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Messages - NukeTheMoon

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Feedback and Suggestions / Re: Night time fun time?
« on: January 30, 2014, 11:24:50 am »
A day/night cycle would be spiffy and not terribly resource-consuming to do, though it depends how the maps were designed. However implementing new weather and especially wind mechanics are a very tough nut to crack from a designer perspective.

Without any haptic feedback the players would have a really hard time to figure out which way the wind is blowing and how fast it is. You might say Assassin's Creed managed to handle this problem, but AC only had to deal with horizontal wind (X and Z axis). With airships capable of vertical movement you would have to also inform the player where the wind is blowing on a Y axis. I think it might be difficult to represent it legibly even with an additional UI element.

I would propose leaving GoI mechanics wind-proof as they are. Night fights, though - yes please!

2
Gameplay / Re: Ammo type damage chart
« on: January 30, 2014, 09:05:02 am »
I'm writing up an ammo damage chart for every gun of my own but it's not finished yet. One very useful thing to do is convert the damage in n seconds into damage per one second, or DPS for short. :)

3
The Pit / Re: The Wall [v1]
« on: January 29, 2014, 12:40:29 pm »
I turn my Pyramidion around cursing wildly at my inept engineers while silently congratulating myself. That was a good ram, I think. But could we do... better?

I triple the amount of moonshine, literally leaving behind a small waterfall of alcohol overflowing out of my engines. I unceremoniously sink the Pyramidion into the bomb factory and load every explosive I can possibly carry. I verbally disrespect my slothful engineers for not carrying enough kilograms of cubic demolition per second on board. When they're finally done I congratulate them for a job well done and kick them off my ship to lighten the load.

I then proceed to launch myself and my ship with the High Energy Kinetic Rail-Cannons into the Wall.

4
The Pit / Re: The Wall [v1]
« on: January 26, 2014, 09:34:30 pm »
I spawn in my moonshine-fueled Pyramidion and immediately proceed to ram

5
The Docks / Re: [SIR] Sky Invading Rhinos (Eu)
« on: January 26, 2014, 02:22:42 pm »
Salutations!

I'm looking for a competetive clan who's members aren't funeral-serious about themselves and are willing to help a quick-learning player master the game. SIR seems a good match, so that's why I'm applying.

A few things about me:

I'm a 24 year old IT and psychology student from Poland. I don't have any regular hours when I'm on - sometimes I play in the early morning before classes, sometimes after classes, and sometimes deep in the AM. So far I've had the most fun behind the steering wheel as a commander, though I've only been playing since December and only managed to get level 4. Working hard on those achievements though! Also, am more than willing to switch to engineer or gunner if necessary.

I like analyzing the metagame - learning health figures, speed differences, damage multipliers, gun/ammo synergies... knowing is half the battle and I like using any edge I can to win. It's why I'm interested in playing on a competetive level, though I could definetly use some pointers from more experienced GoIO players.

Communication isn't a problem. My written English is, well, judge for yourself, spoken English is decent enough I think. Obviously I've got a mic and a fast Internet connection to support it.

So, yeah. ACCEPT ME!

I'll try and catch you guys in-game so we can have some matches together and get to know each other. :)

6
General Discussion / Re: Interesting Question #3
« on: January 24, 2014, 05:23:30 am »
Ooh, a grappling hook would be so cinematic! A jetpack would probably be far easier to implement though.

7
Guides / Re: Damage chart
« on: January 05, 2014, 01:26:31 pm »
On the topic of charts (didn't find a more suitable thread) I have a question regarding this one. Where do engines fit into this scheme? What is the multiplier for different damage types? Thanks a bunch. :)

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