Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Captain Magellan

Pages: 1 2 3 [4] 5
46
Feedback and Suggestions / Re: Battleship Game Mode
« on: March 13, 2013, 05:16:41 pm »
Just reading over everything, I agree with the initial idea of only one life for the Leviathan.

47
Feedback and Suggestions / Re: Battleship Game Mode
« on: March 13, 2013, 05:08:11 pm »
I had this EXACT same idea.

I don't really like the ship loadout for the same reason as Yami-Yagari stated.

I'll go ahead and add my ideas to this discussion.

First of all, the Leviathan (I like this name better) would have to be allowed a couple deaths, not sure.

The match would be a 1vs3 or a 1vs4, this would determine the amount of people on the Leviathan. To make it easier, so you don't have 12 people crawling over an entire ship, there would be three or four (preferably three (so 1vs3)) "ships" that make up the Leviathan. What I am saying is that there are three sections that make up the ship that don't actually connect in gameplay, but make up the entire ship. There would be the bridge, the boiler room, and the gun deck. Each area would be configured like a normal ship, with a Captain slot and three crewmen slots.

The Captain of the bridge would be actual Captain and obviously pilot (though, on a ship this large and cumbersome, the Captain would not actually need to fly). The bridge would be where you get the most visibility, and the where the wheel for the ship is. I have not figured out what the other crewman aboard the bridge could do other than spot, though.

The gun deck would be, well, the gun deck. All the guns of the ship would be located here and all the crewmen aboard the gun deck would naturally be gunners. They however, would not be able to interact with their guns in order to fix them. The Captain of this deck would be Chief Gunner.

The boiler room would be beneath the gun deck. This area would be made up entirely of engineers, all of the hardpoints for fixing would be located here as well as hardpoints for the guns beneath the guns for the engineers to interact with.

Communication and team work would be a HUGE factor in this game mode. The Captain, Chief Gunner, and Chief Engineer would all be able to communicate to each other via the usual Captain Chat. The three, being so vital to each other, would have to work well together in order to win.

The same goes for the side of the three smaller, normal airships. They would have to have good communication, make good use of terrain in order to get close and into blind spots.

If you guys did create this mode, you could use it as a HUGE event in Adventure mode, with one prosperous city creating a Leviathan and setting out on a glorious mission of conquest, while the other cities have to band together to vanquish the foe!

48
The Lounge / Re: What did you name your ship and why?
« on: March 13, 2013, 04:47:25 pm »
Squid: U.S.S. Arrow
Based off of the ship that Captain Magellan (who was a character I based off of Lord Nelson from my Pathfinder Campaign (hence my name)) piloted. However, the ship that Captain Magellan piloted was a class suited to ramming but the name still fits the Squid.

Goldfish: U.S.S. Stottlemire
Entirely void of back story, just a random idea surge from my AMAZING head.

Spire: Korinth
I needed a classy name for my epic ship so I randomly took the city Corinth, and replaced the C with a K, and PRESTO! An epic ship name.

Pyramidion: Polarus
A misspelling of the star. At first, I didn't realize I had misspelled it; but when I did, I kept the first form because the U looked much better than the I. Sue me.

Junker: Illithid
A fantastical creature that is the racial enemy of Githyanki. Totally and completely void of a back story.

Galleon: Yet to be constructed
The title is self explanatory. I haven't flown this one.

49
The Pit / Re: "Guns of Icarus" fans, holding game back.
« on: March 07, 2013, 07:37:00 pm »
ERMAGEHRD I HAVE TWO SALUTES.

50
The Pit / Re: "Guns of Icarus" fans, holding game back.
« on: March 07, 2013, 05:30:57 pm »
I love to help out and teach new crews, and it's basically how I spent the day of the sale. But it is SO difficult. I have to sit in the lobby and explain how the game works, 'cause they refuse to read the game manual (pretty sure NONE of the people I told that to (easily over 50) read the manual. Same response from all of 'em, "nah."), and then spend 30 seconds at the beginning of the game talking like a southern at 3000 words a minute explaining my strategy to them. LOTS of work, and most of the time, not relaxing. Especially when they fail, though most of the time, they turn out to be shining crew members. Which is what I love.

I don't play with the noobs to even out the teams, I play with them to give them some guidance so THEY can even out the teams. I did not get this guidance when I started and I played against "stacked" teams (though not really, just higher level. That term is being thrown around a little too generously) with NO help and I had about 70 deaths before I got my first kill. I learned from my mistakes and learned how to beat these stuck up high levels. No I am enjoying a 480 some kills to 370 some deaths.

But your so called "proof" or statistics is not very good at all. You made faulty a assumption that the people who bought the bundle, played this game, and even if they did, left because of "stacked" teams. You did not phone call each one and ask him why he doesn't play it. I have tried to convince a lot of my friends to purchase this game but many of them were completely uninterested in the game.

Also, the amount of people playing the did not decrease it all, it increased by a good 1000% (at least). Before the purchase it was pretty often that I had mostly AI crew. Now people don't like to start a game unless they have full crews.

Yep, completely useless rant is over. :P

51
The Pit / Re: "Guns of Icarus" fans, holding game back.
« on: March 05, 2013, 09:51:24 pm »
Ummm. Less players? The week before the purchase there was 17 to 30 players waiting on the busiest times when I played. Now there is usually over 1 hundred. I'd say MORE players my friend.

Stacked teams is either usually two things. One: you jumped into a clan match where a trained and experienced clan is practicing (sometimes against another clan). Or two: the culmination of ol' pals slowly getting on and joining games. Experienced players stack teams not because they want to crush all oncomers (what fun is that, it's the close hard won victories that are the sweetest), we stack 'cause we know each other, want to play with each other, and have a blast doing it (literally).

One factor that will help with stacking is mics. If you get GOIO I HIGHLY advise you purchase a mic. You'll be MUCH better and the game is just loads of fun. I played a game today with three guys I'd never met, all three relatively new. They had mics and IT. WAS. A. BLAST. I honestly had some of the best games today. :) I like to join teams and crews with mics, cause it's just fun to talk to people.

52
The Pit / Re: How is Nobody Seeing This?
« on: March 05, 2013, 01:26:23 pm »
Wow, you guys make me proud. You deserve the effectively-ripping-someone's-interesting-concerns-completely-apart-with-amazing-sarcasm award.

53
Feedback and Suggestions / Re: Pilot Multiclass Achievements?
« on: March 05, 2013, 01:20:24 pm »
Yeah there are still a couple. I'm almost done with one where I have to rebuild 80 parts with a spanner.
So since some people have mentioned it, do any of you other Captains repair? I find that it can be the difference between winning and losing if the Captain is on top of repairs. On the Spire, I usually spend my time shooting or fixing the balloon. Then the Junker, I usually handle the back top repair points (balloon and two engines).

54
Feedback and Suggestions / Pilot Multiclass Achievements?
« on: March 04, 2013, 09:30:29 am »
Ummm. So why do most of the Pilot Repair Multiclass Achievements have to be unlocked by your crew repairing things. That doesn't make since. It's a multiclass.

55
Gameplay / Re: Balance Concerns & Questions 1.1.4
« on: March 01, 2013, 02:26:39 pm »
Quote
You want to work for free?  Do you have programming experience?  Do you have UI experience?

I am sorry, I assumed something would be easy when I have no where near the experience you do. Forgive me, I stepped out of my bounds.

Though just to be honest, doing that (the above quote) would be pretty awesome. I'm in high school and looking to get into programming and I've been thinking about maybe volunteering at a local computer repair shop. Would it be alright if I directed an e-mail at you guys asking for some advice about things I should study, how competitive the game design business is, and the like?

56
Gameplay / Re: Balance Concerns & Questions 1.1.4
« on: March 01, 2013, 12:24:21 pm »
Quote
Yes.  Life isn't a special needs group collective failure hug.  Sometimes you'll have to get off your ass and go find out stuff for yourself.

You're right, life isn't a special needs group collective failure hug. BUT THIS ISN'T LIFE. It's a video game. And the people who don't have the time, or are wise enough to know they shouldn't spend most of their free time researching and playing this game should be able to quickly access the information they need to kick my little "can't get off the computer" butt. You don't need experience to beat people (though it helps), you need information and a good plan. People who just have the time to play one or two games a week should be able to get in the game, think "OK, so front shot gun to destroy balloon, left gatling to strip armor, right flak to blow 'em away" and see it work.

57
Gameplay / Re: Balance Concerns & Questions 1.1.4
« on: March 01, 2013, 12:02:46 pm »
Quote
I hadn't seen that comment from Awkm, but tbh if Awkm got around to fixing the weapons table on the main website (which I think he admitted breaking himself)  the data is there available to all anyway.  He's only talking about a UI change, I don't think there is any weapon/ship performance data that's not theoretically available to all at the moment - has to be in theory until the website gets some attention.

Sure, all the info is out there, but seriously, should people have to go and hunt down info on some website? Why not just easily combine all the information right there in the game? All you have to do is combine the text explanation with the old numbers and everybody right there playing the game is pleased.

And an option to change the stats would be fine too but not as effective, because you would have to inform new players that the option is there.

58
World / Re: Favourite town?
« on: March 01, 2013, 11:42:51 am »
Definitely Paritus. For Captain Magellan it makes sense. He's a skilled pilot and a savvy engineer. Probably found his way into the ruins, saw the plans of the Icarus and designed his own airship.

59
Gameplay / Re: Balance Concerns & Questions 1.1.4
« on: March 01, 2013, 11:21:03 am »
Quote
We will make more specific information available in future level unlocks.  The change to the UI is the most friendly for new players.  For y'all advanced players, yeah it's not the most useful.

I was referring to this quote Hubert Pickle.

EDIT:
Quote
And yes, players with less intelligence will struggle - or rather, lazy players that don't investigate the community or pay attention to readily available information will find themselves disadvantaged.

To fix the problem of lazy players, all ya have to do is implement the little explanation text into the old gun stats. "Hello all, I know ya don't want to research about the Hellhound, but that's OK! It's short range and kicks some major butt against the balloon, guns, and engines!"

60
Gameplay / Re: Balance Concerns & Questions 1.1.4
« on: March 01, 2013, 10:52:43 am »
Still don't understand Muse's logic with the gun stats. Are new players less intelligent than us older players? Also, you claim that you don't want the skill in the game to be determined by levels, but if we gain more precise information on the guns that can extremely tip the game in our favor as we level up, isn't that contrary to that belief?

Pages: 1 2 3 [4] 5