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Topics - SirNotlag

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16
Feedback and Suggestions / New weapon: Scrap gun
« on: July 10, 2014, 10:03:06 pm »
A light harassment gun. This idea actually came to me when playing the goldfish how i wished there was more light guns with massive horizontal arcs that could be used easily in bifectas on the goldfish and squid, that could easily be jumped on and do some damage even if wasn't a lot.

SCRAP GUN
TYPE: LIGHT

arcs: 70 horizontal, 5 down, 30 up
damage type: piercing and flechette
damage overall: not a lot it can do on its own but with its wide arcs and fast rotation speed it can be used to add alittle additional       damage against an enemy ship whether you want their balloon down or armour.

Range: short to medium
projectiles: just bullets that act like the chain guns
clip size: about 16 shots
fire rate: 1.2 per second

Advantages
+fast rotation speed to quickly point at the enemy
+great arcs
+fast reload so its got consistent damage and very quick to start shooting
+easy to use
+damage types let it help out with almost any other type of weapon

Disadvantages:
-so little damage it cant do much on its own
-fairly short ranged

Unique features:
-Look at those arcs 70 DEGREES!!! artemis aint got shit on that gun!

17
Feedback and Suggestions / New Weapon: Shredder Cannon
« on: July 10, 2014, 09:57:02 pm »
My idea for a heavy gun that does piercing damage


SHREDDER CANNON
TYPE: HEAVY GUN

Arcs: 15 horizontal, 25 up, 20 down
Damage type: Piercing
Damage overall: further range then the chain gun and able to do more damage fast in a single clip but with a long enough reload time that chain gun has the higher dps in the long run.

Projectiles:very inaccurate, fast arcing shots similar to the light flak gun
clip size: 10-12
Range: medium

Advantages:
+decent range
+lots of damage
+no arming time so shots can be point blank

Disadvantages
-inacurrate would have to rely on luck or heavy clip to be effective at range
-only one damage type so not very versatile and can only do one job
-poor arcs make it very reliant on ship positioning
-long reload really detracts from dps
-no AOE so relies on direct hits

Unique features:
-First heavy gun to do piercing






18
Feedback and Suggestions / New Weapon: Shield guns
« on: July 10, 2014, 07:13:44 pm »
No these would not be guns that shoot shields (but THERE IS AN IDEA!). Awhile back some people thought that allowing captains to place big steel shields on the ships in place of weapons to absorb damage. I was against the idea because most ships don't have the weapon slots to spare. But that did give me an idea for some new weapons.

What they would practically be would be a metal barricade with a small weapon fixed inside them that can be manned (INGENUITY!).
you can google images of the car turret from the game Metro 2033 simple google "Metro 2033 turret"for more of an idea how they might look but these wouldnt be 360.

anyway how they could potentially work in game would be to have them take up a light weapon slot have slightly larger hit boxes and a lot more health while still being relatively easy to fix if they do become broken. The larger hit boxes lets them soak up some of the damage that might be directed towards the hull of the ship while the large health boost without too much rebuild time added also makes them very resistant to disables.

so how would these be balanced compared to other light weapons? Well they just wouldnt be as good at killing things.

I have thought up 3 variants for these so far a machine gun, a grenade launcher and a flamer lets call them the Spartan, Legionnaire, and Persian respectively:

Spartan Machine gun:
arcs: 25 horizontal, 20 down, 30 up
Damage: similar to the chain gun but slower fire rate and smaller clip so less damage over the same amount of time.

Legionnaire Grenade Launcher:
Arcs: 30 horizontal, 25 down, 25 up
Damage: explosions that deals mostly shatter with some explosive damage, making this the most defensive of the variants as it is used to disable the enemy ships components.

Persian Flamethrower:
Arcs: 15 horizontal, 20 down, 30 up
Damage: just like the flamer but with crummy arcs.



Is the idea of durable guns that are also part of the ships armour seem like a good idea?
Do you think there are other varieties that could be good if these types of things where added?

heres some other weapon ideas I have had:
Scorpion
https://gunsoficarus.com/community/forum/index.php/topic,4484.0.html
Sonic Gun
https://gunsoficarus.com/community/forum/index.php/topic,4046.msg69823.html#msg69823

19
Feedback and Suggestions / New Weapon: Javelin launcher
« on: July 09, 2014, 09:34:28 pm »
I've decided to throw out some ideas that have been sitting in my head for new weapons. Frankly I think GOI could use a larger variety of weapons for more ways to build ships and dis out pain and destruction, which if your a little bit psychopathic MORE DESTRUCTION = MORE FUN!!!

You wont find any fancy art here or too much math from me as I am no artist and not a mathematician either I'll just post my ideas here in the forums and see what people have to say. Is it a good idea? is it bad? Why? Feel free to post your own ideas as well especially if one of mine inspired you.



Without further rambling finally my idea a simple javelin launcher.

LIGHT GUN

arcs: 35 degrees either side, 35 degrees up, 10 degrees down
Damage: mainly flechette with some explosive
EX (direct damage: 80 flechette, burst damage: 30 explosive)

6 shots per clip
1 shot per second
9 second reload
accurate and moderate speed projectiles (handle like harpoon gun shots with lesmok)

reason this would not be like any other gun, it is a light gun that pops balloons at medium to long range instead of close, as well as being designed to kill by breaking the balloon and then shooting hull after they smash into the ground and lose their armour.

Advantages:
+effective at range
+decent damage against balloon
+ no arming time so still deals damage at point blank

Disadvantages:
-poor arcs
-cant disable enemy weapons
-long reload time can give enemy crew a chance to counter

Note* again all these numbers are pulled from the air i have no idea how well this would stack up to other weapons like the carronade, whether it has good dps or if 9 seconds of reload time is actually enough to time to be able to counter. Its more the ideas and niche role im focusing on.

20
      So I had a very peculiar idea for a new weapon hit me when I noticed that the particles from the flamers were hitting enemy projectiles. Why not make a weapon that can intercept the enemies projectiles before they hit your ship? How would that work? What would it even be? What is to stop it from being overpowered and frustrating to fight?

   Eventually I came up with an idea for perhaps an interesting sonic weapon, or electric weapon depending on what the particles it shoots would look like. For lack of a name lets call it the resonator for now.

    Anyway it would shoot particles in a cone in front of it similar to the flamethrower but probably wider and slower to help with intercepting incoming projectiles. If these particles hit an enemy projectile they would cause it to explode in the air leaving your ships hull unscratched. To make sense and to stop it from being op certain weapons would be immune to this effect and able to shoot straight through the cone at your ship, I figure those should be: merc  field gun, chain gun, light carronade, heavy carronade, flamer, mortar, pretty much the brawling weapons and the merc gun so snipers can disable the resonator and bombard the ship. Bonus idea projectiles that haven't armed yet because your ship is too close will still hit you rather than explode so hades can still set your balloon on fire if you are close.

   As for the weapon itself I figure it would do a small amount of shatter and explosive damage so when you close on an enemy ship it can help disable it and chip away at the perma hull when the armour is down. I am not talking about this being a disabler weapon because since it fires in a large cone it is going to be hitting the entire enemy ship so the damage to components cant overpower an engineer by itself but it could make their lives very difficult since now all components are dropping.

    I think something like this would be really fun for brawlers especially against a sniper ship as you watch the incoming flak shots and try to shoot them down.


   Feel free to criticize, question, expand, or tell of your own crazy weapon ideas  :D.

21
Feedback and Suggestions / Suggestions for new themes.
« on: April 29, 2014, 01:22:33 am »
I know the patch just came out and it will be a little while before anything new gets added but i was just wondering what people might want to see for new themes or just ideas they might have. I've got three myself:

Homey: make it look like your crew actually lives on the ship and doesn't have a home port. add things like sleeping rolls, extra plants, cook ware like a stove and pans, and have laundry hanging from the ropes. not really an awesome theme but more funny seeing trousers flying in the breeze during a battle.

Raider: adds metal cages and intimidating spikes to make the ship look like it is heavily into the business of raiding caravans and taking slaves.

Boneyard: decorates the ship with animal bones such as buffalo skulls or whale bones lining the walls.

Oooh! side note two additional figure heads to go with these themes could be an authentic elephant skull on the front of the ship, or a human skeleton in a metal cage hanging off the front.

22
Feedback and Suggestions / Game mode idea: Treasure hunt!
« on: March 17, 2014, 12:20:44 am »
The game mode would start pretty much exactly like king of the hill with the treasure suspended by a balloon and all the ships rushing to grab it. The initial grab of the treasure using the same mechanics as capturing a point aka doesn't work if enemy have ships sitting there. After grabbing the treasure though the game would change drastically as the ship that captured the point would now have the treasure on board and start earning points for their team.
for the other team to get the treasure now all they have to do is kill the ship that is carrying it and it will be given to the ship that scored the kill.
the point of this game mode would be that it is much more mobile and faster paced than king of the hill and just plays differently from death match.

"Well how would you stop the ship with the treasure from just running away and hiding in a cave till the match is over?" i hear some critics already thinking ;D. EASY! Just make it so the treasure always shows up on the map like a green dot or something, so that way a ship carrying the treasure will also show up as a green dot so the opposing team knows where he is regardless of whether they are spotted or not. Going one step further when the ship with the treasure is spotted the box showing them could be green to distinguish them from their allies so you don't get confused if all the ships on the enemy team are junkers or something. 

"whats to stop them from running to their spawn point and just camping?":
Hmm that ones a little harder, the best way would be to just make it so both sides can spawn along the outside of the map so the going to the point where your allies spawn also puts you closer to where enemies spawn. That way the place that is farthest from the enemy spawn points would be the center but that also means they can come at you from any direction.

"wouldn't squids just be able to outrun everything thus keeping the treasure out of reach of the opposition?"
Geeze i guess so >:(... IF YOUR GUNNERS SUCK! yes the squid is the fastest and most maneuverable of all the ships but I'm thinking of  this game type being on the smaller or more open maps like labyrinth or scrap heap leaving squids with only so far to run and since you have to kill the ship to get the treasure a tanky galleon would also be a nasty ship to have to wrestle the treasure from as well.

I know my idea is not perfect but thought id throw it on here for opinions and just brain storming purposes. ;D

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