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Messages - SirNotlag

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211
      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.

212
Feedback and Suggestions / Re: Gunner Tool: Addons
« on: May 16, 2014, 09:56:24 pm »
Here is another link to a discussion about new ideas for gunner tools:
https://gunsoficarus.com/community/forum/index.php/topic,3680.0.html
It has talk about passives and other things on page 2.

I still think tools that take up a slot and give passives can be balanced and would be a nice way to vary up the builds.

to quote myself from the thread i even had some ideas
"reload crank: while the gunner is sitting on the gun it reloads 20% faster

padded gloves: reduce recoil by 10%

Magnification goggles: the zoom function on all weapons is doubled

weapon lubrication: weapons rotation speed increased by 15%

necklace of steel: while sitting on the gun its armour is increased by 30% so it is harder to disable.

rabbits foot: its so lucky that when sitting on a weapon it has a 50% chance of stopping a fire stack from being placed on the gun.

ring of the protector: increases the ability to repair weapons by adding 1 to rebuilding them and 25% to keeping them maintained regardless of tool used.

Witches Heart: while sitting on a buffed gun its fire rate is also increased by 25% and reload rate is increased by 30%" 

There are other ways that gunners can be given more tools that don't alter the mechanics of the game too much, an example i can think of would be a buffing tool that takes up a gunners tool slot and provides offensive buffs by either only being used to buff guns or providing alternate buffs that could stack with the original buff tool. An example for an offensive buff for the hull could be electrically charging it so when you come in contact with the hull of another ship the charge is used to electrocute the other ship for more damage or hitting their components with shatter damage. That could be used to help you ram other ships or get back on your feet by disabling an enemy ship that rammed you.

213
Feedback and Suggestions / Re: Gunner Tool: Addons
« on: May 16, 2014, 07:52:56 pm »
Ooh ooh here is a crazy idea for an ammo type!
Swarm ammo: bullet speed -30% fire rate +1000% weapon damage of 15 per shot. It would be like lochnager for fast firing weapons cause big ones wouldn't see much use of slower bullets and just extra fire rate but a flamer or chain gun could fire a huge cloud of damage and break itself in the process.

As for the add ons that the gunners could get its a neat idea, there has been thousands of ideas suggested for new gunner tools from hand held weapons to voodoo trinkets.
Not that there is anything bad about giving Muse ideas

214
Gameplay / Re: 1.3.6 Tar Changes
« on: May 05, 2014, 01:40:53 pm »
I 100% agree with Sammy. That seems like the best way to fix it.

215
Gameplay / Re: 1.3.6 Hotfix Flamethrower
« on: May 05, 2014, 01:36:40 pm »
I don't really mind where the flamer currently is sitting its no longer unstoppable since the nerf and it might be best to wait a little before tweaking it again.

An idea i had for perhaps making it less frustrating to newer players would be a buff to the extinguisher. The previously mentioned idea of having extinguisher take immediate effect and just adding the 3 second cooldown to the already existing cooldown sounds interesting, but hard to code and could lead to 15 second cooldown timers if you keep getting doused with flames. Perhaps reducing the cooldown for extinguisher by a second and increasing the time it gives fire stack immunity by 1 second so it has a 2 second cooldown but gives 4 seconds of fire immunity. This makes the extinguisher better at nursing components and slightly reduces the fire stacks that could be added if the engineer acts quickly, without moving into the chem sprays turf of immunity for the whole ship.

The main reasoning for this was to be less frustrating to the newer players as they might not have the skills to keep everything chem sprayed or know how to prioritize repairs when a flamer squid gets on top of them. This would just allow their engineers to fight the fires a little better without reducing the weapons capability, still rewarding good engineers and punishing those that just to ignore fires.

216
Feedback and Suggestions / Re: Ship Cosmetics Wishlist
« on: May 03, 2014, 02:02:10 am »
I'd like to see secondary colours for ships that would paint the hulls.
As for themes:

Homey theme: 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 theme: 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 theme: decorates the ship with animal bones, and hides such as buffalo skulls or whale bones lining the walls, and fur carpets.

add an authentic elephant skull for a figure head to go with the boneyard theme, and perhaps a skeleton hanging in a cage as a figure head to go with the raider theme.

217
Feedback and Suggestions / Re: Team-specific Ship Colors
« on: May 02, 2014, 05:14:26 pm »
how bout a dye called loyalty dye? when your red team it paints your balloons red and when your blue team it paints them blue automatically. That way people who don't like being on blue team with a bright red balloon can be satisfied.

218
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.

219
Feedback and Suggestions / Re: Requested Paint Colors
« on: April 29, 2014, 01:06:30 am »
More colours is always nice but i would also like to see patterns as well, like stripes or crosses.

220
Gameplay / Re: Concerning Player Retention and Realism
« on: April 12, 2014, 10:53:19 am »
     Forcing people to become part of a group sounds like a very bad idea to me as, this decreases the number of people you can pair up with for matches and the community is so small it can't afford that.
    The best idea I can think of to increase player retention is actually the clans. This is a team based game so becoming part of a group is vital. Clans can teach new players all the tricks of the trade, and give them a group of players they can play with regularly.
GOI's current clan system is, for lack of a better term, pathetic! All it is, is a tag there are no systems to back it up in the game. Now I am no programmer or have any idea what Muses capabilities are so I have no idea how hard it is for them to upgrade and actually implement something, but from here I am just going to describe the clan system for a 3rd person shooter I used to play which was slightly different from the norm and something similar would go a long way in help GOI.
    Firstly the clans had their own pages you could browse in the game, there was a huge list of all the registered clans. The page had their name, and a brief line of description, list of all members, number of games played won/lost, and score and rank if they participated in the ranked matches.
Anyone could make a Clan too... well sort of it required at least 5 founding members I assume simply to stop everyone and their mothers from making a clan and overloading the database. But it was super simple click "create clan" fill out the info and name then select 4 people from your friends list not currently in Clans and bam! there you go new clan.
    The MOST unique thing about this clan system was probably the "request to join" I myself have never seen that in any other game. Anyway it worked just like a friend request send it to the clan and it would go to the clan leader and he could accept or deny. He clicks accept you're in, he clicks deny you'd get a message saying you got rejected. I never was a clan leader so I have no idea if these requests could become nonstop bombardment and be annoying as hell but systems could be put in place to limit that like making it so you can only request to join a specific clan once a week and only allowing one request pending so a person cant spam all clans in one sitting.

TOO LONG DID NOT READ!
Make an actual clan system! Important components being a clan list to browse and the ability to send requests to join a clan. 
I think this would help player retention specifically because clans teach those who join them and add a sense of belonging. This is a team based game so you need people to work with but from what I have seen a lot of people jump into this game alone with no friends and get frustrated then leave :-[. The ability to allow them to request to join clans would allow them to work towards becoming part of a group quickly rather than the invitation only system which makes them feel excluded.

221
Feedback and Suggestions / Re: Point the Goldfish's guns forward
« on: April 04, 2014, 07:11:47 pm »
I think both sides on this issue might be viewing the other as a bit too extreme.
While I fall under the group that feels the goldfishes guns are fine the way they are and that it would be ridiculous to have all 3 guns pointed forward, I UNDERSTAND that is not what the other side is saying, and I can see where they are coming from.

Tilting the goldfishes side guns forward a mere 15 or 10 degrees would actually make it easier to harass ships with both the light gun and heavy gun on the goldfish without loosing  to much of its side arcs. And this stops the problem of dual gat hwatcha as Gatling guns would not be able to shoot forward with such a small change, but it makes it easier for the goldfish to fire the hwatcha then turn to get a Gatling gun in arc.

Certain weapons with better arcs like the flamer carousel rockets and Artemis would now have overlapping arcs with the front gun giving the goldfish a higher dps and making it a bit more suitable for 1 vs 1.

Again I am fine with the way the goldfish currently is but i would not be complaining about any buffs it receives as long as it keeps the same current feel.

222
Feedback and Suggestions / Re: Game mode idea: Treasure hunt!
« on: March 21, 2014, 10:51:35 pm »
One word to describe this gamemode.
"Oddball"

I think treasurehunt is a bit misleading as you describe the gamemode as a fight over an item. Treasurehunt is commenly used to a treasure that is hidden somewhere. I was more thinking of "Heirloom" or "Goldrush", I suggest "heirloom" because two teams are constantly fighting to claim an object, I suggested "Goldrush" since the gamemode is fast paced and you are constantly rushing towards the ship that contains the valuable object (which in this case could be gold).
I think you should keep it simple and stay with 1 treasure. This will make the game have a focussed objective and  people will work together more, rather then gathering all other treasure and avoiding conflict.

I think with your current idea that Squids are mainly going to be used for this, just to avoid combat. To avoid the problem that people start to continiously avoid combat I think you should decrease the maximum speed of the ship holding the treasure by 20%, 15% or 10%, just reduce its manouvrebility and speed and that will be enough to encourage player to pick
other ships rather then only squid. This will make it alot more fun for the enemy team too since they now can actually reach the ship that is currently holding the treasure.

If you think that people are bad in flying squids on the labyrinth then I must tell yo taht you are wrong. I know alot of players that can eassily fly a squid in Labyrinth without hitting walls. And most maps are big enough for a squid to just run. This gamemode should be playable on every map on GoIo.

As for people that are going to hide the whole game by using glitched spots or in enviroment. You should add in that the one holding the treasure is always shown on the map by a yellow indicator, and is always spotted. Why having him always spotted? Ask yourself, are you prepared to pick up the treasure and fight for it? If you answerd no, then you shouldn't pick up the treasure. If the gamemode is supposed to be fast paced then having maximum indication of the objective is a must since you have a limited amount of time.

You're actually not the first one having this sort of idea. Many others have mentioned it. Hopefully muse will notify us about maybe implementing more gamemodes.

true "odd ball" would have been a better name but the name of the game mode that gave me this idea was "Bag tag" from time splitters and i just thought that didn't sound right. id change the name of the topic but i don't know how to do that as I'm terrible with forums

I like your points on the game mode as well i figured one treasure would be enough and I did think about having the ship carrying the treasure to be spotted all the time but then i thought of a situation in which the enemy is shooting through clouds at you, they'd be able to see exactly where you are and it would be very hard to defend yourself since your gunners may not be able to shoot back effectively against an opponent you cant see.

and my comment on the squids wasn't based on the fact squid pilots are bad it was based on the fact that me and my crew often ran goldfish with the express purpose of hunting squid by chasing them down and disabling their engines so they couldn't run anymore.

223
Feedback and Suggestions / Re: Gunners new Toy
« on: March 17, 2014, 09:06:03 pm »
Passive items are not going to be a thing. Ever. "Why?" you ask?

Because no other class has passive items!

With the exception of hydrogen/chute vent/impact bumpers, pilot and engineering tools must be actively used in order to have their bonuses take effect. That means you can only use one at a time as opposed to passive items where you could be using all of your items at once.

The only "passive" items I can see coming into effect would be a hot tool like the 3 piloting tools already in play. Example:
Delimiter - Temporarily removes factory safety limits on a gun for a boost in damage
-Once activated, this tool remains active for 2 seconds
-Each shot fired while the tool is active deals +50% damage
-Deals 150 damage per second to the gun
-Does not unload previously loaded ammo types

Any other actively passive item is just begging to be abused.

See now there is an idea!

I may not agree with you on passive items as its not hard to balance things like that, taking into account the fact they would always be active but you'd have to select them over the very useful ammo types so you could only ever have three of them as a gunner and then you'd be stuck using regular rounds the entire game.

I just figure it would allow the gunner to utilize all 3 of his tool slots. For example a gunner on a goldfish with a hwatcha takes heavy clip and burst rounds and his third ammo is just for putting in the side guns, but I have played games like this as the gunner where i never touch anything but the hull and my front gun, leaving the side guns for the engineers. So that third ammo type is just a waste of space for me, a passive tool would help out my gunning but i can't take 2 passive tools because that now causes me to loose out on the effectiveness of the hwatcha.

Your tool ideas would also work in this case cause now i can fire up that tool which burns up the gun for extra fire power or faster reloads rather than the waste of space third ammo type.

224
Feedback and Suggestions / Re: Game mode idea: Treasure hunt!
« on: March 17, 2014, 08:52:48 pm »
I must throw my support behind this concept as well. If you would be so kind as to comment on my Game Mode idea too, I'd appreciate that.

Having only 1 treasure means everyone will always be fighting over it, but the holding team could just keep trying to avoid combat. While the whole indicator thing does mean the enemy can always find it, what if there was more than one treasure? Now you need to keep two ships safe or hunt down the enemy ship that has the other treasure while trying to not lose the one you've already got. Suddenly the game mode got even harder. Obviously this wouldn't be as good an idea for a 2v2 version, but 4v4? Yeah, I could see 2 treasures working in that case.

Having multiple treasures is a nice idea if this game mode where to be on larger maps as long as the number of treasures is odd so a 4 vs 4 match would have three treasures so one side will have more treasures than the others forcing the fights to take place.

As for one side keeping the treasure away from the other... well that is kinda the point of this game mode I'm proposing. but have you ever actually tried to run away from a fight in GOI? Its a lot harder than you think especially on open or small maps all it takes is one or two shots to your engines from artemis rockets and the enemy ship is on top of you. Plus that is another reason to have the spawn points all over the map and the treasure ship always visible on the map when you die you can look and respawn close to where the ship is heading cutting them off from running any more.

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Te only way i can see anyone tolerating this would be if GOI had twice as many ships as it currently has.

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