Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: Hoja Lateralus on September 16, 2015, 10:01:19 pm

Title: Flying around workaround
Post by: Hoja Lateralus on September 16, 2015, 10:01:19 pm
There are some maps where many times people can just float around not meeting each other for a long time. Many times people annoyed with this just say on match chat "We're on B3, come one", although this doesn't work all the time because some people are trolling, others try to put enemy team into a trap and some just don't believe.

So my solution would be a set timer (like a minute) after which the game would show us the general direction of the enemy on the compass (and only on the compass). It can be as vague as basic direction like North, North-West etc.

Possible problem could be limiting sealth play, so perhaps after set time there could be a vote for captains. If more than 50% (or whatever) captains agree then directions would be revealed.

There are also some technical issues that need to be adressed (what if in 3v3 map 2 ships are together and other is on the other side of the map? show "the average" direction? Or show two directions for each group of ships?) but overall I think this is a good idea.
Title: Re: Flying around workaround
Post by: BlackenedPies on September 16, 2015, 10:15:27 pm
Here's an idea. I always thought the birds should play a minor role in indicating where ships are. After a certain time of no spots (ex 6 mins), the birds start subtly flying to and from the direction of ships. Tutorial text and the tip box in crew form could give a hint like if you're looking for the enemy watch for the birds.
Title: Re: Flying around workaround
Post by: Daft Loon on September 16, 2015, 10:44:44 pm
Ive had an idea for a while that the weather could conveniently change:
-Track a 'score' that slowly decays over time
-Spots increase the score slightly
-Hits increase the score significantly
-As the score drops further below a threshold the cloud cover becomes thinner and thinner

It could be exploitable but mostly those situations are bad already ex- one team wins by cloudless sniping or the same team wins by gradual attrition just slower because of the clouds.
Title: Re: Flying around workaround
Post by: DrTentacles on September 16, 2015, 11:05:32 pm
I'd prefer not. I've waited for ambushes for great periods of time. This would also hose VIP mode.
Title: Re: Flying around workaround
Post by: BlackenedPies on September 17, 2015, 12:15:50 am
Not spotting for 5 or so minutes is more than enough to position. Taking longer is wasting time and the match needs to move along.
Title: Re: Flying around workaround
Post by: Dementio on September 17, 2015, 08:23:51 am
Guide to make the enemy come to you:
Step 1: Fly as high as you can
Step 2: Shoot medium ranged and easily spottable guns randomly into the map/sky like the Hades, some Flaks and the Banshee
Step 3: Repeat step 2 until enemy decides to attack from a predictable direction

(Optional) Step 4: Kill enemy and camp their spawn before they manage to respawn for immediate victory
Title: Re: Flying around workaround
Post by: Omniraptor on September 17, 2015, 02:21:56 pm
spam muse to implement foghorn
Title: Re: Flying around workaround
Post by: Arturo Sanchez on September 17, 2015, 02:54:47 pm
This is why kiting is a standard tactic for pub stomping.

You get your scout ship ahead and fly really obvious. Shooting shots wildly. You get spotted and immediately retreat back to teammate but don't quite hurry about it as you wanna reveal your ally just at the last second.


Most scrubs will chase you. In a vet/scrub team, this forces the vet teammate to commit as well. But seeing as the scrub ship is prolly about 500m ahead. Thats plenty of time to either severely hurt or kill the scrub ship to force a 2 v 1.

thus resulting in 2 easy kills. If consistently stupid. rinse and repeat.
Title: Re: Flying around workaround
Post by: Dutch Vanya on September 17, 2015, 06:00:41 pm
This is why kiting is a standard tactic for pub stomping.

You get your scout ship ahead and fly really obvious. Shooting shots wildly. You get spotted and immediately retreat back to teammate but don't quite hurry about it as you wanna reveal your ally just at the last second.


Most scrubs will chase you. In a vet/scrub team, this forces the vet teammate to commit as well. But seeing as the scrub ship is prolly about 500m ahead. Thats plenty of time to either severely hurt or kill the scrub ship to force a 2 v 1.

thus resulting in 2 easy kills. If consistently stupid. rinse and repeat.
no
Title: Re: Flying around workaround
Post by: BlackenedPies on September 17, 2015, 06:50:25 pm
Didn't you just make a meme accusing Grox clan of that strategy?

You guys are doing it wrong. Go alone and get focused, maneuver and buff till ally gets there, kill everyone. It works so blame the ally.
Title: Re: Flying around workaround
Post by: Arturo Sanchez on September 17, 2015, 07:59:47 pm
Didn't you just make a meme accusing Grox clan of that strategy?

You guys are doing it wrong. Go alone and get focused, maneuver and buff till ally gets there, kill everyone. It works so blame the ally.

No because I only get close enough to be seen.

Not be actually shot. A Grox will fly right in the face of a enemy formation to get chewed out and spat out.
Title: Re: Flying around workaround
Post by: Kamoba on September 17, 2015, 08:06:24 pm
Mine ally, continue to mine ally, realise both enemy ships are watching you mine kill ally...
Title: Re: Flying around workaround
Post by: Hoja Lateralus on September 17, 2015, 08:20:30 pm
Mine ally, continue to mine ally, realise both enemy ships are watching you mine kill ally...

>fly a munker
>score is 3:2 against your team
>you got 3 kills
>2 of them were ally kills
>9/11, would kill allies again
Title: Re: Flying around workaround
Post by: Richard LeMoon on September 17, 2015, 08:30:45 pm
Ear trumpets would help greatly in the area of long time no-spots. It is an extra tool to consider, but allows one crew member to gradually tune into the location of an enemy.
Title: Re: Flying around workaround
Post by: Arturo Sanchez on September 18, 2015, 08:09:08 pm
Ear trumpets would help greatly in the area of long time no-spots. It is an extra tool to consider, but allows one crew member to gradually tune into the location of an enemy.

errr... there's way too much noise pollution for that to work.

People nag about the range finder's uselessness (because it is seeing as the map screen does the job well enough) but lore wise it makes sense to exist.
Title: Re: Flying around workaround
Post by: michael.hauda on October 02, 2015, 12:08:59 pm
What if we need to hide? I don't always want to find Lueosi on Firnfeld, must find arch to cower..

In all seriousness though I don't experience an inability to find my enemy all that often; I do like Pie's creative idea with the birds, I just don't feel there is a problem to begin with. fire a hades into the air, usually does the trick as does turning around  (often my ally and I are both going clockwise or counterclockwise xD)
Title: Re: Flying around workaround
Post by: Richard LeMoon on October 02, 2015, 08:06:17 pm
Ear trumpets would help greatly in the area of long time no-spots. It is an extra tool to consider, but allows one crew member to gradually tune into the location of an enemy.

errr... there's way too much noise pollution for that to work.

People nag about the range finder's uselessness (because it is seeing as the map screen does the job well enough) but lore wise it makes sense to exist.

Which is why they never used acoustic locators (https://en.wikipedia.org/wiki/Acoustic_location) in real life. Way too much noise pollution.
Title: Re: Flying around workaround
Post by: The Djinn on October 27, 2015, 08:55:08 am
Which is why they never used acoustic locators (https://en.wikipedia.org/wiki/Acoustic_location) in real life. Way too much noise pollution.

In fact, they were even specifically used to find Zeppelins!

Of course, I'm not sure of the effectiveness one of these would have mounted TO a Zeppelin -- I imagine the vibrations and the constant noise would make incoming similar noises much harder to detect. Images of actual acoustic locators all seem to be ground-based in relatively quiet areas like fields...
Title: Re: Flying around workaround
Post by: The Mann on October 27, 2015, 09:29:19 am
How about a new tool - a compass?

something like that one from Pirates of the Caribbean

It shakes alot but pauses for like a second every so often to indicate which direction the enemy is?

A Golden Compass  8)#

To make it fair, add an effect to it, holder is slowed down by like 15% or Stamina Drain or something to make it less cheaty
Title: Re: Flying around workaround
Post by: Schwalbe on October 27, 2015, 11:32:01 am
Mine ally, continue to mine ally, realise both enemy ships are watching you mine kill ally...

>fly a munker
>score is 3:2 against your team
>you got 3 kills
>2 of them were ally kills
>9/11, would kill allies again

Dis, it was 7:2, if we're talking about the same match. :p
Title: Re: Flying around workaround
Post by: Richard LeMoon on October 27, 2015, 12:40:33 pm
I like the idea of adding another pilot tool for locating hidden ships, but don't think it should be as easy as a compass or anything else that says "ship this way" with no player input. That is why I keep bringing up ear trumpets. In fact, I just cobbled a tool concept together to illustrate what one could look like.

The concept starts in with this. Which is pretty silly looking.

(https://memecrunch.com/image/513955b4afa96f5c69000062.jpg?w=313)

I tore apart a gramophone model and made this. Video link. (https://youtu.be/Zdv-4KJWIiE)

(http://i.imgur.com/9lUcvRS.jpg)

The tool would work like the spyglass and range finder, being handheld and raised to the head when in use. You would be able to hear enemy engines and ambient sounds like guns reloading. Perhaps even muffled voices from voicechat. An experienced user could tell the difference between different ship types just by the sound. Standing near your own engines would diminish the tool's effective range. It could not mark enemies, and would rely on the user to convey location information.

Would it work in real life? Likely not. But neither would 100 ton ships supported by party balloons. Is it believable within the reality of GOIO? Yup. Looks like it would work, so it would.
Title: Re: Flying around workaround
Post by: Kamoba on October 27, 2015, 01:47:49 pm
I like the idea of adding another pilot tool for locating hidden ships, but don't think it should be as easy as a compass or anything else that says "ship this way" with no player input. That is why I keep bringing up ear trumpets. In fact, I just cobbled a tool concept together to illustrate what one could look like.

The concept starts in with this. Which is pretty silly looking.

(https://memecrunch.com/image/513955b4afa96f5c69000062.jpg?w=313)

I tore apart a gramophone model and made this. Video link. (https://youtu.be/Zdv-4KJWIiE)

(http://i.imgur.com/9lUcvRS.jpg)

The tool would work like the spyglass and range finder, being handheld and raised to the head when in use. You would be able to hear enemy engines and ambient sounds like guns reloading. Perhaps even muffled voices from voicechat. An experienced user could tell the difference between different ship types just by the sound. Standing near your own engines would diminish the tool's effective range. It could not mark enemies, and would rely on the user to convey location information.

Would it work in real life? Likely not. But neither would 100 ton ships supported by party balloons. Is it believable within the reality of GOIO? Yup. Looks like it would work, so it would.

Can I email this to Muse, or would you like to diy matey?
Title: Re: Flying around workaround
Post by: Richard LeMoon on October 27, 2015, 02:38:10 pm
I just sent them a long Minotaur critique, and like to space them out a bit, so be my guest. I hate to personally add too much to their "Great ideas to look into" mountain.
Title: Re: Flying around workaround
Post by: DJ Logicalia on October 27, 2015, 03:08:49 pm
I love this

I need this