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« on: February 09, 2014, 06:14:34 am »
Orginal Assumptions
*There is a harpoon gun, and this ship is called a Junker, lookout for skywhales.
*Its team based, god dammit I'm either going to be fixing or leading again, I just want to shoot skywhales!
*Some weapons have multible areas of function that others dont, doesnt seem to be deliberately superior, there has to be a designed counter.
*Captain is proactive, engineering is pro or reactive and gunning is best done by assignment.
What Iearned
*Harpoons are for killing skywhales, they have no other use, keep searching.
*Every strategy has a counter, intentionally designed or not, ship/weapon choice changes with map selection. Who uses the terrain best wins.
*Gunners are an extension of the Captains will, a strong harmony between a captain and a skilled gunner is more important than a skilled engineer. Dead ships dont shoot back.
*The combat follows a theme like a story, there is a beginning, middle and end to each conflict. Each phase uses different tools and weapons, and each ship is more or less proficient at each phase, read the scene correctly and you will win.