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Messages - TehPao

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The Docks / Re: The Falconeers
« on: June 15, 2013, 10:25:14 pm »
Good to have you! Thanks for joining us for the tourney

The Docks / Re: The Bully Boys
« on: June 15, 2013, 08:24:10 pm »
Champions with a mouth. Glad to have played with you all, but it was extremely rude.

Community Events / Re: Tournament Results page
« on: June 02, 2013, 02:11:17 am »
Well, hoping I'm not stepping on any toes here, but I've started a rudimentary tournament results page. It's very basic right now and I'll try to make it prettier in the upcoming days, but hopefully we can keep it updated :)

This is a very nice layout! I love it! Thanks for simplifying it buddy :)

Gameplay / Re: Lumberjack Discussion
« on: May 26, 2013, 01:55:35 am »
@ Belcard I do like those changes, but the LJ would still be capable of dumping 1000 more damage on someones head from a mile away. Just pointing that out
Plus, it isn't hard to snipe with an LJ.

But it's quite a bit harder to hit the target from that far away, and you're not guaranteed the hit unlike how the weapon is currently being used. Which is barely beyond arming range. Keeping a ship bouncing on the ground so both, if not all, the ship's Engineers are instantly put into damage control mode and the ship is, by any means, worthless.
With six shots and a reasonably decent reload speed, it doesn't matter if you miss a few. You'll get it eventually. And when you do... Oh man, the other team is screwed!

Gameplay / Re: Lumberjack Discussion
« on: May 26, 2013, 01:48:12 am »
@ Belcard I do like those changes, but the LJ would still be capable of dumping 1000 more damage on someones head from a mile away. Just pointing that out
Plus, it isn't hard to snipe with an LJ.

Feedback and Suggestions / Re: Fire! *Suggestion*
« on: May 23, 2013, 08:31:36 pm »
Agreed. I'm glad Cul came in to change my opinion on certain areas. I like the discussions on here, I just don't like that there isn't anyone else.

Feedback and Suggestions / Re: Fire! *Suggestion*
« on: May 23, 2013, 08:25:15 pm »
Yes, with the whole wind being programmed in, would basically require a kickstarter. Reversing would mean flames go forward, going forward would mean flames go back. I can't give much more than that (if wind isn't included).
I wasn't necessarily asking for wind, was just saying the mechanics of it.
It's been fun chatting, but I'm not going to get support from this. I'm glad you are trying to help. Maybe a dev will see it and give him/her inspiration for something down the line.

Feedback and Suggestions / Re: Fire! *Suggestion*
« on: May 23, 2013, 07:01:50 pm »

Once again, I have to ask for you to give better reasoning as to why flammable smoke from the tar barrel should be included. Tar is put into the engines and it makes smog. The simple reasoning that the cloud it is flammable is incorrect, because it is smoky fog. Give an reason why the tar needs to be buffed to include flammability. Everything that I pointed out in that first post, you ignored and gave me the same exact answer that you gave to Zill.

And it seems like you want the fire to spread simply as a punishment for people who don't understand the importance of extinguishing flames... i.e. newer players. From a realistic perspective, since it seems like you enjoy that side of things, the balloon component is a metalic pump sitting on a metal grate suspended away from all other systems- how it could spread is beyond me- unless it spreads via the actual balloon. If it did, then that would mean it ignites everything, because the balloon is directly connected to all edges of the ship, which is where the engines, guns, and hull all touch.

Yes, I've already been proven wrong on the tar, because in the description of the Tar Barrel, it says smog. I didn't need to give you anything new.
Punishment for people who don't understand the importance of extinguishing flames? Isn't there already punishment for players having to deal with fire?
Realism isn't necessarily my goal, by the way. It's a video game, and I'm only making suggestions. You, as a CA, need to realize that I'm only trying to better the game (this may or may not better the game, but you need to review this).
Yes, the pipes and whatnot would cause mass destruction for ships being caught on fire. Hah. May as well recognize this before I'm told that I ignored it. Back on topic.
It isn't punishment. It's strategy. Having extinguishers is usually required by engineers, anyway. They should deal with the problem before it gets bigger. And it only takes on a portion of the ship, since it's only a few meters from each part. The Pyra's balloon/guns won't reach down the the hull, the back of the junker is isolated from the rest of the ship, etc., for other ships.

Through all of this discussion, I don't think that I know why you want fire to spread. Why is that?

Why? I dunno, I was out of it last night and thought it would be a good idea. Then more thoughts came with how far it should reach, and how much fire stacks it should take.
I didn't know I was required to have an idea for it. I just did. Imagination?

Fire spreads, no? I'm from Oklahoma. My house has been so, so very close to being turned into ashes. I feel bad for the dozens of homes around me that turned to dust. That fire spreads due to wind. It was a WINDY day that day, and that fire was going super fast. The people in California recently had fires. It was a VERY windy day there, too.
Now, with that said, we're on an airship. We're dealing with wind. Fire spreads on wind. Which gives me a new idea. Fire should work its way to wherever the wind is traveling (if you're speeding forward, fire spreads 5m to the back, vice versa for reversing) for 5 meters, or whatever a suitable number is.

Feedback and Suggestions / Re: Fire! *Suggestion*
« on: May 23, 2013, 05:43:53 pm »
The OP's reasoning for why tar should be flammable was simply that -Tar is flammable-, so I'm not sure what else to say. When Zill said that tar was strong enough right now, OP replied that 'It'll remove tar effects, but light the thing on fire anyway. That's not really a counterpoint to the argument, in my opinion. Its really strong right now. Making it even more strong would make it an almost uncounterable full disable.

Yes. Tar is flammable.
Yes. Once the tarred part ignites, it will remove the tar effect, but it will catch on fire, thus furthering the damage.
*Tar damages Gun*
*Player 1 Ignites Gun on fire*
*Gun takes fire damage*

My only other problem off the top of my head is that every system is reachable within a few seconds of running, so... lighting one thing on fire would just light everything else on fire after that X seconds. Engines are all grouped together, same with guns.

Play a game on a Pyramidion, and look at the balloon when it catches on fire. Half the time, the balloon stays on fire (unless someone yells it out). Using fire to spread out is a good strategy for the fire ship, and it also makes communication vital for the ship that is on fire.

Feedback and Suggestions / Re: Profanity!
« on: May 23, 2013, 04:58:28 pm »
The language filter was designed so users could adjust the filtering level or shut it off entirely. Unfortunately, we never got to implement that feature, so we ended up shipping with the one-size-fits-all filter, and the client-side options kept getting pushed to the backburner. We're working on chat systems in general right now, though, and working to get this bumped up in priority. So we hope to have it in soon.
Thanks for the reply!

Feedback and Suggestions / Profanity!
« on: May 23, 2013, 02:35:39 pm »

Or "Profanity Filter"

This would be nice for some of the more mature audiences, or people that just like profanity.

Feedback and Suggestions / Re: Fire! *Suggestion*
« on: May 23, 2013, 12:41:53 pm »
Well why not? Can you give an explanation as to why not?

Feedback and Suggestions / Re: Fire! *Suggestion*
« on: May 23, 2013, 11:47:34 am »
The tar in the air is not tar, per-se.  Tar is fed with the fuel into the engine, combusted, and ejected, like what happens when your car burns oil and you get that nasty blue cloud.  The tar wouldn't just suddenly ignite even if you shot flames into it.  It's all already been ignited.  So now we can move on from that 'realism' bit about the tar.
Ah.. Now that that's mentioned, I understand.

I have one problem with the spreading tbh... How do they decide where it spreads to next? Because if  fire spreads the closest things will ALWAYS be the hull. Meaning engineers will have to prioritize extinguishing... Say a rear turret that's on fire because it'll ruin the hull even if the balloon is down
I was thinking maybe program it to start a new fire in a vicinity of X amount of meters.
*Crap Pseudocode*
If Fire canReach # Meters
TransferFire at /2 stacks

Feedback and Suggestions / Re: Fire! *Suggestion*
« on: May 23, 2013, 12:42:30 am »
Well don't take it to heart. When we don't suggest anything, it's safe to assume that we are of the opinion that the proposed suggestion isn't ideal.

I do take it to heart. I come in wanting something constructive, and stupid one-liners coming from mods is REALLY sad.

No offense really, but tar is strong enough already. I do wish it caught fire, but only as a visual effect honestly.

If it caught fire, I'd set the stack at *Whatever number it originally is* and add 2 or 3 to it. Once set on fire, the tarred part will no longer have tarred effects, and will just be on fire.

Spreading fire is interesting, and could offset the high number of stacks it takes to disable a gun, but if you give it a higher priority, you lose the effectiveness some by making engies know they can't leave that fire there else it'll spread. And that timer would need some good balancing, else you risk some OP potential with never ending fires hopping to new components.

If set on fire, give it ten seconds (experimental, if proven OP, change the seconds), and if it isn't gone within that time frame,  an object in a vicinity of five meters  (again, experimental) will catch fire, and the newly flamed object will have half of the original stack. If that isn't taken care of, it'll move onto a new object, halved from the second object.
Fire to Hull -> 15 stacks
Fire to Engine -> 7 stacks
Fire to Main Engine -> 3 stacks
Fire to Engine 2 -> 1 stack

Feedback and Suggestions / Re: Fire! *Suggestion*
« on: May 23, 2013, 12:20:04 am »
Why does charging into your own tar cloud to use the shortest range weapon in the game to get a couple extra stacks of fire sound less than ideal to me... >_>
I don't know, could you give me more insight? Seriously. I'm tired of the one liners to down everything. I'm getting more constructive criticism in the in-game chats than mods.

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