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Messages - Khamael

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1
Feedback and Suggestions / Smoother Practice Mode
« on: July 12, 2013, 04:59:15 pm »
Since I am the kind of person who likes to fine tune my equipment and ships, I often find myself spending more time waiting for the map to load than I do actually testing my build whenever I go into practice mode. I think it would be a good idea to add a menu option while practicing that lets you switch out your class, equipment, ship, and gun layout without having to click Abandon Match and then waiting another thirty seconds for the game to load once you're done tweaking.

2
Feedback and Suggestions / Re: Other than Airships
« on: July 10, 2013, 07:55:02 pm »
That would work really well. The rotation could work if it was made so that the round ends as soon as a team gets a kill. Or rather as soon as either the black teak is killed or both the red and blue teams are killed.

I don't think they should return to the lobby after that though, because that would break up gameplay. Maybe each game has everyone on each team once?

Maybe not a return to lobby but just before where you see the scoreboard it'll show you who's changed teams to where?

Like a team scramble? I just meant to have red team switch to the pirates. Would it be a good idea to mix up everyone? I'm not sure it would, since most people set their equipment specifically for the ship and team they have, so that could cause problems with a team scramble.

3
Feedback and Suggestions / Accurate Settings
« on: June 26, 2013, 03:18:35 pm »
From what I understand, Guns of Icarus takes place in a universe in which World War I destroyed civilization and then 300 years passed. To me, I think it would be very interesting if several maps were at least implied to take place in real world places. It doesn't have to be a major feature, though I think it would add a bit more depth to the story and setting of the game, something that while it isn't necessary for the game, also doesn't take anything away and would make it more interesting.

Some examples would be implications that Battle on the Dunes is in the northern Sahara, Northern Fjords is somewhere along the Norwegian coast, and The Labyrinth is the capital of a nation that was largely involved in WWI, like Berlin.

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Feedback and Suggestions / Re: Other than Airships
« on: June 26, 2013, 03:08:38 pm »
That shouldn't be too complicated a feature to implement. Though I can't imagine a time it would be used except for this game mode.

5
Feedback and Suggestions / Re: Other than Airships
« on: June 26, 2013, 01:59:25 pm »
That would work really well. The rotation could work if it was made so that the round ends as soon as a team gets a kill. Or rather as soon as either the black teak is killed or both the red and blue teams are killed.

I don't think they should return to the lobby after that though, because that would break up gameplay. Maybe each game has everyone on each team once?

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Feedback and Suggestions / Re: Other than Airships
« on: June 20, 2013, 02:08:57 am »
I really like the thought of the two teams racing and a third trying to kill them both. It's really unorthodox.

If that's not received well though, how about this? Two teams, each with two ships. One ship on each team is carrying cargo that they have to get to the finish line before their opponent does and the other ship on the team tries to intercept the cargo ship and keep it from reaching the finish line.

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Feedback and Suggestions / Re: Anti-ship melee weapons
« on: June 14, 2013, 11:52:23 am »
I'll be honest, I clicked on this topic thinking it was going to be stupid, but it ended up sounding like really good ideas. Especially what you added, Phores.

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Feedback and Suggestions / Re: Other than Airships
« on: June 14, 2013, 09:37:38 am »
I like your fluff items, though I think it's incredibly unlikely they will be implemented anytime soon due to the fact that they have absolutely no gameplay applications. Then again, aesthetic is a major feature of this game, so they might be added eventually.

For the differently sized ships, I kind of imagined there being only certain levels when they can be used, or at least made so that whoever sets up the match can decide, as in there's an option that looks along the lines of:

Teams [ 2 ]
Ships:
3-Man: [ 1 ]
4-Man: [ 2 ]
5-man: [ 1 ]

I like your heavy weapon ideas. They also have the feature I want added which is guns that don't do direct damage, like your balloon mines.

Also, I was discussing heavy weapons with a friend, specifically the concept of them requiring two people. He said that, while that's a good idea, it should be at least possible to fire them alone and just be at a disadvantage. Sort of like requiring a gunner in a seat to fire and another off to the side reloading. That way, if they're desperate enough, you could get in the seat, fire, then get out, walk to the other side, reload, walk back, repeat. It would be much slower, but it would probably prevent people from refusing to use heavy weapons outright due to the difficulty.

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Feedback and Suggestions / Re: Other than Airships
« on: June 10, 2013, 12:20:43 pm »
I found another page discussing the idea of a boiler room. This would go will with larger airships like those discussed here.

https://gunsoficarus.com/community/forum/index.php/topic,1325.msg22021.html#msg22021

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Feedback and Suggestions / Re: Other than Airships
« on: June 02, 2013, 12:12:52 am »
Ah well. It was just a thought.

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Feedback and Suggestions / Re: Other than Airships
« on: May 31, 2013, 02:51:13 pm »
What if, in larger crew, there was another level of depth added to the hierarchy? A skyship would have multiple gunners and engineers, so what if they were each treated as their own crew, who answered to an Ordinance Officer and Chief Engineer, respectively, who then reported directly to the Captain?

This may be way too complicated for the game, but what do you think of twelve person crews?

Say there are three main parts of the ship. The bridge, the engine room(s) and the gunnery posts. With a full crew, you would have four gunners and four engineers, both in their respective areas, and then on the bridge you have four people with specific duties that aren't hands-on.

The Ordnance Officer's seat would have a whole bunch of dials that show the status of each weapon so that they know exactly how everyone is doing. They also have a speaking tube connected to a loudspeaker in the gunnery room (or whatever the word would be, I honestly don't know) which is the only way the bridge can communicate with the gunners. There'd also be a speaker connecting to a mouthpiece for the gunners to communicate back. He would have authority over the gunners and would tell them what to do.

Then there's the Chief Engineer. His seat would be basically the same, except obvious everything connects to the engine room. Again, there would be a speaking tube and speaker and he he would have authority over the engineers and would tell them what to do.

Then there's the Helmsman. He would have a good view of the outside and would basically be what the pilot is on the smaller ships that we have now. Probably wouldn't be altered much.

Lastly is the Captain. From his position on the bridge, he would have a general knowledge of everything going on on the ship, including the engines, guns, and exterior, but not as detailed as the other bridge officers. He would also have the ability to speak to the entire crew, however these one be one-way, unlike the Ordnance Officer and Chief Engineer. The Captain would have ultimate authority over everyone, though he would have to work with the other crew members due to his still limited knowledge of what is happening.

Again, this is probably far too complicated and might not be received well by the players. However, it would be very interesting and would force the crew to work as a tight-knit group.

EDIT: Something went wrong with the above quote and I've forgotten how to fix it. Please just ignore the error.

[Edit: fixed broken BBC ~Sgt. Spoon]

12
Feedback and Suggestions / Re: Lighting Gun
« on: May 28, 2013, 10:59:24 pm »
~snip~

Interestingly enough, the harpoon is labelled as the "electric harpoon" in the part destroys log.

I wasn't quite thinking of a harpoon. Have you seen the 2009 Sherlock Holmes with Robert Downey Jr. and Jude Law? In one scene, Holmes uses a device that seems to be a crank operated cattle prod. It's a forked metal bar with a wooden handle. He attaches the metal part to a hand powered generator, charges it, then can electrocute people. The gun could maybe fire similar javelins? The reload animation could show a steam powered generator charging them, and they would shoot independently, without requiring a cable.

13
Feedback and Suggestions / Re: Lighting Gun
« on: May 28, 2013, 04:12:08 pm »
A huge freakin Ballista with an electric cord attached...nuff said :D

This sounds like a really good idea. There are too many ideas for close range weapons (like a tesla gun), but a ballista that shoots electrified bolts would have a longer range. It should probably do piercing damage, but I also like the idea of it being only effective against guns and engines, so I don't know.

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Feedback and Suggestions / Re: Other than Airships
« on: May 27, 2013, 04:10:17 pm »
Yeah, the siege shouldn't be mandatory. It should just be another optional gamemode, like how they have deathmatch and king of the hill right now.

Also, AI planes could be a captain item. Like, they have the ability to target a ship and then a bunch of AI planes will fly out and attack it. They'll basically be like a swarm of bees. More of a distraction than anything seriously dangerous. But they become dangerous of you leave them, so you'll want to shoot them down anyway.

I don't know, I just like the thought of a bunch of biplanes flying off of a massive airship straight at another massive airship.

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Feedback and Suggestions / Re: Other than Airships
« on: May 27, 2013, 02:28:39 pm »
Someone suggested to me that the airplanes be AI controlled so that they serve more as an annoyance attack that's only effective if you ignore it, like fire. I suppose that would make the game more balanced and easier to play.

I really like your idea of the heavy guns requiring two people. It would definitely add more complexity to the game and a lack of teamwork would render the most powerful weapons useless.

Also, I should reword "town siege". You wouldn't so much be in the town as you would be on the walls or in a nearby fortress. The town itself would be no more than decoration. So it could be walls surrounding the town with mounted guns along the edges. Falling off the walls would do the same thing falling off a ship does. That or the town would be off to the side (or maybe no town at all, seeing as it serves no purpose) and the players would be in a contained fortress.

As for the tanks, it was a random idea I saw somewhere. I really don't think it's a good idea, but I figured I'd throw it out there anyway. However, there was one aerial combat game I once played that had AI controlled flak cannons on the ground. Something similar could be done with the tanks. They'd serve a similar purpose to the AI biplanes.

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