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Topics - shadowsteel

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So here's an idea that I had while thinking about balance and what goes into deciding which guns to take.

Right now the factors involved boil down to either disable or DPS. And those trickle down into long or short range.

The point is, these are all factors that are about what your guns can do not what can happen to your guns.

The idea is to add differences that effect each gun differently.

For example, the gatling could have 1.2 increased chance to catch fire stacks while say the merc has .7 . Or we could do it a different way and make the max fire stacks different for each gun.

And maybe give the light guns different HP. I don't want to mess with the way damage effects guns as that's more complicated to balance.

So now you have more choices with different results. Sure the gatling is really good but it's real easy to set on fire too. See? Decisions  :D

I'm not sure how difficult this is to implement programming wise, but I would really love to test this or something like it on the dev app.

So that about wraps it up. I definitely want to hear opinions and other ideas related to this. And a basic list of each gun and how it could be effected would be awesome.( Might put one together later)

EDIT: This can be taken further with ammo types as well. Currently the only that gives a debuff that requires the enemy to do anything about it is Hydrogen.

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Feedback and Suggestions / The Medium Fire Weapon We All Want
« on: October 01, 2013, 04:56:38 pm »
Okay, so when we first heard about a new mysterious gun called the 'Magma Cannon', I think we all expected it to be a Medium class weapon.

And then LordFunPants teased a pic with it loaded on a Mobula and I was slightly disappointed. It was going to be a light class gun.

Don't get me wrong, I like the Hades. That thing looks wicked and it filled a niche a lot of people wanted filled.

It added another piercing option we all desperately needed giving Muse (awkm) some breathing room with the Gat and Merc.

But... I believe there's a pyromaniac in everyone that just wants to see airships burn on a massive scale.

And so I present to you, a real life weapon that was used in WWII (ww2 gets all the good stuff), the Flame Fougasse.

Here is it's Wiki entry: http://en.wikipedia.org/wiki/Flame_fougasse

And a short video showing what it does: http://www.oliverbaker.co.uk/my-work/weaponology-fire/55

As a viable weapon, I think it should be Medium Class, close range, and 1 shot with a massive reload time. Exact numbers can be discussed along with what it's second damage type should be.

You're welcome Cake!

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The Lounge / Other Squad-Based Games
« on: August 27, 2013, 10:38:02 am »
Okay, so the reason for this thread is that even though GoI is the most played game in my Steam library (as is with a lot of others as noted in a different thread), we all probably play other games as well. Some of these games are also multiplayer, BUT they don't have the same kind of community as we do and as such aren't as fun to play unless you have a group of friends. And most times you don't want to join a different guild/clan for every game you play.

So, to get back to the original thought, this thread is to post other games that you would like to play with people from the GoI community. To give it some consistency please use the following format.

Game Name:
Type of Multiplayer: MMO, Squad-Based FPS, etc
Steam ID:
Note (optional):
Comments (on the game):

So for example I recently bought Battlefield 3 in the Humble Bundle, which can be found here and it's a lot of fun.

Game Name: Battlefield 3
Type of MP: Squad-based FPS
Steam ID: http://steamcommunity.com/id/shadowsteel/
Note: Not available on Steam, I used Origin
Comments: If you played FPS before this shouln't be to hard otherwise expect to die a lot in the beginning. There are 4 person squads in pretty much every game type, but without comms there's little you can do with them and with most FPS players being Every Man for Himself, the in-game voice commands don't go far. BUT I've watched some gameplay on Youtube where the Squad was communicating and it immediately makes a difference. DM is usually pretty frantic, but the Rush and Conquest have some gameplay where actual tactics can really shine.

So that's it. The comments don't have to be that long. Those are pretty much for people who don't know much about the game. Most people are probably looking for others already playing.

Also, please keep this thread on track. For games you're having fun with that you just wanna share, please post in this thread:https://gunsoficarus.com/community/forum/index.php/topic,2259.new.html#new

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The Lounge / Other Games You're Playing Now
« on: August 27, 2013, 10:36:37 am »
Post some games you're having fun with, other than GoI.

EDIT: Forgot mine lol. I'm currently enjoying Battlefield 3.

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The Lounge / GoIO is coming to PS4?!?!
« on: August 20, 2013, 01:49:28 pm »
Was watching the Gamscom's Sony presentation and they just said that GoI is gonna come to PS4.

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Feedback and Suggestions / General Tool Slot and New Tools
« on: August 05, 2013, 12:19:10 pm »
This idea is a result of this thread.

It seems no one else wanted to start it so I will. So here it is.

The General Tool slot idea.
 I'll quote myself for some of it.
I like that idea Zill. A general tool slot that anyone can use with new tools.

With everyone clamoring about new guns and ships, we seem to have overlooked how important tools are. Maybe open a suggestion thread for new tool ideas?

And if that's happening maybe the Spyglass should be placed in that category.

I know you like having it as a pilot tool, but it's the only tool in GoIO that's not limited by what your role is.

All Engineer tools are used for repairing, all Gunner tools are ammo (only affect guns), and all the rest of the Pilot tools can only be used on the helm.

So a few things that the General Tool slot will do.

           1. Spyglass will be moved to this category
           2. New tools to be introduced
           3. These tools should not give bonuses that will make a role more powerful but rather to introduce new styles of play (e.g. something that will reduce reload time or cooldown time would not be advisable)
 

So here's my ideas for a new tool that would fit here.

Pneumatic Boots: Provides a 20% jump boost while the tool is in use OR (I'm still undecided) it will provide the ability to double jump. Only has 2 boost per clip with 60 sec reload.

I know this seems to offer advantages only to the Engineer but I think it would help the Gunner and Pilot too.

One of the reasons a Gunner won't leave his gun or a Pilot his helm, is that it takes time to get back.

For example: on a Pyramidion the Gunner rarely uses the side guns because of the climb back to the front gun.


Now, this idea needs more ideas to make it awesome.

Have at it!

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Gameplay / Impact Damage from Weapons (just mines for now)
« on: July 17, 2013, 11:17:09 am »
1) Has anyone tested whether Impact Bumpers lower the damage taken from Mines?

In theory it should.

2) And how does Impact damage from Mines factor in with the current physics?

I think with ships and walls, mountains, etc they deal a fixed amount of impact damage which is then modified by the ship's mass and speed.

Is the Impact damage from Mines the same? Or does it deal just a fixed amount of damage without any modifiers?

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Feedback and Suggestions / Fire Stack Info on HUD
« on: July 10, 2013, 12:54:16 pm »
Now that fire has once again become somewhat of a threat, I want to suggest something for the Engineers that might make it slightly easier to deal with.

Show how many stacks of fire a component has on the HUD.

When things start bursting into flames, all the HUD component icons start flashing the flame icon to signal that something is burning. But it doesn't say how many stacks are on each component.

Now that you can't just repair and spray, you need to make a choice between repairing or spraying.

It would be helpful to know which part is most at risk and needs immediate attention and which ones can wait. Instead of rushing to the balloon, finding it has 1 stack, putting it out and running to the now destroyed engines.

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Feedback and Suggestions / Static Chaaaaarge!!
« on: June 26, 2013, 11:47:44 am »
This is an idea inspired from the Rammed Off Guns thread and the Tesla Cannon. It's kinda of a hybrid.

https://gunsoficarus.com/community/forum/index.php/topic,1468.0.html

Instead of having the constant ability to ram off guns, there is a Pilot tool that, when used, builds up a static charge on the ship, and once it is ready, releases that charge on contact with the enemy ship, causing their guns to be inoperable for certain amount of time, say, somewhere between 2 to 6 seconds.

The cons for this tool can be discussed at length. There are many things that can be done to offset this great power.

For example, while building charge, engines output and guns firing rate are reduced by a lot or damaged and/or certain components will be susceptible to igniting by getting hit from enemy guns. Once the charge is released does the same thing to your weapons as it does to the enemy's. If anyone has better way of balancing it, I'd be glad to hear it.
 
There should probably be a lot of cons so it doesn't become as OP as another pilot tool that I wont mention. *cough* tar *cough*  :)

I don't want it to end up being that if you don't take this tool you're an idiot. Tar isn't like that. There are reasons to take tar and reasons not to because it uses up a tool spot and isn't viable all the time. I want it to be the same. It should be different than Tar, not better. It doesn't damage enemy guns, but it does make them unusable instantly. Tar takes a little time, and a competent gunner/engineer can keep their guns up.

I think it gives the same result the Ramming thread's OP wanted while making it something that has a high risk as well and something that can be controlled.

I probably missed some key things to consider. Feel free to comment on, agree with, or utterly destroy my idea.

Any suggestions to make this one better will be welcomed with an open mind.

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The Pit / For Shink
« on: June 24, 2013, 11:54:01 am »
This is for Shink who takes all blame and is okay with it.

http://www.youtube.com/watch?v=uaqf4DsjWYU

So, for the next CA, where ever you are, pledge it with Bacon.

 :D


And yes, I do blame him for this video.

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Feedback and Suggestions / Medium Gun Class
« on: May 20, 2013, 02:28:50 pm »
I had an idea to make the game more diverse without actually adding new content (guns).

Right now there are only has two levels of guns. Light and heavy.  And these are then spread out over certain ships and positions on those ships.

Why not add a medium class?

Recently the Artemis was the new OP weapon (until it got nerfed) sparking dozens of discussions (read biggest GoIO debate ever) of it being heavier than a light weapon while still having the mobility and placement of a light weapon. But if there was a middle class it would have a place there.
 
There are also a few guns that aren't used as much because within the same class there are better options. If some of the current light guns were made a little more or a little less powerful and placed into the corresponding classes, there would be more usefulness to those guns. I think a little tinkering with the numbers is all it would need.

There's also gun placement. This would serve to make ship builds more interesting. For example, the Pyramidion side guns are primarily used for long-range pot shots. What if one or two of those side guns were medium class? I think we'd see a lot of different variations to compliment those guns instead of the usual gat/flak combo.

This is just an idea I had. Feel free to shoot down, just agree, or add your own ideas that would make this one better.


I'd like to see some discussion on other ship builds using this idea.
i.e. how you would place the light and medium slots on different ships, which guns should be light and medium etc.

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