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Messages - CogHead

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Feedback and Suggestions / Underground map
« on: July 08, 2017, 02:08:15 pm »
For a while now, I always wanted a map with tight turns. After the reliese of Ashen Scufle with it's cave, the idea sprung to my mind.
A two layered map.
- Above the surface regular and large dust clouds, making it dangerous to linger, but providing no meaningful hard cover or substantial landmarks to go around. This would make it possible to cover great distances in little time compared to the underground caverns. Becouse...
- Below the surface stratches an extensive cave system, with varying terrain. Narrow passages, where a mobula would only dream passing through, shallow gaps, where a spire or galleon would need to find a longer way around.
- The two layers would be connected by large holes in the surface terrain, where even larger ships than the magnate would be able to descend to the community living below. Cracks in the cave ceiling would also provide sunlight, shining through in rays. These cracks would most likely trap a ship, that tried to pass through, but daring patains might find, that not all ships are the same with.

So basicly that, a cavernal map, lore wise, maybe a hidden community, a grean-grey paradise unaffected of the war up til this point.
And to top this off, some visual help.

This is the current map, the yellow is approximately where the surface connections are (yellow for the sun shining through), the black and white is just inverted heightmap(blacks are coloumns of stone connecting to both the floor and the ceiling).



2
The Gallery / Re: Ship size chart WIP
« on: May 05, 2017, 05:57:52 am »
These are great! Now we just need to use these in the killfeed instead of the long sentences.

3
Feedback and Suggestions / Scenarios
« on: March 08, 2017, 03:30:53 pm »
Basicly scripted scenarios like the tutorials, but challanging, and either for solo or team play. (ranging from 2 to 5-10 minutes)

Seeing as the current practice mode isn't exacly helpful if someone wants to practice alone or as a crew anything else than flying around, I thought there could be done more to the current tutorial system.
These could potentially cannibalize alliance, but it wouldn't need to be so extensive. (They wouldn't contribute to your progress, just as the tutorials or practice doesn't, but you could get a nice achievemnt for completing them)

Some examples i was thinking about:

-You spawn in, find yourself under constant fire pressure, scripted ships are closing in your position. These would be exacly the same, so you'd need to find the best loadout and strategy to reach an objective (like surviving the engagement until your scripted ally comes to the rescue) Potentially your crew would be scripted too, so they take the same limited roles as always, and you can learn where you need to do your job to fit in.

-You as an engineer are under attack by 2 disable ships. Survive until your ally comes and assist it in the kill.
-You as a gunner need to kill every enemy that spawns (similar to the tutorial and alliance, but scripted, and against real ships, not dummies or alliance AI). It's basicly a rail shooter, but you have to move between your guns.
-You as a pilot need to sneak through strategicaly placed and patroling AI (non-alliance) ships.

In short, an after-graduate program for those who finished the tutorials, but still can't distinguish the mallet from the chem spray. (And/or challanges for seasoned crews for some extra polish)

-Workshop support would also be nice, so muse doesn't have to add them all the time (I know what I wrote takes a lot of work to build up, but it would be nice regardless)

4
Feedback and Suggestions / Pause
« on: March 08, 2017, 09:40:11 am »
Seeing how server slow-down affects the game in competitive play, made me ask this question.
Maybe someone competent in Unity could just tell it's not possible but:


An in-game "pause" button, when it's granted, everything stops. Timers, movement, damage, projectiles, clouds, everything. This could be implemented with something like <if 51% of captains vote yes>. Would help in competitive, since the Ref wouldn't need to decide if they can or can not grant the pause, and could be implemented into public matches too.

(I have NO clue about Unity, how the servers handle, or just about coding in general)

5
...
Schedule:
Matches will begin promptly at 7:00pm UTC/2:00pm EST.
...
Rules:
First Match Starts at 6:00pm UTC Saturdays, all following matches do not start at a set time, so it is best to be in game and ready to go for the entire duration of the event.
...

Just nitpicking here, but when does it start?

6
Feedback and Suggestions / Re: Its about time we revived the comp scene
« on: November 09, 2016, 02:55:55 am »
...
>"For tournament to work people need votekick"
Good luck with that m8 xddd
...
ii) following your discussion; creating your version of the event is virtually impossible at this moment (i.e. votekick issue)
...

While I mostly agree with you, or don't know enough to form an opinion on other aspects, it looks like you misunderstand what votekick means. Votekick, where players vote on who to kick, can be abused, and Muse is against it, but it was never even mentioned in this thread. For the lobby moderator, to kick someone, the moderator would NOT need to put the question up to vote, he/she would simply kick the player from the lobby.

I think this would be a welcomed feature - since it doesn't interfere with matchmaker, it's already private - in any password protected lobby, alongside with other moderation tools like forced map and gamemode change, timer manipulation, force start, ship lock, etc.

7
Feedback and Suggestions / Ping in scoreboard
« on: October 22, 2016, 03:57:29 pm »
Basicly putting the players' ping in the scoreboard to their name. With this, you could always blame lag for being bad at the game. And see how many are from which region.

8
Feedback and Suggestions / Victory screen
« on: October 13, 2016, 04:58:40 pm »
Was there ever given a reason, why we lose access to the game menu as soon as the game ends? Why can't I just hit Esc on the victory screen, and go back to the lobby or exit the game properly instead of alt-F4, if it's my last match and I want to go?

So as a suggestion. Give me back my menu access. Please?

9
Feedback and Suggestions / game recording
« on: October 12, 2016, 04:40:42 pm »
Something similar to the Source engine's demo recording tool, so matches could be recorded for later replays.
It would help players learn from past matches, maybe if it's on-the-fly, casters could use it for instant replays.

10
The Docks / Re: Hey there GoI! Do you like Cake?
« on: December 14, 2013, 05:04:54 pm »
Hello there!
Recently, I had the opportunity to fly with some of you, and had so muck fun (mostly mines and fire), it made me want to join.

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