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Messages - Pete

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1
Feedback and Suggestions / Re: Suggestion: Crew disabling gun
« on: May 17, 2016, 10:27:03 pm »
Yknow I have been thinking a lot about this (too much I admit)

Thanks to you guys, I got heaps of ideas about this.
So BE WARNED! This is a long post!





Still reading? Ok good. Continue on.





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IDEA 1 - FLASH BANG GUN (the initial idea)
light gun
shoots straight (like flare gun)
very slow ammo flight (slower than the hades)
moderate range
very slow reload
moderate time to fix
1 ammo only regardless of ammo type
explodes on impact of ship
gun makes unique sound when firing

external view: A quick a bright white flash explosion on the enemy ship

effect: white screen, freeze AI, muffle sound ( gradually improving over time) ONLY ON THE SHIP HIT

pros: localised flash bang that is easy to use against large enemies (because effect will happen on hit to any part of the ship, including balloon)
cons: only hit one ship, inaccurate, no damage to enemy ship, the effect is short lived, slow reload

how to use: wait until enemy is static or close enough for an accurate shot then shoot at the ship
how to avoid: evasive maneuvers (the bullet is slow), maintaining distance, utilise the slow reload, ally ship cover you while you are blinded.

strategies:
- use when enemy ship are alone and they have no ally around to help them
- used when enemy tries to ram you: blind them, then evade. This will avoid them turning ship to follow.
- in labyrinth (city ruins):  use this to make enemies keep ramming at buildings.
- any capture the flag maps: use this to disorient enemies and slow them down.

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IDEA 2 - AREA EFFECT FLASH BANG
light gun
shoots in huge arc (like the hades)
very slow ammo flight (like the hades)
moderate range
very slow reload
moderate time to fix
1 ammo only regardless of ammo type
explodes after a few seconds in flight OR on impact on obstacles or ship
gun makes unique sound when firing

external view: a quick bright white flash explosion

effect: creates blinding light, muffle sound (all gradually improving over time) Blinding light ONLY TO PLAYERS WHO SAW THE FLASH EXPLOSION. Muffle sound TO ALL REGARDLESS if saw the explosion or not (effects may be stronger/weaker depending on distance to the explosion. AI players freeze (duration depends on distance to the explosion). Effect lasts longer than IDEA 1.

pros: can hit multiple ships, multiple players
cons: no damage, slow reload, massive risk of friendly fire, can backfire spectacularly

how to use: Shoot at general direction of the enemy. Make sure the explosion is as CLOSE to them as possible.
how to avoid: get far away from the explosion, listen to the sound of the gun, look at the bullet trail (the bullet is slow) and predict where the explosion will occur,  look away.

strategies:
- must use in cooperation with ally ship
- long range pre-attack move to disorient enemies.
- good to use when the enemy is busy fixing or gunning so they have no time to run away
- in labyrinth (city ruins):  use this to make enemies keep ramming at buildings.
- any capture the flag maps: use this to disorient enemies and slow them down.

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IDEA 3 - ICE CLOUD GUN
light gun
shoots in a small arc (like the mortar)
slow ammo speed (like the hades)
long range
very slow reload
moderate time to fix
1 ammo default but ammo types can change the amount (max of 2 ammo)
explodes after a few seconds in flight OR on impact on obstacles or ship
gun makes unique sound when firing
EXTINGUISHES FIRE

external view: large white cloud

effect: create moderately sized thick white cloud around the impact zone. Cloud massively reduces visibility and 'unspot' ships they have seen. All players (both human and AI) in all ships in the cloud get muffle sound effect. All characters both AI and human has their MOVEMENT SPEED and ACTIONS (steering, aiming guns, fixing parts, etc) reduced by 50%. Ship itself is uneffected.
last a bit longer than IDEA 1 and IDEA 2

pros: area effect to the cloud, effect last a moderately long time
cons: no damage to enemy ship, can create friendly fire, not good when used with flamer (the cloud extinguishes fire)

how to use: fire at enemy or at general direction to the enemy. DO NOT GO INTO THE CLOUD YOURSELF
how to avoid: get out of the cloud, listen to the unique gun effect, have allies a moderate distance away from you

some strategies:
- use when enemies are bunched together
- area of denial effect, use to restrict the enemy movement around the map by 'smoking' a certain part thus preventing them from entering that area.
- use to complement a disable attack to reduce their repair speed
- use in labyrinth to make their steering slower, reduce visibility and make them crash to buildings

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IDEA 4 - FLASH BANG/ICE CLOUD MINE LAUNCHER
- basically IDEA 1,2 or 3 in a mine launcher form.
- only explodes upon impact to ANY ship




OK that's enough from me.
Thanks for reading this massively long post.

2
Feedback and Suggestions / Re: Suggestion: Crew disabling gun
« on: May 16, 2016, 10:45:07 pm »
Yeah that is what I was thinking when I came up with this.
But at least with this gun, the effect is isolated only inside the enemy ship (until the devs made boarding possible)

I'm just in that mood of suggesting rage inducing weapon.
Maybe that can be the name of this gun: RAGE flashbang launcher

Some clarifications:

on initial impact, the gun will:
- make the screen all white
- freeze AI (maybe for only 1-2 seconds instead of the full 2-3 seconds)
- muffle all sound (including voice chat). You can still say stuff but it will sound muffled.
This lasts for about 2-3 seconds only

Then,
- AI will go back to normal
- human players will have their sound and vision gradually restored in about 1-2 seconds.

Throughout this:
- human players can still move
- pilots can still steer and change ship speeds
- human gunners can still shoot
- human engineers can still fix
- all UI will still be visible

In terms of what it will look like externally, maybe the ship can have that bright white glow similar from the king of the hill/crazy king on it until the effect disappears

I think it will add an extra strategic dimension to this game

3
Feedback and Suggestions / Suggestion: Crew disabling gun
« on: May 16, 2016, 08:55:52 pm »
Hi guys,

There is one type of gun that is not yet present in the game: a gun that can disable crew.

My suggestion is a light gun similar to the flare
- only one ammo max for any ammo type
- very slow reload
- high rotating speed
- high angle of fire
- very long range
- very slow ammo speed
- very small drop rate

On hit to ANY PART of the ship, the gun will:
- No damage whatsoever to any part of the ship
- create a blinding flashbang effect for about 3 seconds for the whole ship crew and freeze all AI characters for that 3 seconds
- muffle all sound and disable voice chat during that 3 seconds
- after the 3 seconds have passed, AI will return back to normal but human players will have their view distorted and sound returning slowly over time for about 2 seconds until fully return to normal.

If multiple hits within the 3 seconds, the effect will reset. They will not stack if hit at the same time.
But if you use the mobula/junker, use 3 guns, and time the shots really well and get a hits 3 seconds after the other, you can create the blinding effect for 9 seconds

thoughts?

4
Maybe there is another way we can add this tilt/roll mechanic.

These ships are airborne, thus they are subject to wind.
Similar to ships on water, they are subject to forces from the waves

What do you guys think about having ships roll back and forth/left and right in the wind when they are idle?
Maybe also when they are mobile, but not as much due to acceleration forces and momentum.

That will make gunning and piloting a lot more interesting.
Galleons may be able to shoot directly up if the gunners time their shots right

5
Feedback and Suggestions / Suggestion: Ships tilting more when turning
« on: February 29, 2016, 08:24:09 pm »
Hi all,

I suggest that when ships turn, they tilt a lot more.
Also when it is rammed by other ships, outside physical objects (e.g buildings) or minotaur gun

The tilt should be proportional to the ship's size, weight and height.
Also to the force applied to tilt the ship

By adding tilts, the game will change:
1. Allow pilots to turn strategically so broadside guns can shoot up or down
2. Forcing pilot to avoid turning to help gunners aim their guns
3. Making gunners time their shots well based on tilt of the ships
4. Making minotaur guns far more useful
5. Allow more strategic harpooning
6. Allow more strategic ramming
and many more

Please comment with feedback

Thanks

[AI]Pete

6
Name: Johann
Location: Melbourne, Australia
Age: 27
Experience with GOIO: I played since it's still in beta. Back in those days, we don't have the hwacha and the rangefinder. I also started when they don't have the mobulas and spires in yet. I can't remember the version number. It has changed a LOT since then so I'm always learning.
Why do I want to join you? Because you guys are mature and professional. This application is proof to that.
What makes me a good addition? I like to play this game well. I also work well in a team. I love to learn new techniques.
Other info? I NEVER go for achievements. I play for fun.


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