Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Cinders

Pages: [1]
1
Gameplay / Re: Fleeing the scene
« on: April 30, 2014, 11:12:17 pm »
Thanks for the replies, guys, though I think only 3 peeps caught what I was saying.  A lot of you.. cough cough, used this as an opportunity to soap box on l337 skillz you may or may not have ;)

I like the current gameplay well enough.  Some of the maps, again, Paritan or Raid, have some great details that are missed since nobody will go low.  Evah.  Balloon shielding is A tactic, but not a great one.  You go lower than me, I'm going to say "tank the hull" and come smashing down you.

There is the lack of escape, though the squid is able.  Say you enter into combat and realize early that it's going bad.  Turning to run, against any captain worth his salt, is suicide.  Chute vent will buy you a few seconds, but now you have diminished ability to climb as they come down on top or above your gun arc.

Lame, perhaps, but something like a "flock of balloons" released upward that could block a few shots, block view, or better yet, catch against the enemy's boat and exert upward force.  That would open up the distance as you dive and maneuver, giving some meta to the tactic.

Anyway, I think we all have some "this one time I totally lost them in an alley!" story, but it's not something that happens other than at random.  Most captains will just climb above the level of maneuver (i.e. above the buildings) and fire down you.  And taking heavy fire from above, while having nowhere to go, is lethal in most cases.  That enemy boat can lumber along high above, not worrying about dodging any of the junk, raining down shots.  Your damaged balloon won't climb fast, your engineers are busy, your guns can't fire up. 

2
Gameplay / Fleeing the scene
« on: April 29, 2014, 05:48:59 pm »
I primarily captain.  One aspect that I feel is missing is a space for pilot skill with the terrain.  Sure, there's positioning with the junk and sometimes, just sometimes, you can use the terrain to buy time or escape.  But some of the maps, like Paritan Rumble, have some really great street level flying set up.  The maps are great, some good detail, plus the clouds come in.

But, 95% imho, if you do turn to flee, calling for your engineers to bolsters the engines as you dive to the streets, looking for an alley to hook into... the enemy just floats high above, shooting very sharply down on you. 

There isn't a meta advantage into giving up altitude in nearly any case.  Maybe it "all makes sense", but there is an opening to put some meta in there, to add complexity to the job position (which is not required for new pilots).

There are various ideas that could work, probably better ones to be found.  Reducing the down angle on some guns.  Creating a pilot skill that releases a flock of balloons upward, providing a temp overhead shield that buys time and blocks view.  Add the ability to adjust default ships, reduce the hull for better handling. 

Pages: [1]