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Messages - Fiesty

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Feedback and Suggestions / Re: Tame The Trolls
« on: January 09, 2015, 01:25:04 pm »
Perhaps a easy solution with some immersion is ingame now.

Rank.

You characters each have a rank which determines where they play.

So, if a ship unanimously downvotes a player. That player is kicked and loses 5 levels. If they contniously troll, they will be stuck in novice where admins can easily pick them from their rank vrs game hours. Then ban them from the game, could even be automatic.

Any system that has downvoting is easily abusable. I mean I can easily see someone like Lueosi being downvoted to hell because he's far too tough competition.

What I'm curious about is how MM's invisible ranking system works.


And any suggestion of outright community segregation is the dumbest thing I've heard considering the size of the player base. You can't increase the amount of decent players unless you train up the new blood. Really gotta emphasise, we DON'T HAVE THE PLAYERS TO SIMPLY SEPARATE EVERYONE INTO ELITIST CLIQUES.


It can work on a small scale. But anymore would damage the playerbase's potential for growth. For one thing.

Novice matches are good. Limiting on ship types is good. Limiting on gun builds is not.
Because from memory I remember the gun builds on novice being kinda bad on some presets. I think Novice matches should be a mode where all of the noobish experimentation can take place, so that it all gets out of their system before they graduate.

Also tool sets for novices. I say do the following.
Lock spy glass on all non-pilots as piloting tools.
For engies to have 1 fixing tool and 1 anti fire. The combination doesnt matter, but there must be 1 of each type on the tools taken.
Gunners can pick their ammo. However they MUST have a wrench and spy glass.
Only pilots get outright freedom. Why? Because the more blame you force on a pilot, the more clearer it is the responsibility of a good pilot is. And by forcing new players to try all three classes. They'll be forced to appreciate their role in the game.

And I am an advocate of forcing novice matches, and making the gradution condition to be changed to lvl up as x lvl on all 3 classes. But instead of the fairly high lvl for graduation that it is now. Lower the condition from... 7 or 8? (I think its 8 to graduate) to lvl 4 on all 3 classes.

You did not read my post.

Downvotes are within a ship only, and require unanimous vote for punishment.

This is difficult to abuse unless its an entire ship of trolls with the exception of one person.

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Feedback and Suggestions / Re: Tame The Trolls
« on: January 08, 2015, 02:01:45 pm »
Perhaps a easy solution with some immersion is ingame now.

Rank.

You characters each have a rank which determines where they play.

So, if a ship unanimously downvotes a player. That player is kicked and loses 5 levels. If they contniously troll, they will be stuck in novice where admins can easily pick them from their rank vrs game hours. Then ban them from the game, could even be automatic.

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Feedback and Suggestions / Re: Flame Vortex Cannon: Ixion
« on: January 06, 2015, 01:47:07 pm »
Never seen this before but some thoughts.

It is a nozzle into a diffused which suggests the air is continously expanding. This could be fun way to control the weapon, as iy would behave similar to a shotgun. Up close maximum damage ring while further away reduced damage because the ring is larger.

If you do decide to add fire, I would suggest a different path. Ammo buffs effect type of damage.

Heatsink would create a cold blast that damages balloons/engines, it would because cold have a projectile arc downward while ttaveling far.

Normal rounds fly straight but dissapate quickly for hull damage.

Either greased or power rounds generate some flame, which in turn dissapates quickly and has an upward trajectory. Dashes perhaps to balloons and guns?

What also could be fun is the pushes a ship away. an effect that noth balances and provides unique opportunity to use surroundings

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Feedback and Suggestions / Re: Altitude based, vertical map
« on: December 30, 2014, 01:02:15 pm »
Vertical maps do need floating obstacles or cave like atmosphere. What would also make it fun are drafts local to an area that lift or drop you balloon at extra speed. Maybe add a geyser as the feature to give these forces.

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Feedback and Suggestions / Re: Improvements for this game
« on: December 30, 2014, 12:53:53 pm »
Absolutly love the open lobby. I have more fun chit chating with the enemy and often switch ships to the otherside simply because I've made friends.

In my experience players do not view these games as red vrs blue. It's players loyal to players and the fun of the game. Dominating another team is boring, any lobby I've been in we all shift around to get the best matchup, putting noobs with experienced players to get them trained. We even had a hilarious matchup of experienced gunners and noob pilots/engineers. It was awesome and the pilots learned a ton in just one match.

That being said, there should be a competition mode where this open atmosphere is removed. I doubt there will be a lot of players there, but I think its only right to have this base and may lead to esporting or local LAN events.

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Feedback and Suggestions / Re: Ship Names On Map
« on: December 30, 2014, 12:17:30 pm »
Custom flags/banners, like war of the roses badges with mount and blade. Excellent and simple way to identify and can be used in both minimap and on warships.

Minimal is a circle, blue or red, with a snap shot of the custom banner (like facebook thumbnails). The warships have the banner hanging off something or a slot on the balloon.

Yes there will be duplicates, but this is not likely due t color opyions and shapes.

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Feedback and Suggestions / Adventure Mode - Map to Ingame Fusion
« on: November 13, 2014, 08:31:00 pm »
I really did not like the concept laid out for adventure mode. The idea of having to take missions to go from place to place, where at any given time an enemy player counter mission with a guaranteed battle. It takes away player freedom, removes an entire element of strategy, and somewhat kills the immersion of cruising through the world.

Alternative suggestion that still keeps player quantities low, as I know you have presented this to be an issue.

"Trade Winds Concept"
Quite similar to the wormhole concept used in space games, simply replace with a trade wind. Each major destination that can visited on the map are interconnected by trade-winds. Each destination lets say can have max 64players at a given time. So, when that number is exceeded there are two options available.

A: The trade winds are blocked temporarily until space is freed up to the destination, controlled via que's.
B: Generate another exact replica of the town and call it (Destination) S2. This will allow everyone to go visit the place, but keep the player count low in the destination.

Now, an interesting twist to add is a "Conflict Zone". Conflict Zones are destinations on the map that are in a state of war. In these zones players on both sides of the conflict will be allowed an even # of slots. They can travel freely still, but the quantity of each side has a cap to ensure no side has a ridiculous advantage when the destination is full. Once the conflict is ended by some sort of conditions met than the victor owns the destination and gets all bonuses associated.

Through-out the game and more importantly during these conflict zone fights, players new to the game or not wanting to be bored in adventure mode can "Drop in/Drop out" onto owned ships via the current skirmish system. Before entering a wormhole the ship captain can elect to get a crew, in doing so they will be in the skirmish menu and can wait to let folks join. Otherwise positions are filled by AI. Then they select to take the trade wind loading up/entering the destination with this crew.

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