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Topics - Neithrantulre

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1
Feedback and Suggestions / Feedback
« on: October 27, 2014, 08:41:09 pm »
I have an idea that could increase communication and reduce strife when new features are added.

Instead of asking us solely about feedback about the game as it currently is, and hiding any current discussion in the super secret dev app forum; why not post the ideas Muse has for new features and balance changes in the feedback forum so you can get feedback before angering large parts of the community.

Then we can point out obvious flaws before updates go live, and overall have a better rapport with the devs.

2
Feedback and Suggestions / New Achievement: Lobbies of Icarus
« on: September 07, 2014, 11:28:12 am »
Spend 15 minutes in a single lobby without a game starting.

3
Feedback and Suggestions / Ship Modification Slots
« on: July 15, 2014, 05:26:27 pm »
Allow customization of Armor, Engines, and Balloon. Part of your ship customization would be selecting one of each, allowing you to tweak passive stats a bit to fit your strategy, at cost of course.

Armor possibilities:
Lightweight Armor, gives 15% speed and vertical speed boost, 20% less armor.
Regular Armor, gives normal stats.
Heavy Armor, small 15% increase in durability with significant 30% decrease in mobility.
Ablative Armor, starts with 20% more armor, loses 10% max armor per rebuild for a final value of 20% penalty after 4 rebuilds.
Hardened Armor, + 10% armor, -20% hull.

Balloon possibilities:
Helium Balloon, takes half damage from fire stacks, -30% lift.
Armored Balloon, +30% balloon hp, -20% lift, -10% linear speed.
Aerodynamic Balloon, -30% balloon hp, +15% linear speed.
Synthetic Balloon, +20% lift, -20% balloon hp.
Regular Balloon, stats as current.

Engine possibilities:
High Performance Engines, +20% linear speed, +20% turning acceleration, -30% engine HP
Filtered Engines, -20% linear speed, takes no damage from tar or sand.
Steam Engines, half damage from fire stacks, -30% vertical speed, -10% linear speed, + 10% engine hp.
Vectored Engines, +25% turn acceleration, +25% turn speed, -10% linear speed, -20% engine hp.
Regular Engines, stats as current.

More variety = more strategies = more fun!

4
Feedback and Suggestions / Mirrored Ships
« on: July 15, 2014, 05:03:19 pm »
Add variety to ship loadouts, and particularly team loadouts, by having a checkbox in the ship customization screen to mirror the whole ship port/starboard. Shouldn't take much development time.

http://www.youtube.com/watch?v=MXcLybhbChQ would be possible with galleons because you can now have a team of two with reverse mirror. You can make the strong side face toward each other and make deadly passes, or travel together with your weak sides in the center so you can always have a light gun shooting no matter where the enemy comes from.

Very interesting on Pyra, Galleon, Squid. Less so on Mobula, Spire, Goldfish(but engineering is definitely different), almost inconsequential on Junker, except moving the pile of crates.

5
Feedback and Suggestions / One year since Mobula added.
« on: July 15, 2014, 12:34:07 am »
This week marks the one year anniversary of the Mobula! Yay
But also a full year of no new ships. :(

Please do not forsake Skirmish Mode.

6
Feedback and Suggestions / New Weapon Ideas
« on: July 08, 2014, 01:26:23 am »
We need more gunly guns, and more content in general.

Pluton Heavy Cannon:
Medium weapon, like a big naval cannon from the age of sail. Long range accurate gun that does primarily armor damage, very slow fire rate. Within 150 meters it is armed and does fire damage, making it much more devastating in close, like a real cannon. Pairs well with Flak at long range, does slightly more DPS to armor than Merc, but at close range does closer to Gat armor damage.  Satisfies many roles/requests that I see people wanting. It functions like a heavy merc/gat/flame/hades and the only heavy gun focused on doing armor damage, but really its something unique that nothing quite does yet, but I think it can be made to be balanced and fun. Shot would burn like hades visually with slightly less arc and faster projectile, and would run out of 'fuel' at the 150 meter mark. Makes the Galleon more piratey, and is probably the Goldfish's wet dream.

Vagabond Light Autocannon:
Light weapon, double barrel larger-caliber gatling gun. Medium close range gun with reasonable effectiveness vs armor and hull. No disabling capability this gun is for killing. 6 shots rapidly fire(automatically like gat manti and flame) very small explosion radius, and very quick reload. Called Vagabond because its a 6 shooter :). In the current state of the game, if you want a single gun that can score a kill without a brother, you have to use either a 200 meter gun (flame) or a 1400 meter gun (hades). This closes the gap and gives more options for Goldfish, Squid, back gun on Galleon, front on Junker, and anytime you must rely on a single gun. Should reach out to around 400 meters (680 with lesmok), but accuracy will make it a bit less effective at the edge of the range. Great upward arc like an anti-air cannon.

Phalanx Repeating Rifle:
Like a chain-fed Mercury, you must repeatedly hit components precisely to break them, approx as quickly as Artemis but requires direct hits. Large magazine and slowish fire rate makes it last about as long as a gatling before it runs out, but then has long reload. Secondary damage is explosive with a much more forgiving AOE. My gunners complain that the Scylla is too easy, so this is a rewarding high-skill replacement for a mortar. Scylla gunning on most ships means a lot of waiting. Though more accurate than a mortar, it is worse unless you are breaking components, so it will kill less quickly with a skilled crew, but for new crews the increased accuracy is a blessing. I think this would be a more fun way to kill ships, and there are relatively few guns in the disabler category that can still get a kill.

I have a chart of current weapon stats, and how these new weapons stack up to them, keep in mind that the massive armor damage of the Pluton is only available within flamethrower range, when at long range it does negligible hull, balloon, and guns damage and about 54dps to armor, with consistent hits. I think all 3 of these would have a positive effect on the game, metagame, and amount of fun.



Stuff you can calculate from the chart but I forgot to put in...
Fire rate( not including reload):
Pluton is 2.5 seconds per shot ( 12.5 seconds till empty)
Vagabond is 0.25 seconds a shot (4 shots a second and 1.5 seconds till empty)
Phalanx is .75 seconds per shot ( 15 seconds till empty)

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