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Messages - The Cunning Linquist

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16
Gameplay / Re: Flare as Pilot Tool?
« on: July 09, 2014, 08:39:43 pm »
Thanks for clearing that up for me, obliviondoll.

I hear you on the pubbies screwing things up.  As a resident pubby, I can attest to the ignorant and frustrating behavior of my people.  You bring up a good point.

But I would also say that the crew inherently has the power to troll/unintentionally screw things up.  Every crewman has the power to carry lochnagar into the game and blow up the gatling the whole time.  Haha that's usually an intentional troll, but honest gameplay faux pas include hitting the hull with the mallet over and over when it has 9 stacks of fire, or emptying the mortar at the enemy's balloon, or not realizing the balloon is dead when you're top left on a pyra because you're too busy shooting.  There are gameplay things you learn with time and I would think the flares would fall in to that category.  If you don't trust your pubby crew with them (like lochnagar), just tell them not to take it and give it to the one guy you trust.

I'm not defending the portable flare idea, but i do object to the "It won't work because it gives pubbies too much power to screw things up" logic.  That just seems odd to me.

 - Cunning

17
Gameplay / Flare as Pilot Tool?
« on: July 08, 2014, 06:39:11 pm »
This conversation was mostly a joke between me and a friend, but it was interesting enough that I thought it warranted a gameplay article.

Do you think the flare should exist as a hand-held piloting tool, rather than a light gun?  It could have the same stats (reload speed, clip size, distance) only it wouldn't be able to cause damage or start fires on enemy ships (though that would be funny!). 

It would add more variability for the non-piloting roles since their piloting tools are (almost) always a spyglass, which was the main driving force behind our conversation.  But there are a lot of downsides, like how accessible it makes them (flares EVERYWHERE) and how you lose the ability to make AI do what you want (not a designed feature, but helpful).

Like I said, not a serious super serious suggestion, but it was fun to think about so I'd love to hear your thoughts!

-Cunning

18
I would love to see the stacks reduced to 5 or 6 to kick.

As a note, I think if this happens then the stacks that chem spray removes should be reduced to two.  Otherwise, it would only take 2 sprays to fix a gun.  Currently, it takes 3 sprays to bring stacks from 8 to 0 with chem spray and I think that's good to keep the extinguisher as a viable option.

Now, in all reality this probably wouldn't be that relevant since I find when I'm engineering stacks hang around 1 or 2 or fly past 12.  Then there's the dreaded flare... But I like that this game presents options and variance in builds so I would hate to see the chem spray become THE equipment of choice because it can handle red guns too.

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