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Messages - Cpt. Yami

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Got a question though.

All the items on the list, will those be added eventually at later date despite not earning the required funds through kickstarters? Because it would be a major shame since some of those items really sound interesting to be implemented (especially Player Economy and Exploration Mode).

Also, how much would you have to pledge to get the cloth map, can't seem to find it on the google doc.

Feedback and Suggestions / Re: What you want to see in Adventure Mode?
« on: March 14, 2013, 05:03:38 pm »
You'll hear more about Adventure Mode very soon... like next week soon... as well as ways you can contribute to this huge project.

A lot of the things you've mentioned are indeed planned to be in Adventure in some way or another.  One thing I'll say is that we're unwilling to call it a full MMO because that gives off the wrong impression (goddamn it WoW).  Airship combat will still be the crux of interaction here but every time you jump onto a ship, you will be affecting the world in some way or another.  Persistent, yes.  Completely open-world, impossible for our team size.

That's all I'll say for now :)  Get pumped.
It's hard to get pumped knowing it won't be completely openworld, but I'll try :'(
I do understand however that you people can't work miracles. If however it would appear to lack funds to implement superawesome features, feel free to start another kickstarter. I'm sure most people active here would pitch in to get more adventure mode.

Feedback and Suggestions / Re: What you want to see in Adventure Mode?
« on: March 14, 2013, 03:06:58 pm »
I would like to see NPC ground targets, or ships on the ocean to harass. One of the great things about being a floating weapons platform is lording over things that are not floating weapons platforms.

I don't know what Muse's scope is, but I heard something about an inter township commerce system. Perhaps we will get some sort of convoy escort or blockade runner game type. I am pretty happy with the PvP right now.
From what I can gather from reading the faq is that towns/cities produce natural resources and/or manufactured goods which can be carried to other towns/cities by players for non- specified either ingame currency or other goods. But these towns/cities need to be provisioned in order to function/survive. That's where players come in, trading goods between different towns/cities. So yes, those features may or may not be in muse's overall design.

The Docks / Re: Quack Quack, it's Duck Time
« on: March 14, 2013, 02:51:24 pm »

Feedback and Suggestions / Re: What you want to see in Adventure Mode?
« on: March 14, 2013, 02:39:44 pm »
I am playing Eve Online and I think that this game is (despite all it's problems and drama) by far best MMO out there so I could write long about persistent single sharded universe, player-driven economy and so on, but I suppose that CCP Games had far more resources in the beggining than Muse has now.

Still I think that territory to fight over, all items crafted by players and all ships and equipment lost if destroyed is within Muse reach. Also some Sims like features like bars to socialize or even configurable player houses would be cool. Space for player created content and emergent gameplay would be awesome!

(By the way: Do Muse published any wall of text for what Adventure Mode will be like? I would appreciate if anybody could PM me any link.)
They've been mostly vague about Adventure Mode, the only details they've given so far are in the FAQ under Differences between Skirmish and Adventure Mode.

Feedback and Suggestions / Re: Battleship Game Mode
« on: March 13, 2013, 03:23:19 pm »
What am I supposed to imagine when you say huge battleship? Looking at the current loadout you're suggesting, it sounds like a a very cumbersome ship to operate and maintain. It sound cool though, but perhaps limit the crew size of the battleship as to make it more fair for the opposing team. With a crew up to 12 people and with so many large guns, you could go all gunner and destroy any ship daring to come close since it has no blind spots whatsoever.

Feedback and Suggestions / Re: What you want to see in Adventure Mode?
« on: March 13, 2013, 05:27:18 am »

Cloud whales.
Ofcourse there will have to be cloud whales. What else do they have to eat instead?

...Mostly because nearly all of it is desert, which leave agricultural pursuits lacking in the ability to produce enough sustenance..

Feedback and Suggestions / Re: Buff the Junker
« on: March 12, 2013, 01:17:27 pm »
I agree with you wholeheartedly. The Junker was the first ship I ever flew, and it has been my favourite ship since the beta. That being said, it does suck compared to other ships.

The main reason being the fact they swapped the hull and armor around. It used to have 700 hull and 500 armor, but they swapped it for some reason and it has suffered ever since. Having 700 armor really isn´t that much since the tradeoff is having a weaker hull on a ship which isn´t that impressively fast compared to others. Let´s take for example a junker facing a galleon. In most instances other ships would have the speed needed to fully or partially dodge a dual flak broadside, giving your engineer(s) ample time to rebuild the hull. The junker however does not. Once its hull is down, you better have either hydrogen of chute vent equipped, because that is the only way to survive the oncoming onslaught. 700 armor goes down in 3 seconds because every decent captain will have atleast 1 light flak or other explosive dmg weapon aboard his-her ship. Any ship, not just the galleon as I used as an example. And I have used double merc loadout before, and it does work IF you have either people who can use them. Not necessarily though, AI are good shots too. But in 2v2 and 3v3 a duo merc loadout only works effective if you're flying with some capable allies. Else you'll just sit by the sidelines taking potshots at enemy airships which are anihilating your friends. And I doubt that Muse intended this ship just to be a sniper platform.

Feedback and Suggestions / Re: Night Fights
« on: March 12, 2013, 01:01:06 pm »

In all seriousness though, I would very much like to have night fights, simply because it would add so much to skirmish mode as is. Think about it, the enormous tension of not being able to see your opponents from miles away with the spyglass, having to using flares to light the way or else unsuspectedly crash into scenery with the risk of exposing your position. The silence before the storm as you just can´t seem to find your target, until you suddenly hear engines roaring to life in your rear. The chaos that ensues would be so epic to experience.

Feedback and Suggestions / Re: New Role: "Saboteur!!!"
« on: March 11, 2013, 12:57:06 pm »
A nice idea, but I don't think its feasable with the current crew sizes. On any of the current ships you really need the crew to be active on your own ship. Right now there a 4-man crew limit. Someone has to fly the bloody thing, so basicly 3 people to keep your ship together and destroy others. Minus 1/2 gunner/s, because lets face it, they can't rebuild for poop. Were you to successfully board one of those ships with said crew composition as mentioned before, you can literally destroy ships by simply camping the engineer with the black jack, making him unable to rebuild when the need is dire. With the current build you proposed here would make it far to unbalanced for a game which focuses specifically on airship combat. A nice idea though, and perhaps can be implemented at a later stage once(or if) larger crews become available.

Feedback and Suggestions / Re: Carronade visual/sound effects
« on: March 10, 2013, 08:47:25 am »
"Back in the days" the Carronade used to fire big black bombs which may or may not have had skulls 'n crossbones on them, just saying

Technically they were a class of artillery similar to the mortar or the howitzer, who shoot with a high trajectory, made for ships. Unlike in GoIO now thought they were very effective against hulls, just like in beta but then they decided to change that. For obvious reasons ofcourse.

Settlement building. There was one suggestion like this in old forums, and it would be nice to be able to build outposts in adventure mode, which in turn can be expanded with buildings that would allow for upgrades and better resource gathering. Would also give players some sort of endgame objective to work towards other than hoarding their loot and booty simply because you have nothing to spend it on.

EDIT: Also would be especially cool if the player factions are still on the table. With fortifications guarding their territories which can be attacked, occupied or razed for resources. Would add depth to the whole player faction political system

Feedback and Suggestions / What you want to see in Adventure Mode?
« on: March 09, 2013, 01:12:08 pm »
Wasn't sure if this topic was gonna come back, so I put it up meself. Just add anything you would want to see in Adventure Mode here.


While this would be nice I suspect muse would be slow to implement it. Aside from bearded ladies facial hair tends to be a male only accessory. Any work muse puts into it will only apply to 1/2 the player models. I also have this theory that the muse art team likes working on the female models more than their male counterparts. The girls always get the cooler looking stuff first (I wouldn't say bias because I redacted that statement in the last forum).
Where guys have beards, women have [INSERT METRIC SYSTEM HERE] of makeup options, from lipstick to eyelashes and, in some cases, elf ears(the ones which are sown into the right shape, looks hideous). And jewelry.

So far any form a facial hair that has been added to the shop has come with its own set of goggles and therefore falls under the "goggles" customization. I would very much like to see a separate customization slot for only facial hair instead of having some, if any facial hair with a set of god-ugly goggles. This would also make character customization lots more personal and unique. Unless this is some sort of dystopian future setting where people have lost the ability to grow facial hair due to some sort of radical change in the genetical code of homosapiens which makes most of the people currently living in said era look like near-complete clones of one another(exterior-wise, not fashion-wise)

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