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Messages - Machiavelliest

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286
I agree with your last point, since it basically makes him the Gun Loader and not the Gunner.  However, with switching ammo loads, it seems apparent that that advantage is not enough to generally justify a Gunner rather than an Engineer.  Those were haphazard suggestions, of course, but I do think that the class is marginalized in the current build.

287
The Lounge / Re: Most Ridiculous Things You've Done
« on: April 13, 2013, 08:02:29 am »
Chuting down through the arch on Fjords then H2ing up the other side to kill an enemy with a Squid Shoryuken.

288
The Lounge / Re: Know What Would Be Awesome?
« on: April 13, 2013, 07:50:42 am »
I love the Russians ...

289
General Discussion / Re: Adventure mode wish list
« on: April 13, 2013, 02:48:22 am »
What about a levelling system similar to the current skirmish mode that affords you more strategic influence in your sphere with a merit-based system?

Pickle, you make good points.  I also envisioned the skirmish-esque battles you mentioned.

290
As a pilot, I can select more than one helm tool and have them be effective at the same time.  As an engineer, I can hammer then extinguish to combine the effects of my repair tools.

Why not grant the gunner the ability to combine ammo types?  This will require the further balance of ammo types (likely toning them down), but we still see changes to ships and the repair game too.  Additionally, make gunner-loaded ammo persistent between people manning the hardpoint.

291
General Discussion / Re: Adventure mode wish list
« on: April 11, 2013, 05:11:04 am »
I do not have the time to grind money to buy enough ammo/fuel to play adventure mode in a resonably competitive manner.  If the amount of money you have in Adventure Mode is going to determine your combat capability, people who casually play this game will not be able to compete because of limited loadout and ship options, and will be driven away.

I speak for myself and my opinions here, but I don't think I'm alone.  I will not pay for a game where I have to grind to get to really play the game.  There are certainly those who will, which is fine, but please don't turn this into some sort of reinvention of a traditional MMO.  It becomes a free-to-play, pay-to-win game with time being the currency of choice; grind-to-win.

postscript: I say I don't have the time because if I can afford all of these things playing casually, what is the impetus for people to play more seriously or to implement the finite system at all?

On the internal gameplay side, what happens with ammunition?  Does the whole crew use only the Captain's ammunition stockpile?  If not, wouldn't it make a lot more sense to just run AI crews who aren't subject to those limitations?  Again, without the resources, it's impossible to get a foothold to gain resources.  I sure as hell wouldn't want an ammoless gunner or engineer on my crew.  Without fuel, you can't fly, but if you can't afford fuel, how do you afford ammo or items so you can be a crew member on a ship?  It's a very prohibitive cycle.

This is a tl;dr, but I mention this because I have been a part of other game communities with this model.  The main playerbase grew frustrated and began leaving because they didn't care enough to grind up the resources.  The developers then introduced the 'pay-to-win' model to 'correct' the problem of the 'grind-to-win' model, which fully ruined the game.  I really hope to avoid seeing these frustrating meta-mechanics in this game.

292
Gameplay / Re: Mercs
« on: April 11, 2013, 04:50:00 am »
[...] or may provide an opportunity for a counter (dropping mines over the sniper and behind him to discourage retreating-while-sniping).
Wouldn't this require you to have a greater mine throwing distance than Merc's range?  I can't see that happening--if it was possible to put mines behind them, the whole closing-through-sniping concept would be a non-issue already.

Mines are going to turn this game into trench warfare.

293
Gameplay / Re: Mine Launcher
« on: April 11, 2013, 04:44:04 am »
With an arming delay, you'll be forced to resolve collisions between the mines and the ships where the mines aren't destroyed.

I'm assuming they'll be particle-type effects that, when launched, have an initial lateral velocity that's accelerated to zero, but still affected by wind?  I have a feeling that you're gong to see a lot of Squids with mine launchers ramming then spamming mines, since they currently don't do friendly fire damage.

294
The Docks / Re: Quack Quack, it's Duck Time
« on: April 11, 2013, 04:38:30 am »
We need to find a way to turn this into a pyramid scheme.

295
World / Re: What faction will you fight for?
« on: April 11, 2013, 04:32:16 am »
Arashi is the name of a ramen place by where I leave, so I'll probably go there.  Just like how I choose Gonzaga to win the bracket because their name has a 'z' in it.

296
The Docks / Re: Quack Quack, it's Duck Time
« on: April 07, 2013, 07:17:42 am »
I was one of the original two others Charon invited.  Trust the people you trust to invite.

297
General Discussion / Re: I played with X
« on: April 07, 2013, 06:42:00 am »
Hizumi is not Japanese.  He has a mic and can kill things, though.  Cheers!

298
World / Re: What faction will you fight for?
« on: April 07, 2013, 06:41:00 am »
Quote
Republic = More Democratic
NOT DEMOCRATIC ENOUGH

299
Gameplay / Re: Mercs
« on: April 07, 2013, 03:59:08 am »
With the max range of a Lumberjack quoted (as per the Wiki ... I can't find the forums post since gun stats went to graphical display in-game) at 1200m, it's roughly 1/3 the range of the Merc.  This is why I think clouds and such are the important parts.  If I put max range between a Merc and a Lumberjack, it will take the Lumberjack nigh on a minute just to close the gap head-on, full speed.

300
General Discussion / Re: I played with X
« on: April 05, 2013, 12:22:58 am »
Yep, that's the one.

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