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Messages - LadyAthena

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Feedback and Suggestions / Re: A fix for Fire, and Flamethrowers.
« on: February 27, 2013, 09:36:11 pm »
These are all points I already know, but that doesn't change the fact that the flamethrower is super powerful against everything. That simply isn't balanced.

When the smallest fastest ships bring flamethrowers there's very little you can do to stay away indefinitely, even if you use hydrogen, and reverse, etc. The ship is simply faster. I myself have had no issues keeping an enemy ship in flamethrower range, doesn't matter what they did, it would only get them out of the flame for brief small periods. Otherwise I had their ship shut down completely all game.

When 3-4-5 machine parts on your ship are all on fire at the same time, and you only have a maximum of 2 engineers, (maybe 3), they are doing nothing but combating the fire, and don't have time to repair anything.

With my idea, it would still happen, can still happen, but wouldn't be such a broken mechanic as shutting everything down in seconds, even if a smaller faster ship kept you under constant streams of flame.

It would make the flamethrower balanced: Very strong against balloons like they are supposed to be, and useful, but weaker against everything else.

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Feedback and Suggestions / Re: A fix for Fire, and Flamethrowers.
« on: February 27, 2013, 10:24:32 am »
The fix seems to be more of a band aid, as I've had several games where every gun on the ship was on fire nearly 24/7 of the entire match. It was by far the most ridiculousness thing in this game, and I've had it more than once. Needless to say, I stopped playing for a few days because it wasn't fun at all. There has to be a buffer.

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Feedback and Suggestions / A fix for Fire, and Flamethrowers.
« on: February 27, 2013, 09:30:19 am »
After playing several games, its become rather apparent that flamethrowers, and fire in general is a little overpowered.

It honestly takes little to nothing to set the entire bridge on fire with 1 constant stream of flame. Flame is already super powerful against balloons. As, this is what its intended for to begin with. That is fine. After all, that makes sense.

What doesn't make sense, is my metal gun going up in flames in a matter of seconds. So I propose an idea to balance flames, and fire.

Of course there would be some balancing required, but this is generally how it would pan out.

===============Example================

Gun A is under a stream of flame for x amount of ticks. Each "tick" (This is the game determining the damage per second or tick the flame is doing to what its hitting, remember, this is already in the game, thats why when you shooting at a balloon with a steady stream of fire, you see the "hit" square boxes pop up every few seconds. Thats a "tick") Does a "heat" damage to the gun, I.E. its heating the metal.

After the gun takes x amount of flame "ticks" the gun becomes un useable for a few seconds, due to being to hot to handle. This could be visualized as the gun slowly becoming bright red as its heated up through each tick.

The spray canister which cools down weapons (not the fire extinguisher), then can be used to make it useable again, immediatly, or you must wait for it to cool down after an x amount of seconds, the cooling spray could also give the gun a 20 second buff, of not being able to be "heated" again, due to the gun being ice cold for a few seconds.

If Gun A comes under a spray of continuous flame again, and becomes heated again, a new % comes into play, and thats whether or not it lights on fire. Each consecutive time the gun is over heated from flame, that % rises.

If Gun A is lit on fire, that gun is slowly damaged until the fire is put out. If Gun A is destroyed, or destroyed by fire, everything is reset on that gun for fire/flame. I.E. Say it was at 35% chance of catching fire next time it over heats, would be reset to 0% and the build up would start over.

====================================

I'm sorry if the example is a little confusing, however I feel this would balance flamethrowers, and fire all in all for weapons. It would make flamethrowers powerfull against balloons mostly, which is what they are for, and would only temporarily shut down guns and make then un useable for a grace period, and only if those guns come under extreme heavy focus by flamethrowers, would they then have a chance to catch on fire and become damaged.

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Feedback and Suggestions / Re: Permenant Wrecks?
« on: February 27, 2013, 09:17:29 am »
Sorry, I meant for like that particular game. Of course the wrecks would disappear after the game was over, but to see a ship kinda nose dive, or slowly descend, and hit the ground, would be kinda cool. Even if they already respawned. To see your former ship, still nose diving, or falling while on fire, or breaking apart, and to have the wreckage stay for that particular game.

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Feedback and Suggestions / Re: Permenant Wrecks?
« on: February 22, 2013, 08:21:00 pm »
Well, I suppose it would matter how exactly the wrecks are in the game. Are they just cosmetic? or actual pieces which can be triggered to be solid? If its the latter, then the art team has nothing to do with the idea, and would instead go to someone figuring out how to make the pieces solid, and allow them to sit on the ground.

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Feedback and Suggestions / Permenant Wrecks?
« on: February 22, 2013, 08:05:33 pm »
I understand if perhaps the server stress couldn't handle it, however, I feel it would add some nice immersion to the game to have a toggle-able option to see wrecks on the ground.

Simply put, some, or all of the pieces of the ships stay on the ground once they hit. This would allow for the battles to seem more larger scale. For those computers who couldn't handle it, there could be an option in the graphics to disable wrecks.

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