I mean we are fine, being able to tank flames, rockets, bullets, and explosions without taking any damage, but think of the ship.
Title: Re: Altitude based, vertical map
Post by: Caprontos on January 20, 2015, 09:45:02 am
I asked devs about a cave map and I got this reply:

Quote
We've talked about cave maps, they're just harder to make since those assets need to be modeled and tested.  Unfortunately, the modeling and the testing aren't done by the same person/people so there would be a bunch of lag time developing a map like this.  If we ever do manage to get to a cave map, it will be for co-op. 

For anyone interested.

Also I assume mines or just pure cave or a mix would work fine..