Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: RomanKar on July 17, 2013, 05:58:46 pm

Title: Ideas for new pilot abilities
Post by: RomanKar on July 17, 2013, 05:58:46 pm
I'd like to see some sort of short term stealth.  Maybe it damages the hull armor while active?

Or maybe instead of a kick function, the captain gets an eject button for those particularly annoying crewmen.
Title: Re: Ideas for new pilot abilities
Post by: Barujin on July 17, 2013, 06:01:30 pm
LOL @ everyone throwing each other from the ship. :D
Title: Re: Ideas for new pilot abilities
Post by: Calico Jack on July 17, 2013, 11:35:30 pm
here's mine

1) a keel haul tool
2) ignitable tar clouds
Title: Re: Ideas for new pilot abilities
Post by: Squidslinger Gilder on July 18, 2013, 02:02:35 am
Self Destruct mode. So when you are about to blow up and an enemy is at close range, you can hit self destruct mode and severely cripple them.

Impale the powder monkey mode. Sticks one of the extra powder monkeys that joined on the bow of your ship. Increases ramming effectiveness by 200%.
Title: Re: Ideas for new pilot abilities
Post by: Captain Smollett on July 18, 2013, 02:30:36 am
I actually always thought it'd be cool to have a pilot ability that'd let you powerslide.

The only problem is that it's not useful enough in and of itself but maybe if it added a short but powerful speedboost at the end of the slide a la mariocart it would get some serious use.
Title: Re: Ideas for new pilot abilities
Post by: Swizy on July 18, 2013, 03:48:58 am
I once thought of something like a heatsink tool for the pilot could be useful. It reduces stacks of fire on your ship or would make the engines invulnerable to fire. That tool would only make sense though if your up against a lot of fire power.
Title: Re: Ideas for new pilot abilities
Post by: Zenark on July 18, 2013, 10:06:16 am
I like the keel haul idea, mua hahahaha! How does that work on am airship though? You could just dangle them from a rope and fly around, occasionally teabagging them with the ground.
Title: Re: Ideas for new pilot abilities
Post by: Spud Nick on July 18, 2013, 10:20:24 am
I still like the idea of a anchor that would stabilize your ship in windy environments or when rammed.
Title: Re: Ideas for new pilot abilities
Post by: Captain Smollett on July 18, 2013, 11:28:33 am
I still like the idea of a anchor that would stabilize your ship in windy environments or when rammed.

Got one already.  It's called Moonshine.
Title: Re: Ideas for new pilot abilities
Post by: N-Sunderland on July 18, 2013, 11:32:40 am
I still like the idea of a anchor that would stabilize your ship in windy environments or when rammed.

Got one already.  It's called Moonshine.

Beat me to it.

I don't run Impact Bumpers on my ramming build solely because of moonshine's effectiveness at stabilizing.
Title: Re: Ideas for new pilot abilities
Post by: Rainer Zu Fall on July 18, 2013, 11:33:04 am
Jack...no. No keel haul tool please.
I have to say that I like the idea of tar being on fire BUT only if it does temporary damage when flying through it, not setting things on fire. Furthermore those grafic effects sure won't help the stability of the network...

The anchor would be quite a nice idea as for the harpoon. You shoot the harpoon on a ship and afterwards shoot it on something (like another ship or your surroundings?) so the first ship get's attached to whatever. Would make the harpoon quite interesting again I think.

Swizy, a heatsink tool to reduce the ship's component's ignitability (is that a real word?) does exist. It is called chem spray and should be used by engineers.
Title: Re: Ideas for new pilot abilities
Post by: Swizy on July 18, 2013, 12:03:49 pm

Swizy, a heatsink tool to reduce the ship's component's ignitability (is that a real word?) does exist. It is called chem spray and should be used by engineers.

Oh I didn't knew that, my mistake. But why then are you able to buff engines if you can use kerosine? Let the engineer do the work I say!

Na let's be serious. With the new fire update it wouldn't be that useless. There would be penalties of course. such as less manouverability or speed decrease. You wouldn't be able to extinguish but maybe decreasing ingitability (I think it's a real word) chances or fire will be harder to get stacked.
Title: Re: Ideas for new pilot abilities
Post by: Mill Wilkinson on July 18, 2013, 12:11:11 pm
too bad touching anything gun-related would be way more balance-heavy than engines or balloon.
Title: Re: Ideas for new pilot abilities
Post by: Zenark on July 18, 2013, 12:15:04 pm
This wouldn't be a tool that would occupy a slot, but I want a button I can press, on helm, that detaches any harpoons my ship has hooked on another ship.  Makes it so if the rope puts us in a bad position, click, freedom! Also makes it so a troll doesn't screw us, though I've never experienced that since I don't use harpoons.
Title: Re: Ideas for new pilot abilities
Post by: Mill Wilkinson on July 18, 2013, 12:19:15 pm
This wouldn't be a tool that would occupy a slot, but I want a button I can press, on helm, that detaches any harpoons my ship has hooked on another ship.  Makes it so if the rope puts us in a bad position, click, freedom! Also makes it so a troll doesn't screw us, though I've never experienced that since I don't use harpoons.
I support this. The harpoon is so tied to captain's flying that it'd be really convenient to have it released at the exact right moment. Even while a gunner can do this, it is still a few seconds away from him firing and thus being useful. :P
Title: Re: Ideas for new pilot abilities
Post by: HamsterIV on July 18, 2013, 12:27:09 pm
Why would you want to Keel Haul someone? It is not like we are moving through water or there are any barnacles to scrape up the victim's skin. The experience of being Keel Hauled on an airship would be very much like bungee jumping off a bridge. Flogging on the other hand would be just as unpleasant on an airship as it would on a water ship.

A captain's ability I would like is the "Frog March" where you manually pick up a crew member by his belt and collar and drag him to the gun you want him to be on.
Title: Re: Ideas for new pilot abilities
Post by: Zenark on July 18, 2013, 12:33:56 pm
Why would you want to Keel Haul someone? It is not like we are moving through water or there are any barnacles to scrape up the victim's skin. The experience of being Keel Hauled on an airship would be very much like bungee jumping off a bridge. Flogging on the other hand would be just as unpleasant on an airship as it would on a water ship.

A captain's ability I would like is the "Frog March" where you manually pick up a crew member by his belt and collar and drag him to the gun you want him to be on.

That's why I was thinking you just let them hang there for a few hours, occasionally teabagging them against the ground. Then you get the wonderful lacerations and possible dismemberment you normally get with keel hauling.
Title: Re: Ideas for new pilot abilities
Post by: Captain Smollett on July 18, 2013, 02:03:25 pm
There really isn't a need for a harpoon disengage button.  You just need to train your gunners on when to cut the rope.

I've actually been using the harpoon quite a bit lately.  Can't wait til that weapon gets some Muse attention.
Title: Re: Ideas for new pilot abilities
Post by: Calico Jack on July 18, 2013, 04:19:45 pm
The experience of being Keel Hauled on an airship would be very much like bungee jumping off a bridge.
well I was thinking more like when you dry your back after a shower - your back being the hull and the towel being the keel haulee.

"What's that you spawned in as engie with 3 buff hammers and no fire ext?" *player's screen suddenly fills with a jittering top down view of a desert vista accompanied by the sound of bare flesh squeaking backwards and forwards across metal*

Title: Re: Ideas for new pilot abilities
Post by: HamsterIV on July 18, 2013, 04:46:20 pm
Keel Hauling is supposed to incorporate all the fun of drowning with the joy of getting the crap beaten out of you by a bunch of angry bikers. Without the water pushing you into the hull I just don't see the point of it.
Title: Re: Ideas for new pilot abilities
Post by: Mill Wilkinson on July 18, 2013, 10:40:52 pm
Jagged cliffheads. That's the sport with airship keelhaul.
Title: Re: Ideas for new pilot abilities
Post by: Squidslinger Gilder on July 18, 2013, 11:52:09 pm
Keel Hauling is supposed to incorporate all the fun of drowning with the joy of getting the crap beaten out of you by a bunch of angry bikers. Without the water pushing you into the hull I just don't see the point of it.

If there are Sky Whales then there are SKY BARNACLES!!! MUHAHAHAHA!!! Oh...I just thought up another Zuka codex entry!
Title: Re: Ideas for new pilot abilities
Post by: Calico Jack on July 19, 2013, 12:05:13 am
Keel Hauling is supposed to incorporate all the fun of drowning with the joy of getting the crap beaten out of you by a bunch of angry bikers. Without the water pushing you into the hull I just don't see the point of it.
see you're thinking actual physical torture and punishment, where as I'm thinking of a way to indicate displeasure for comedic effect. But ok - some of the maps have water in them, but even for those that don't , flying at ground level would supply both the abrasive and frictional force you require.
Title: Re: Ideas for new pilot abilities
Post by: Generalissimo Kronch on August 05, 2013, 01:10:49 pm
 I'd like to see some way to prioritize a target with the spyglass. Maybe change the white reticle to other colors to assign priority to a ship and other crews would be able to see the colored marker too. Would help coordinate between team captains to focus on the heavy ships.
Title: Re: Ideas for new pilot abilities
Post by: DMaximus on August 05, 2013, 01:58:03 pm
I'd like to see some way to prioritize a target with the spyglass. Maybe change the white reticle to other colors to assign priority to a ship and other crews would be able to see the colored marker too. Would help coordinate between team captains to focus on the heavy ships.

Pretty sure that's what captain's chat is for. A lot of the game is intentionally structured in a way to encourage vocal coordination, and calling out targets is a part of that.
Title: Re: Ideas for new pilot abilities
Post by: Ninjamanj on August 06, 2013, 09:26:43 pm
These are just a couple i came up with Some of them are just downright crazy but who knows someone might want them.
Crazy abilities.
Barrel roll: makes your ship roll completely to throw the other ships off. Would damage Balloon slightly.
Ultra glow: Makes your ship glow very bright blinding Other ships(not including allies lets just say they where warned and put on super sunglasses) would damage hull armor.
Explosive armor: makes it so when you ram someone it does extra explosive damage but also damages your ships hull armor at the same time.
Serious abilities.
Balloon deflate: Deflates your balloon and makes you drop very fast. Would damage balloon slightly.
Balloon overflow: Over fills your balloon making you ascend fast. Would have a chance to completely destroy balloon but would damage near by enemies when it explodes.
Flaps: would stop the ship extremely fast without having to go in reverse. Would damage hull.(for the noob drivers that don't no when to turn the engine off when stopping)
Flare barrage: Fires flares in all directions to take out incoming missiles. Would damage Hull armor.

Title: Re: Ideas for new pilot abilities
Post by: Cloudrunner on August 06, 2013, 09:56:23 pm
These are just a couple i came up with Some of them are just downright crazy but who knows someone might want them.
Crazy abilities.
Barrel roll: makes your ship roll completely to throw the other ships off. Would damage Balloon slightly.
Ultra glow: Makes your ship glow very bright blinding Other ships(not including allies lets just say they where warned and put on super sunglasses) would damage hull armor.
Explosive armor: makes it so when you ram someone it does extra explosive damage but also damages your ships hull armor at the same time.
Serious abilities.
Balloon deflate: Deflates your balloon and makes you drop very fast. Would damage balloon slightly.
Balloon overflow: Over fills your balloon making you ascend fast. Would have a chance to completely destroy balloon but would damage near by enemies when it explodes.
Flaps: would stop the ship extremely fast without having to go in reverse. Would damage hull.(for the noob drivers that don't no when to turn the engine off when stopping)
Flare barrage: Fires flares in all directions to take out incoming missiles. Would damage Hull armor.

Half of those exist in some form. And something tells me doing a barrel roll in an airship would be a grievous or very comical mistake.
Title: Re: Ideas for new pilot abilities
Post by: Calico Jack on August 07, 2013, 07:35:59 am
And something tells me doing a barrel roll in an airship would be a grievous or very comical mistake.

are you trying to sell this to me? Cos I was already his when I read "barrel roll".
Title: Re: Ideas for new pilot abilities
Post by: James T. Kirk on August 07, 2013, 11:18:23 am
"Hey I'm a new pilot and I'm having trouble surviving gat/mortar. Any counters/suggestions?"

"Oh it's easy, you just gotta do a barrel roll."

"E.. Excuse me?"

"Do a barrel roll!"

Continue telling new pilot to do barrel rolls to get out of every conceivable situation.
Occasionally tell him he's becoming more like his father.
? ? ?
Community profit.
Title: Re: Ideas for new pilot abilities
Post by: TimTim LaBaguette on August 07, 2013, 11:38:37 am
And also, start calling him fox and reminding him every 10 seconds when an enemy is behind you
Title: Re: Ideas for new pilot abilities
Post by: Zenark on August 07, 2013, 11:53:43 am
I like the idea of an emergency braking tool. I've always thrown her in reverse with a burst o 'shine, then used Phoenix Claw or Drogue Chute to come to a complete, steady stop.
Title: Re: Ideas for new pilot abilities
Post by: Rumzie on August 07, 2013, 04:39:07 pm
I would seriously like to see the Tar upgraded to having particles inside the cloud that have a chance of making projectiles explode unexpectedly before hitting your precious ship.

If that seems too much for some than I would also be keen with a separate ability that does the same (without the tar). It seems like a great tactical fix for some ships that have no rear guns. Though to make this balanced though you would have to shred all of your hull armor. Albeit I'd rather have no hull armor than no engines on a ship.
Title: Re: Ideas for new pilot abilities
Post by: Plasmarobo on August 07, 2013, 05:18:01 pm
That just sounds like you want to take off your armor and have it float behind you.

Not sure how useful that'd be.
Title: Re: Ideas for new pilot abilities
Post by: Calico Jack on August 07, 2013, 05:33:32 pm
I would seriously like to see the Tar upgraded to having particles inside the cloud that have a chance of making projectiles explode unexpectedly before hitting your precious ship.

I read that as your trying to use tar to lose spots, which works if you have a ship with centre mounted weapons chasing you, but fails with ships that have side mounts like the junker, because they will always see around the cloud.

The thing with tar is not to think of it as a portable cloud, but rather as a large rear facing flamer which can disable your pursuer if they fly through it. Also if your pursuer is to one side turn in the opposite direction just after you release the tar and diving also helps if they are trying to fly over the tar, if you toggle it off and on you can make a 180 degree spiral and still have engines to move with.

Title: Re: Ideas for new pilot abilities
Post by: Rumzie on August 07, 2013, 06:06:01 pm
Changed my mind on upgrading tar as I only play on 2-3 ships so my view is askew. Though the reasoning behind the particles is a temporary relief for ships that want to get out of the fight quick and painless rather than repositioning themselves(I.E. Launch tar cloud full reverse and drop altitude). I don't captain much but it seemed a bit reasonable considering I've been in those situations where all engines get blown out and then you get rammed to your doom. A good pilot though shouldn't ever be in these kinds of situations anyways and adding this in would take away the risk slightly on showing the enemy your rear on most ships.
Title: Re: Ideas for new pilot abilities
Post by: HamsterIV on August 07, 2013, 06:07:02 pm
I think Rumzie is takling about some sort of rear facing bullet shield. The odd thing is they existed:
Read Feudal Japanese "Horo" cloak:
(http://i87.photobucket.com/albums/k145/evalerio0160/color%20plates/DATETsukaibanHORO2.jpg)
That big pack on his back is essentially a silk balloon on a light frame or inflated by the rider's motion. When an arrow hits the silk the cloth/air resistance slows it down so the rider is not harmed.
Title: Re: Ideas for new pilot abilities
Post by: Rumzie on August 07, 2013, 06:13:16 pm
I would like to see that in-game! Though I don't think I could take it seriously as a Balloon blocking a bunch of cannon fire hahahaha
Title: Re: Ideas for new pilot abilities
Post by: Rainer Zu Fall on August 08, 2013, 09:45:33 am
Maybe a shield, that blocks damage incoming from your rear up to 10% but slows you down to a relative amount, depending on mass and engine power of the ship used with.
Would be a great counter to flanking tactics.