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Topics - Cavalcante

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Gameplay / #restorethesquid
« on: December 18, 2016, 03:36:54 am »
MUSE recent squid nerf has killed the ship for proper competitive play.  With the decreased hull HP, and the slightly increased armour, the squid is not only incapable of sustaining fire (it was never capable of sustaining fire), and impossible to effectively repair and maintain outside of the most simple low level lobby.

When the hull drops, we have had three players on top of the hull spamming spanner rebuilds and the ship still explodes before a full cycle can rebuild the armour.  The squid has always been a flimsy ship, but this is absurd.  Everyone who has flown this ship, and actively plays this game, knows what I am talking about.  We have discussed this ad nauseum in lobbies, and everyone agrees: restore the squid to what it was before this recent nerf.

If you really think that these changes are beneficial, leave an answer explaining why.  If you think we need to #restorethesquid, post a comment that supports this noble endeavour.

-- Cav.

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Fair Disclaimer: "Someone Else" came up with the solution, but I am stealing credit for making the forum post.  8)

We put our best drunken lobbies together to theory craft this one, and, fifteen chain-smoking monkeys shackled to their typewriters later, here seems to be some consensus:

1. VIP Matches can cause insufferably long, annoying games;
2. VIP Matches are broken;
3. VIP Matches can be salvaged to be enjoyable.

Currently, a team can kamikaze bomb the VIP ships with impunity.  Killing escorts has no consequence, as they can respawn anywhere on the map quite quickly, making for some absurd tactics.  For those of you who are bad at this game-mode, in its present form, I will explain to you how to win using the Land of the Rising Sun stratagem:

-  Keep your VIP out of the fight;
-  Send in escorts on attack missions to 'weaken' target VIP & escorts, but not killing;
-  Purposefully destroy your ships to get fresh, 100% shiny new ships at no cost to your team;
-  Swarm targets with VIP once enemy fleet has been sufficiently pulverized from kamikaze attacks.

This is boring and gamey, and VIP Matches are dull and drawn-out as a result.  Classic Death Matches are still the best in the game (as they should be), but both King of the Hill and Crazy King involve some manner of points for killing enemy ships (even though they are timer-based).  VIP Matches have no timers, only kills on VIP targets count, and games can last insufferably long -- especially since lobbies are presently top-heavy with VIP Match modes.

How, Cavalcante, can we fix this horrible situation to restore fun to our aeronautical exploits?

Think of it like Steampunk Quidditch (because all the hip young kids love their Harry Potter, see?):

-  Killing an Escort grants 1 point.
-  Killing a VIP grants 5 points.
-  A VIP killing another VIP grants 10 points.

Or somesuch combination of the above toward a total of X amount of points.  I don't think anyone really cares about the exact math, but whatever calculation makes for fun games.  You would therefore be able to keep the clock-less aspect of VIP, VIP targets would remain the main target, matches would not last 45 minutes to one-hour or more (seriously, this is de rigeur), and killing enemy escorts would be useful --- because, at present, I am burning them only to leave them alone so they don't instantly spawn a brand new 100% ship right on top of my horribad Galleon ally in 15 seconds.

What do you think, aeroship enthusiasts?  Do you guys care sufficiently about changing this or am I part of a small minority who thinks that VIP Matches, as they presently stand, are broken and tedious?  The above solution seems simple enough to implement.

Comment. Debate. Fire-bomb me with disapproval, and throw me in a shame cage if you disagree.

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