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Messages - Regule

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I think it would work well if treated as a "overcharge" device.
It would cause component to work at 100% for given time and after that
component would receive some damage.  Time for with effect apply and amount
of damage caused would vary from component to component.

Suggested values would be :

  • guns - 10 seconds of full effectiveness then drop to single inch of hp
  • engines - 5 seconds of full effectiveness then drop to half hp
  • balloon - like engines
  • armour - 8 seconds of invincibility then armour breaks completely

The last one would be easy to abuse on CP maps where one engie with
accelerator/overcharger and three with spanner could tank for very long time.

2
Q&A / Re: Captain priveleges
« on: January 15, 2014, 08:40:44 am »
It was called "usage priority" or something like that and as far as I remember it went like that :

captain > gunner > engi - for guns
captain > steerer > engi - for helm


3
Feedback and Suggestions / Re: Supportive Round Types.
« on: January 09, 2014, 01:46:26 am »
This type of ammunition could have different effects depending on target status.
For example this "water hose" type of ammunition would extinguish fires on
friendly ships and slow player movement on enemy ones.

Penalty should be severe damage drop as it is utility type of ammo.

4
Q&A / Re: Adventure Mode?
« on: December 19, 2013, 03:55:55 am »
As far as I recall some enemies in adventure mode will be small planes unlike anything
you fight on multiplayer.
Co-op will probably also include those.

5
Feedback and Suggestions / Re: Gamemode: Protect the ship
« on: December 17, 2013, 04:56:18 am »
Or a convoy escort.
Bunch of well armoured but unarmed ships moving from one end of map to another.
One team would be convoy escort an another pirates.
Escort wins if at least 50% of ships reach destination otherwise victory goes for pirates.

6
General Discussion / Re: End of game 'rating'
« on: December 11, 2013, 06:24:46 am »
Do winning/loosing round have effect on grade ?
Because you know it's kinda important part of game :)

7
Q&A / Re: ship popularity
« on: December 10, 2013, 03:40:48 am »
There is also a matter of ship coordination and versatility.
Goldfish, Pyramidon and Junker generally good all around with
means that you can play well even if coordination between captains
is very limited. However fragile ships like Spire or Squid  require not only
more experienced crew but also a good coordination between ships.

Even before match starts both captains must agree what their plan
is and how exactly they will execute it.

As for Galleon you pack a lot of punch but are limited in pursuit options.
So if you allay wont react correctly and pursue wounded enemy you will
be heckled by ships that in theory are much weaker.

8
Feedback and Suggestions / Re: New Role Ideas
« on: December 10, 2013, 03:22:43 am »
I don't think new class is good idea as it would be hard to balance and having
someone "between" engineer and gunner will sort of kill concept of crew specialisation.
Also developers would have to create new set of achievements just for this class :).


As for your concept of gungineer I think it could be balanced a little by not having
any pilot equipment so while you are more versatile in both shooting and repairing you
also loose ability to spot ships.

9
Gameplay / Re: Spawn system feedback 1.3.4
« on: December 10, 2013, 02:17:10 am »
Either a lucky or a unlucky spawn after an engagement could decide the game for you or the opponent.
Such a luck factor doestn suit competetive gaming.

Agreed, however current solution also don't fit into competitive gaming.
Look at it this way, when you are sunk you can show up to battle with new ship
in about 15 seconds. And if enemies are still spotted, and they usually will be
as they are engaging your allay, you can choose to pop onto their blind spots.

It means that getting destroyed, while still costing you point and moving closer
to ultimate defeat, provides you with short time of tactical advantage. 
In competitive games you shouldn't gain any advantages from loosing
unless you think about sacrificing units to achieve long term goal in strategy games 
but GoI gameplay type don't really fit this sort of tactics.

I think that base system will fix that problem as each map will have sort of safe spot
where you can count on your temmate spawning close, although sadly this solution will
probably make camping more popular.

Also like Dutch Vanya said, it should be optional at least until tested and refined.

10
Feedback and Suggestions / Re: crew formation loadouts
« on: December 10, 2013, 01:25:29 am »
Cool idea.
Although I never noticed that you cannot check it there as I usually talk a lot
with crew and we decide our loadout over voicechat :).

11
Gameplay / Re: Spawn system feedback 1.3.4
« on: December 09, 2013, 03:11:53 pm »
I had a situation in game when after my team managed to defeat both opponents in 2v2 at once
they spawned right on us.  That means we had about 15 seconds to make our ships fully operational
before two fresh ships "blinked" on us from thin air. I think this is very bad as it punishes players
for doing good in the game and makes all kills besides last one much less relevant. At same time
it cancels out, or at least makes less important, need of retreat as you can tank and wait for other ship
to spawn near you as resp times are rather short.

So to sum up, I think this shift balance away from skill and more towards luck.

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