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.


Topics - roder

Pages: [1]
1
Feedback and Suggestions / New Equipment Ideas
« on: October 26, 2013, 12:38:42 am »
Just a few off the top of my head, I definitely thought there should be more variety, other than all non-pilots using Spyglass, there should just be only 1-2 dedicated spotter i think.

Pilot Equipment
-Mini-Flare gun: Used to signal for help, but can also be used to see into short distance. Same function as beacon flare gun, but difference is reduced to 3/4 distance and limited to only 4 uses per game.

-Sulfur Spray: Similar to Tar Barrel, but sprays flammable material out of both sides of the ship. Coats enemy ship to cause fire damage to be more exaggerated, but can also coat own/allied ships. Should be light yellowish cloud, lasts 20s.

-Anchor: Drops a heavy anchorhead, will stop ship acceleration if it grabs onto objects in world (longer time to stop if higher height from object), allows for on-the-spot turns or stops enemy from pushing you into a rockbed. Can also damage ships below. It only made sense to me that ships would have anchors.

-Trumpet: Sounds off war-like trumpet call, only usable once per 30s, can only be heard on ships in close vicinity. -50 morale on enemy team, +50 morale on same team. I wish there was an actual use to it, would be fun.

Engineer Equipment

-Oiler: Oil can that lubricates gunner rig, increases width of rotation of guns for 30s only. Useful on guns with low width of view, or can help side-guns target same object as front guns easier (balancing of +width needs looking over, ofc)

Gunner Equipment

-Non-tracer rounds: Projectile path is not visible and does not give up location and also dumbs down sound (can still hear if close enough to ship), has effect only on bullet/projectile-like guns (no invisible fire/mines!)

-Sparkler: 1 round only, long loading time. Projectile that latches onto ship and emits blue burst of light every 3 seconds, lasts 15 seconds. Can help track enemy ships trying to escape into fog. Only lights from point of impact, cannot be seen if on opposite side of ship from your point of view.

-Mini-Balloon: Shoots out an inflatable balloon that helps ship rise and only rise, gun is not usable while balloon is out and changing ammo will cut off balloon. Balloon will automatically detach after 10s.

2
General Discussion / any regular GoI youtubers?
« on: October 25, 2013, 05:13:29 pm »
looking for channels to sub that upload regular GoI videos, who would you say are the top youtube channels for GoI gameplay

3
Feedback and Suggestions / New Bullet types
« on: October 22, 2013, 02:57:03 am »
Slag- similar effect to Tar Barrel, it should fire a smog cloud from whichever gun its fired from. This is beneficial because not only can you fire it from a rear-end gun, but you can fire it from a front-end gun while running in reverse. The bullet should not be abusable, and should not have as profound as effect as Tar Barrel.

Cloud should last 10 seconds (vs 30s), and the gun should lose half life, so you can't just shoot it constantly (or it'd break down, and you need to reload bullet type).


Sticky Harpoon- Special ammo only for harpoon gun. Meant for hitting allied ships, but dealing less damage, because (...it's a rubber harpoon covered in tar that sticks to ships instead of pierce it? sounds reasonable). Now, instead of the harpoon gun being a niche weapon, it can be used to help allied ships in common situations. For slower allied ships, or ships that have their engines blown, attach yourself and help tow them out of trouble. Or for allies that have their balloons shot down, if you can attach to keep them afloat for a few more seconds while they repair.

To avoid abusing this ammo, the stick should only last 10?? seconds. It should also still do some damage on impact. And slow reload time to prevent just re-attaching repeatedly.

Slug Rounds- Much weaker version of carronade ammunition. Placed on long-range weapons, this can shore up some of the short-range weaknesses by giving a very very weak version of a shotgun. (Not meant to create an all-purpose gun, just gives a very sub-par option for a ship with all long-range weapons).

40% of carronade damage, +recoil, 200m range (as opposed to carronades 400m range)

all percent increases and numbers are just for show, not sure what is good but I just wanted to share the ideas, the numbers can always be tweaked

4
Was thinking there should be an easier way to make it clear who is main engy, why not allow captains to assign a distinction on which engineer is main engy, just like a marker beside the head icon. And if there's only 1 gunner, i guess he/she automatically gets the main gunner marker.

Was also thinking that this could also address the balance of classes. If you give a really minute buff to the main engy/main gunner (+5% repair rate to main engy, +1% fire rate to main gunner), then it'd promote use of gunners on ship; since all the secondary or 3iary engineers do not get a bonus, although they still give an advantage as hybrid roles.

Yeah the buffs should be so minute that no one is gonna rage if they dont get picked as main, but every advantage counts. Also, the main gunner should be allowed to kick off someone out of a gun, just like the main pilot (captain) should be allowed to kick off someone out of their steering wheel. I don't know what the main engineer has, maybe install an armchair on every ship that only the main engineer can sit on (lol)

Another side suggestion is that captain can assign First Mate title, instead of main engineer or main gunner, and that would give them some sort of minute buff as an engineer or a gunner. But i think this is more controversial, since its basically picking favorites, not based on class/role, but just who captain likes more

5
Q&A / How do i re-enter game with different loadout?
« on: October 22, 2013, 01:36:57 am »
entered lobby and it automatically started when i joined, they needed an engy when i joined as a gunner, so i tried backing out and changing my class. i didn't get it to work properly, is there a way to do it?

also is there a way to change your loadout if you picked the wrong equipment, once game started

thanks in advance

6
Feedback and Suggestions / Chat Tabs for Team/Crew Chat
« on: May 22, 2013, 06:37:26 pm »
Should have tabs at bottom of chat to filter out crew-only chat or team-only chat, hard to talk strategy when it gets scrolled up by the tons of msgs asking for crew in general chat.

7
General Discussion / No tolerance for Deviation from Strategic norm
« on: May 22, 2013, 02:50:42 pm »
I keep on encountering these type of people, the ones that not only suggest, but demand your change your loadout

-2 gunners not allowed, must be 2 engy 1 gunner, 3 engy even better!
-No weapons allowed other than flak/gunner, must switch weapon if these arent on your ship
-No goldfish or squid allowed, ships recommended to change to are: Pyra or Galleon
-No chemical spray allowed, pls switch your loadout to: Wrench, Spanner/Buffer, Extinguisher

And the funny part is, theyre not even on your team! Often times theyre on the other team or even enemy team telling you how to run your ship or how to play the game how they want you to play it.  Please, don't try to play the game for others or if you're a captain, run your own ship and not others.  The worst part is I have a sneaking suspicion that these people make up the majority of the game population ,at least all of the higher levels I've encountered are like this

8
Q&A / Q's from a Newb
« on: May 21, 2013, 06:25:09 am »
hey just bought the game, lots of things to know might as well ask it here

1. what is the difference between the 2 damage types of each weapon (e.g. artemis does explosive and shatter dmg), is one stronger than the other?

2. in terms of armor vs durability stat, i saw on wiki that the ship has a hull health and a ship health. is hull health = armor, and ship health = durability. and further, pierce dmg takes down armor while explosive dmg takes down durability?

3. Why are the smaller/weaker ships used as the close range ships, wouldnt it make more sense to use them as snipers since they are smaller targets in distance and the bigger/durable ships usually have more/stronger guns

4. Does the goldfish and pyra do more ramming damage with that front horn or is that purely asthetics, and also why are they considered effective for ramming if they have low armor/health and both ships are supposed to take equal damage in a ram (before factoring that pilot shield item)

5. In terms of prioritizing enemy ships, which ones are the biggest threats to take out and which ones should you avoid for last? (e.g. Squid> Pyra > Goldfish  etc.)




Pages: [1]