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Messages - Neithrantulre

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31
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!

32
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.

33
It would be cool to see some asymmetric play with even numbers, where you have attackers and defenders. Battlefield and TF2 have some interesting attack/defend modes that could be implemented very similarly in GOI. Battlefield Rush comes to mind, where a different area of the map is used for each control point and maybe there are more than one defense point per phase.

34
Feedback and Suggestions / Re: One year since Mobula added.
« on: July 15, 2014, 04:50:54 pm »
What is more important; wake up, game IS finished. It's beeing sold on Steam as a completed product, not beta or early acces or anything else, so basically Muse can just turn all their focus to making new things.


Quote
Look at the suggestions/feedback forum. It is not full of suggestions for Adventure. Its almost all requests for content for skirmish
That's because
1. There is special subject for Adventure Mode suggestions
2. Adventure mode making is in so early phase that even Muse is not sure what exactly will it look like.


The adventure mode thread makes up 0.4% of posts in the Feedback and Suggestions forum. It is a locked thread.

If the devs really think that the only improvement possible for the game is a gunner buff, then they are delusional.
'Completed' software products have a name - Abandonware.

35
Feedback and Suggestions / Re: One year since Mobula added.
« on: July 15, 2014, 10:25:02 am »
I Just don't want Adventure Mode to alienate players and leave the game in stagnation the way Eve Incarna did. CCP lost a lot of subscriptions by simultaneously adding microtransactions, starting an ambitious project, and ignoring what the game was all about, which was, is and always will be
Ships Blowing Each Other Up.

Muse already ticked step 1 and 2. If they tick step 3 then they are making the same mistake and will likely lose players. Make sure that this game remains fun and dynamic. We all know Adventure mode will take development, and we can expect less dedication the the base game because of it. Adventure mode has a release date likely as late as 2015. We haven't seen a new ship in 12 months, new gun in 10 months, or new content at all (rangefinder) in 7 months. Nothing at all since the confirmation of Adventure Mode.

I see a lot of players of Guns of Icarus who used to play Eve Online. Anyone who has played both games will understand how they scratch the same itch. Guns of Icarus Online was successfully kickstarted just a few months after droves of Eve players unsubscribed because of the Incarna fiasco. This was probably not a coincidence. Many players likely still wanted to blow ships up but didn't want to fund a company that didn't care about them.

Are we really OK playing the game exactly as it is for 18 months or more and then we have to pay for all the new content? Adventure doesn't even have a set release date, when can we expect Skirmish to get some love? Even when Adventure is released, it is some kind of co-op campaign, and can't come close to taking the 400ish hours I've played in Skirmish. We will all end up back in Skirmish for the long haul. Can't we have a LITTLE content in the meantime, just to keep things interesting?

Look at the suggestions/feedback forum. It is not full of suggestions for Adventure. Its almost all requests for content for skirmish. Listen to the players and don't make CCP's mistake.

Less development for Skirmish is necessary. Don't make it no development. Adventure can wait a month or two if it means you won't start losing players BEFORE it comes out.

36
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.

37
Feedback and Suggestions / Re: New Weapon: Shield guns
« on: July 10, 2014, 07:35:50 pm »
You could make a light gun with twice the hitbox of a heavy and it would still be easy to hit the hull/armor on most ships.
I do like the idea of guns that have more or less HP, so a merc hit doesn't guarantee a disable on some heavy guns unless Charged, and you can't just count shots on a Gatling and know for sure when the enemy gun is going to be broken. This could be implemented on current weapons as a secondary way to balance them.
Alternately you can combine your idea with the idea that inspired it and instead of the weaker weapons having a large hitbox and hitpoints, equipping them would increase armor or hull, balanced by the fact that they are less offensively useful.
I'd like to equip another engine in the back gun slot of my Galleon :)

38
Feedback and Suggestions / Re: New Weapon: Javelin launcher
« on: July 10, 2014, 02:05:12 am »
The harpoon is explosive, hmm. Maybe a big Ballista that shoots bombs-on-a-stick?

That would be badass. Javelin is taken though.
Call it the Squall Light Arbalest, or Cyclone Light Scorpion or something to that effect.

Also I want it.

39
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: July 09, 2014, 10:40:13 pm »
Proximity Rounds:
-40% damage
+25% velocity
+30% explosion radius
detonates as soon as the projectile is within blast radius of anything, including enemy shots midair

Can be used for inexperienced gunners to maximize their damage when shooting difficult guns
Can be used for all gunners to extend the range of difficult and arc-ey weapons, there is no ammo that increases range less than 70%
Can be used for experienced gunners to shoot down rockets and slower moving shells, Gat/Mortar has more options to approach a sniper if they can shoot down the Lumberjack shots with the mortar, at least some of the time.
Would rarely be taken by engineers because of the damage penalties, but can make new gunners more valuable (get less frustrated with the game early and might stay), and gives unique capabilities to gunners, buffing the class as a whole.

Inspired by this guy's idea for a weapon that acts similarly, which would be interesting as well https://gunsoficarus.com/community/forum/index.php/topic,4046.msg69823.html#msg69823
up to MUSE to decide which flavor it should be, or both.

40
Feedback and Suggestions / Re: New Weapon Ideas
« on: July 09, 2014, 10:18:08 pm »
awhile back i came up with an idea for a Sonic gun that dealt shatter and explosive damage with a unique ability to disrupt incoming projectiles.

https://gunsoficarus.com/community/forum/index.php/topic,4046.msg69823.html#msg69823

There the thread for it, i know it doesn't fit any of your wanted roles but maybe you'll find it interesting.

Yes that looks very interesting and I'd love to see it added.
I mainly just think the game currently has too little content so I am trying to come up with unique ideas so maybe one of them will catch the devs attention enough to go 'hmm'. I don't even care which one, or if its my suggestions, though those are the ones that I would want to use because those are the things my playstyle would benefit from (in diversity at least, even if there is no power creep). I love to see gun ideas, I THINK that they are easier content to add to the game, they are certainly easier to come up with than ships.

41
Feedback and Suggestions / Re: New Weapon Ideas
« on: July 09, 2014, 07:26:38 pm »
Roles I'd like to see:

* Heavy weapon that does Armor damage
* Higher skill gun that fills the Mortar/Flak role
* More options for an independently killing gun like Flame/Hades

for the Heavy/armor role i'd like to point over to this excellent thread about Tesla weapons
https://gunsoficarus.com/community/forum/index.php/topic,4288.msg72614.html

New concepts:

Ifrit Heavy Fire Lance
Heavy double barreled fire lance( ancient chinese weapon). Close range, under 350 meters, less fire stacks than flamethrower but with more base damage. Like an automatic shotgun loaded with these http://www.youtube.com/watch?v=A162aCDluNU Dragon's Breath rounds. Shoots direct fire narrow bolt of shrapnel and flame, every shot would have 100% or close to 100% chance to start one fire, but only on the component hit, with decent AOE disable like artemis, but less. Would be effective at really anything you pointed at, and stack fires pretty fast, but isolated unlike the flamethrower. Fire rate about 2 shots/second with a large clip and normalish reload. Widest horizontal arc of heavy weapons like flamethrower and because its the shortest range. Concept is east asian so name is middle eastern, like the Korean Hwacha with persian name Manticore.

Rex Light Howitzer
Fills role of a mid range weapon with capability to kill alone, but with less damage and more harrassment. Very effective vs balloon, but less than carronade or lumberjack. Again primary fire damage so you get isolated fires, mostly on armor and balloon because those are the easiest to hit. Slow firing with approx 100% fire chance per shot( one component) and reasonably large blast area with flechette, so even when shooting at hull you get SOME balloon damage, but you don't get the devastating damage unless you shoot it directly, and then you get practically 0 armor/hull damage. Kings/Vagabonds naming is intentional.

New chart to include new concepts, and a pre-nerfed version of Vagabond.


Edit: I'd also like to mention the Kalskel https://gunsoficarus.com/community/forum/index.php/topic,4251.0.html which is similar in concept to the Vagabond, and would fulfill my desire for more single-gun kill options.

42
Feedback and Suggestions / Re: Tar and Sandstorm engine damage
« on: July 09, 2014, 06:42:02 pm »
Guns could take damage based on current speed, and engines on throttle setting. I actually thought sand worked like this at first because its intuitive, I would just sit still in a cloud because I thought it would do less(lol). You could moonshine right before a cloud and drift through it taking only gun damage, or you can go slowly through it and take minimal damage to everything.

I would like the quiet anticipation of sitting still with no visibility and no engine noise while you HOPE the enemy doesn't know where you are.

43
I want to see this. Imagine Kerosening a Galleon toward a target and then you turn the low drag on and drift right up to them with a hearty BUMP and two Hwachas. Or you could use it to take a few potshots with the side guns of Galleon or Junker while running away without losing too much ground on your retreat. On Paritan Rumble if you know an enemy is around a building, you can drift a goldfish sideways around the corner and shoot instantly. This would take away some of the advantage of having forward facing guns and could revitalize competitive play, making Galleon and Junker into way more aggressive ships, as well as giving Squid more ways to decouple its movement and its weapon arcs, you could drift straight past someone all the while firing your fore gun or training your bifecta. In my opinion this would benefit most, in order, Junker, Galleon, Goldfish, Squid, Spire, Pyra, Mobula. There would be a lot more dynamic fights, particularly the sniping fights would be more interesting.

Man this would be fun!

44
Feedback and Suggestions / Re: weapon idea: Kalskel light canon
« on: July 09, 2014, 06:21:47 pm »
As something with decent armor and hull damage and very long range, doesn't this step on the Hades role? Maybe it would be better to make it easier than Hades and closer range. I like the concept of a piercing/explosive gun with modest damage. This should kill slower than gat/flak, but make sure you're not making something purely better than hades.

45
Feedback and Suggestions / Re: New Weapon Ideas
« on: July 08, 2014, 03:20:56 am »
I don't think the entire concept of a Piercing/Explosive gun is bad just because of the concept, it just needs to be balanced. Piercing/Fire is pretty close in damage breakdown, except with more disabling ability(balloon) and the devs have found it right to include the Hades. This would be effectively a closer range Hades with less engineering hell and disabling and less armor damage for an increase in hull damage. The Hades is already kind of a Gat/Mortar combo but with the ability to shoot 1400 meters. Its possible the Vagabond would need slightly less hull damage to be balanced, but since it is shorter range it is justified to be higher reward than Hades, and it already has no disable and less armor damage. The effect of a double Vaga pyr should be similar to a gat/flak but without the ability to hold shots for the kill. Ideally Gat/Flak and Gat/Mortar would get the kill faster, but you have gun redundancy(can still kill them even if they disable one of your fore pyr guns) or independence in the case of squid. You could also pair it with a disabler and not have to rely on your carronade to break their armor.

 I think the Phalanx is more aptly compared to the Artemis and Echidna than the Hwacha. If you look at the damage breakdown, we already have a light Hwacha, its called Artemis. I like the primary damage being Shatter because that means that it takes much skill to get the most out of the weapon, and even when you are getting the most out of it, it has less disabling power and much less range than the Artemis, and has much less killing power than mortar or flak. Banshee is also a good comparison with greater range, similar damage, and fire capability, its just a bit less precise with its disabling.

Obviously there would need to be play-testing to balance them.

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