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Messages - Moo

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16
The Gallery / Re: GOI - Screenshot Gallery!
« on: July 19, 2013, 02:22:21 pm »
Heh, I got a shot of that yesterday too.

17
The Pit / Re: Gfylvnvistchnye
« on: July 19, 2013, 07:20:13 am »
Noejom!

18
There are little flags attached to the ropes of all the ships, which can help you see which side you're on. I often forget that, and which side I'm on, and the easiest way to see, I find, is by holding down the tab key and finding yourself in the list.

As for the dull red and dull blue being too similar, yes I agree, and that can get annoying, and I'm not colour blind. Spotting helps somewhat, but it can only tell you if a ship is an enemy spotted ship or... another ship. If friendly ships could also be spotted and had a different box around them or something, spotting would be more conclusive.

And yes, I guess the beginners only matches are a mixed blessing... Means the higher level players don't get bothered by the newbies, and the beginners don't get slaughtered by the high level players..... But like you say, means the newbies are kind of left to work things out for themselves most of the time.

19
Feedback and Suggestions / GUI
« on: July 18, 2013, 08:09:43 pm »

Full size

My first attempt at improving the GUI a little...
I realized I couldn't move the party button, so top right is unchanged. Put the player numbers etc back where they used to be. Moved Social (small but often used button, at least for me) to its old, more obvious, place. Replaced icons with text buttons. Tried to fix the top left corner of the text box. Moved the Back button... The whole bottom left bar thing was odd, I guess the news/support link could go in bottom right of main menu now. Back button not great, but increased chat area is worth it I think. Another option would be the back button at the bottom right. Or the main menu screen could be redesigned a little, the news/support text incorporated into that... The number of players could move to the bottom right box, and where it was, an actual "Menu" button, so no back button. Maybe even have a "Matches" or something button somewhere, along with Menu, so a back button wouldn't be needed in other places either.

There's a line across the text box where the Global/Match text is, which I hadn't noticed before...

Opinions?

20
The Gallery / Re: Guns of Icarus Cypher
« on: July 18, 2013, 07:38:59 pm »
Odhkhlcgsjyv

21
The Gallery / Re: Guns of Icarus Cypher
« on: July 18, 2013, 05:09:51 pm »
That was too easy...  :-X

22
Gameplay / Re: Sky Torpedoes
« on: July 17, 2013, 10:33:25 am »
It may help rather than hinder snipers though... If they are on a galleon or spire and sniping at you, they could fire the torpedoes off at you too, making it even more dangerous to approach them.

23
Gameplay / Re: Sky Torpedoes
« on: July 17, 2013, 10:11:42 am »
Presumably the idea of setting the timer is that it explodes at the set range, and not when it hits something, rather than just setting an arming-time-type activation delay. If you set this to the lowest range you'd never hit anything further away...
Presumably it also doesn't explode when it hits something, so setting it to maximum range won't work for closer things either. I think this adds a level of skill (and/or luck) to what could otherwise be considered an OP weapon.

24
Gameplay / Re: Sky Torpedoes
« on: July 16, 2013, 02:09:40 pm »
Maybe give it a long arming time so it really can only be used long range. Best if it's something easily visible on the torpedo itself.

25
The Lounge / Re: That Moment When...
« on: July 15, 2013, 05:32:24 pm »
That moment when.... You notice the number of files in the GunsOfIcarusOnline_Data folder...666

26
Gameplay / Re: Sky Torpedoes
« on: July 15, 2013, 05:19:31 pm »
If they are big and slow, and I imagine not very tough, they'd presumably be easy enough to shoot (and blow up)? So you wouldn't need to avoid them always.

27
Feedback and Suggestions / Re: Stop punishing high levels
« on: July 15, 2013, 05:16:50 pm »
I don't think it's all right to farm for achievements. I was trying to say that if the idea of the high-level-opponent restriction was to prevent farming/pubstomping to get these achievements, making it only need a single high-level opponent would mean it would be a lot less effective at preventing that.

28
The Lounge / Re: What did you name your ship and why?
« on: July 15, 2013, 05:03:36 pm »
Squid: "Squid"
Pyramidion: "Squid"
Goldfish: "Squid"
Junker: "Squid"
Spire: "Squid"
Galleon: "Pyramidion"

Why? Wasn't my idea, a bug did it.  ::)

Manta Ray: "Mobula"

29
Feedback and Suggestions / Re: Stop punishing high levels
« on: July 15, 2013, 11:29:57 am »
So you want to get this achievement... You manage to find a game with a high enough level captain on the other side, and the other captain(s) are low-levels. As low-level captains are less likely to stick together or be effective in general, you manage to kill them without needing to engage the high-level ship. I don't really see that this is much different to pubstomping all low-levels. Maybe something like "all 5+, one 8+"?
Another way to "farm" it without needing cooperation from the other team would be to just hide and/or snipe while your team-mate takes the damage/gets the kills. If the enemy high-level captain had a poor loadout or crew, this wouldn't be too unlikely.

30
Feedback and Suggestions / Re: New ship death animations
« on: July 15, 2013, 08:03:40 am »
Like a ship going up in a massive fireball or splitting in half and falling to the ground.

If you've played FTL, you will have seen something along these lines far too many times. Something like that, with a lot of explosions occurring on the ship (it must have a lot of fuel and ammo on board, after all), then breaking apart... Balloon could maybe float down slower than hull parts...
But that might need some reasonable physics to work well. And would need someone to create it and the respective parts, rather than the strange self-destruct we have now.
But I like the current system anyway, even if it is a bit weird.

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