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Topics - Kharthynogus

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Feedback and Suggestions / Gun Ports
« on: August 27, 2013, 03:19:08 am »
I think something that could spice up the gameplay and expand new ship design/customization possibilities would be gun ports on ships. Essentially, a particular set of guns on a given ship would be protected by the armor and hull (closed ports) until someone mounts any of said guns (opened ports). This would prevent your ship from being completely disarmed from a distance and allow engineers to focus on more defensive repairs (hull, balloon, engines) while you close the distance. This would also translate into not losing your guns the instant you rebuild them, thus allowing you to fully repair them before using them again. The catch is that it would take an amount of time for the gun port to open, so you couldn't just immediately open fire once you mount the gun.

I've got some expansion to this (different ways it could be implemented and stuff) but I wanted to just throw this out here first before making some long-winded, be-all-end-all post.

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Feedback and Suggestions / Please fix the spectator camera
« on: August 22, 2013, 01:36:21 am »
Whenever I'm flying around in freelook mode, the way the camera turns is extremely odd. Just imagine in real life if your eyes were positioned 100 meters behind your head, so, when you turn to look to the left, your eyes are swept over to your right side, the same distance away from you. That's what it's like in freelook mode, and it is just not natural at all. In fact, it's down right frustrating to use and nauseating as hell. I'll get right up close to a ship or two, try to turn around and strafe to see the other side (like a normal spectator camera in like every other game in existence), only to find myself on the other side of a mountain that I saw in the distance. Even if I don't strafe and simply turn around, the camera still ends up a long distance from what I was looking at.

Please position the camera as if it were at the center of the turn, like the PoV from a player on a ship.

3
Before you link or quote the "Authenticity vs. Realism" thread (which I've read), hear me out . . .

The Greased Rounds' main feature is a higher rate of fire. The clip was made larger so it didn't just run out suddenly, which makes sense. What doesn't make sense is the decreased damage and projectile speed (I mean, we're using the same rounds, just greased, right?) and the decreased turn speed (how would the rounds have any effect on the turning rate of the gun?).

Personally, to make this more believable, I'd completely drop the previous three debuffs and then increase the jitter (faster rate of fire = less control over the gun) and increase the reload time (the gun needs to cool down before you load another clip, and larger clips are just heavier). This would give the greased rounds the purpose of unloading an entire clip as fast as possible into an enemy for a moment of very high dps, but at the price of decreased accuracy (most effective at short range) and a long reload time (ultimately to where the overall dps is exactly the same as normal ammo).

There are other ammo types that teeter on or are past the edge of my willing suspension of disbelief, but I figured I'd just tackle them one at a time, starting with the worst first.

4
My biggest frustration with the Mine Launcher is the inability to vary how far mines are launched and deployed. I'd like to see a function incorporated that allows you to do so. I see it working like this:

The longer you hold down the mouse button, the further it launches. A quick click will drop the mine and deploy its balloon almost immediately (0.5s), while holding down the mouse button to maximum will launch it the full distance before deploying the balloon (3.5s). It would take 3 seconds for the launcher to charge to maximum launching distance -- 1 second for every second added to the balloon deployment delay.

Depending on balance issues, the actual arming of the mine's warhead may need some changes if this function was added. Personally, I'd like mines to always arm 0.5 to 1 seconds after the balloon deploys, no matter how far the mine is launched. Thus, a "dropped" mine would arm in 1 to 1.5 seconds, while a fully launched mine would arm in 4 to 4.5 seconds.

Another factor that would most likely have to be adjusted would be the reloading time of the launcher. Currently it is 4 seconds, but with this function added, where it takes additional time to launch the full distance, it might be reasonable to take the time down to 3 or even 2 seconds.

This function would make minelaying less dependent on the position of the ship, allowing gunners to drop mines precisely where they want to. It would also open up some interesting gameplay options, where an airship could drop mines immediately behind them to shake off a pursuing enemy or quickly lay a few mines as they cross the path of a less maneuverable airship.

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Feedback and Suggestions / New match joining system: Mercs for Hire
« on: August 09, 2013, 01:41:55 pm »
This started in the thread about how to deal with ragequitters (https://gunsoficarus.com/community/forum/index.php/topic,1876.0.html). I suggested some method of reputation, where it shows the percentage of matches finished out of all entered matches (or a matches finished/abandoned ratio). The point was then brought up about what good it would actually do to see someone's rep if you couldn't actually do anything about it (like kicking). Then someone responded about using the "Form Crew" option, but that would only work for friends, recent, CAs, and Blocked players.

Then I got this idea: a match joining system where you can put your character up for hire.

When you do this, you would join a long list of other players who did the same. Then, players who go to form a crew would have an additional tab in that left-handed list (For Hire, Friends, Recent, CAs, Blocked). When selected, this tab would let them choose from that list of "mercs" who put their characters up for hire. They would be able to select the class type they're looking for (gunner, engineer, pilot) as well as sort the list by who was added to the list first, who has the highest level in the selected class, and who has the best reputation.

The reputation bit would simply be an indicator of number of matches finished vs number of matches abandoned. Adding this would provide a means of encouraging players to finish their matches against all odds, as an abandoned match would lower their "loyalty" rep.

Anyway, a nice byproduct of this system would be world immersion. You're on a mission and you need to hire some mercs to crew your ship. Just the feel of that alone would be pretty awesome I think.

Thoughts?

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Feedback and Suggestions / Ship stabilization
« on: August 08, 2013, 08:24:22 pm »
As I've been practicing, I've noticed that one can never really bring the ship to a full and complete stop. There's always a small amount of momentum - be it horizontal, vertical, or rotational - and one can never ever hope to "bump" the controls enough to get the ship to hold still.

I'd like to see a keybind added that applies a small amount of deceleration to all movements, allowing the pilot to bring his/her ship to a 100% complete halt. This would only be usable if one is manning the helm, and it would only work for directions that aren't being adjusted by the typical controls. For instance, if the pilot has the throttle on and is turning but isn't adjusting their altitude, then this button would only stabilize the altitude. Or, if the pilot is adjusting their altitude but has the throttle off and isn't turning, then the key will halt any horizontal and rotational movement.

Obviously this can't be so overpowered as to be a go-to emergency brake. I think that the deceleration value should be no more than 50% of the normal acceleration value for any given movement - possibly only 25%. This way, if you're trying to stop from ramming into something, it would actually be more effective to drop to full reverse than it would to hold this key down. This is only meant as a means to stabilize a ship that is still moving a bit even after zeroing out the controls.

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Feedback and Suggestions / HUD improvements/options
« on: August 08, 2013, 12:08:29 pm »
I've been having a very hard time getting clear info from the in-game HUD. I'd really like to see some options to change the sizes, positions, and opacity of various texts and icons that appear in-game on the screen. Some specific cases:

Whenever something gets damaged or broken, the icon for the damaged system is very small and almost fully transparent. I'd like to be able to make those icons fully opaque and a bit larger as well.

Another case is while I'm manning a weapon. The ammo indicator is very small and down in the bottom-left corner. I'd like to have options such as increasing its size and even setting it next to the target reticule of my weapon so I can keep looking at my target and still see the numbers.

There's also the abilities bar at the bottom. Sometimes as a gunner I can't tell which ammo type is which very easily. I'd like to see an option to place a solid box behind those icons so I can see them better while manning a gun.

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