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 - Twomd

Pages: [1]
1
Feedback and Suggestions / Re: Match idea: knckout deathmatch
« on: June 15, 2014, 07:47:03 pm »
I could dig the idea with a 6v6 game mode. Keep everything teamwork oriented.

My only concern is the metagame shift towards more survival or ranged oriented ships.

Would that really be a bad thing?

I played a game of 4v4 one time that took over an hour. It was just a perpetual stalemate because no one ventured away from the safety of their team.

2
A really cool aspect of this game (muse has affirmed this btw) is looking at ships far away and attempting to identify them. I don't mean to sounds insulting but it would seem counterintuitive to the notion that ships are supposed to look similar, if one of the ships donned a gargantuan smiley face on its hull. While this may look cool, and would be interesting for tourneys, the classic hard to see flag color is atmospheric.

3
Feedback and Suggestions / Re: New Role Ideas
« on: June 15, 2014, 07:37:30 pm »
I am going to strafe from the whole gungineer idea for a second. What if they made a boarding class, whose goal was to disrupt enemies through direct combat. You could make another slot around that too. If everyone was given their standard loads, with one "board weapon", they could fend off enemies, or if their ship was almost certainly going down, make a last ditch effort to board the enemy ship and eliminate personnel. I've played a lot of video games that in their infancy were slower paced, and to solve this became COD lookalikes (never forget the old ace-of-spades). Although it would mean that some people would play like the gun-ho shoot everything on screen, but would be punished unless they can actually fit their niche. If this boarder class existed, he would only have one repair tool, one ammo type, and one pilot weapon, making him pretty nerfed unless ships got near each other.

Cool Ideas for boarding slot weapons

Blunderbuss
 -spread of pellets allows for effective close combat
 -Slow to reload, slow to switch weapons (instead of instantly being able to fire weapons, they need to be equipped prior to firing).
 -Good damage per pellet
 -One shot per reload

Steampunk Machine Gun
 -10-20 shots before reloading
 -fairly quick fire rate
 -low damage
 -moderate weapon switch speed
 -inaccurate

Vintage Rifle
 -Long distance
 -able to shoot from your ship to theirs
 -high damage
 -slow reload
 -one shot per load
 -slow to arm/switch weapons/deploy
 -scoped zoom
 -accurate
 -fast projectile speed

Captain's Revolver
 -6 rounds
 -Slow reload
 -Very quick deployment (allows people to jump off of guns/wheel and shoot within seconds)
 -Good fire rate

Cutlass
 -Melee distance
 -Quick speed
 -High Damage

Hammer
 -Melee distance
 -Slower speed
 -lower damage
 -decent rebuild
 -poor repair

Boarding could become something that attracts the adrenaline gamer, but I think it would be kinda fun to board enemy ships and have crew fights. Perhaps they could introduce individual death timers, so that if you fall off of  your ship, or are killed by small arms fire, you can come back after a short time. I believe if ship ramming is a viable option in GoI, boarding party tactics should also be incorporated.

Maybe they could even have a ship with a hatch at the bottom, but lack high damaging weapons and armor. It could be a dreaded pirate ship.

4
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: June 15, 2014, 07:16:14 pm »
What if you added a type of ammo with a disabling charge, it would temporarily disable the system it hits. For instance, if it hits left engine, that engine shuts off for a small period of time. The tradeoff to this would be a significant decrease in damage. For guns like chaingun, you could make it so that a certain amount of bullets must hit to disable.

Currant Shots:

Disables System Temporarily
-75% Damage
-25% Projectile Speed
-25% Fire Rate

Pages: [1]