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Messages - SirNotlag

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46
Feedback and Suggestions / Re: let us use choose different ship parts
« on: June 10, 2015, 05:21:44 pm »
FU** THAT NOISE!!! that's just adding more bu*****t!

I would much prefer they come out with brand new ships to add more variety. Seriously they have never come out with a new one and its not like they need to reinvent the wheel for each one just have one with 2 guns on the front like the pyrmadon but with completely different stats.

47
Gameplay / Re: New Fangled Tesla Gun
« on: April 22, 2015, 08:19:36 pm »
but its sorta weird to think of what kind of unique light weapon would be fitting for a faction's boss ship.

LAZERS!

48
General Discussion / Re: Converting Light to Heavy
« on: April 14, 2015, 04:33:42 pm »
My main thought that goes against it is, this is steampunky. There is no room in the world of steam for electricity. And once you introduce electricity the entire world changes. Maybe I am just being a bit stubborn on the idea of changing the world of guns, but I do not see a need for tesla anything.

Lighting gun was already in Flight of the icarus so they are part of the world and they have already been added to the Bone fish enemy AI ships in Co-op. Soooooo.....

you might have to deal with lighting in skirmish mode soon enough.

49
General Discussion / Re: Converting Light to Heavy
« on: April 14, 2015, 11:41:14 am »
The Helmet Cannon was worked on a while back, but it was just too OP in every way.


Also, Eris Heavy Quad Machine Gun:



I like it! but how would we make it different from the regular chain gun?

Im thinking less accurate, more range, more damage (maybe just a larger clip so it deals more damage per clip but same or perhaps even lower dps) and smaller arcs.


50
Feedback and Suggestions / Re: Light Harpoon
« on: April 14, 2015, 11:24:35 am »
Why don't we just turn it into an actual gun then? Increase damage decrease cooldown, and just make the physics aspect of it quick and weak, that way you could pair it with a mortor or something so the harpoon could break the armour and slow an enemy ship from running away.

That is until a better physics system could be built for the harpoon to turn it into a useful utility weapon.

51
Feedback and Suggestions / Re: Light Harpoon
« on: April 12, 2015, 03:48:23 pm »
I think it needs a full on rework not just fiddling with numbers.

52
Feedback and Suggestions / Re: Unlocking ships and weapons in Co-op
« on: April 12, 2015, 03:45:15 pm »
That's Adventure mode, mate.


/thread.

hardly... if that is what adventure mode would be then its awful piss poor.
What I just suggested was a progression system based on in game money and favour rather than experience. This would allow you to rush the unlocks that you would want to get rather than wait till your level 25 or whatever. So if you want to get that spiffy lighting gun or something you could just do 20 missions in a row for The Arashi League and save up your money to unlock it first.


Stuff that would make it more like adventure mode would be if they added territories that each faction owned and doing missions would adjust which faction owned which territory, with resources and trade between territories and stuff like that.

Or doing missions against factions would loose favour for the faction and if they disliked you enough they would not let you do any missions for them till you paid them a bribe of money to get their favour out of the negative.

Adventure mode should have a cause and effect of your actions with some pvp mixed in as other players will help out the factions you are attacking. What I proposed is just a unique progression system with flavour text to make the fictional world feel like there some substance to it. I'm not suggesting building physical in game shops and ship yards for every faction that they only let their VIPs in and shoot at any intruders, having a shop menu in between matches where certain ships are greyed out and you mouse over them it says this laser gun cost 1500 gold and must have a minimum of 300 favour with Order of Chaladon is what I'm talking about.

53
Feedback and Suggestions / Re: Extinguisher Buff
« on: April 11, 2015, 03:03:32 pm »
Fire barely does any damage to engines at all, though.

yes I know I'm just saying that that 1 second reduction between removing flames and repairing a component really does add up and help with fire fighting.

54
Feedback and Suggestions / Unlocking ships and weapons in Co-op
« on: April 11, 2015, 02:58:30 pm »
With Co-op approaching closer and closer I'm beginning to wonder if they are going to add a bit more world building and interactions into this expansion. One easy way they could do this is by having your little privateer crew only start out with limited equipment and have to purchase or earn access to the other ships or equipment.

ex when you start the game, you can only choose the Goldfish, pyra, or junker. The only light weapons you can put on them is chaingun, mortars, Artemis, medium carronade, and a flamer. The heavy guns you'd have access to would be heavy carronade and the heavy flak.

when you successfully beat a co-op mission you would gain money, favour from the faction you completed the mission for and experience.  The experience would just determine your level so people can judge when teaming up with you in the lobby, money is what you would use to actually unlock new equipment and some equipment would be locked until you earned enough favour with the factions that had access to it.

For example you first start out with your crew so you just run acouple games using the pyra with chainguns and mortors cause that's all you have access to. you earn 200 gold (or whatever is used as currency) and go to the shop and buy the light flak. Now you can put the light flak on any of your ships so you can run a junker with 4 flak canons if you really wanted to. Play a bunch more games for various factions earning a little favour for all of them and a bunch gold, so you buy yourself the hwatcha to use on your goldfish.

Now you have the hwatcha you think I should get the galleon so I can fire 2 at the same time, you may have enough money saved up but the galleon is a Yeasha warship and you have not been doing enough jobs for them to earn any large amount of favour. So now you have to do a bunch of jobs for them before they will let you into their shipyard so you can buy a galleon.



They could make the system more alive by adding other features as well such as a loyalty multiplier, so every consecutive job you do for a faction will multiply the favour you earn, EX first mission gives 10, second gives 20, 3rd would give 30 and so on. That way sticking with one faction earns favour faster, doing a mission for a different faction will reduce the loyalty multiplier by 1 and doing something against the faction will reset the loyalty multiplier to 1. EX you do 8 missions in a row for the yesha empire so you have a loyalty multiplier of 8 with them so completing another mission would give you 80 favour and increase the multiplier to 9. doing a job for the Arashi league against the Fjord Baronies would drop the loyalty multiplier for Yeasha to 7 and if you were to say raid a yeasha convoy or defend an Arashi base from Yeash attack then the Yeasha loyalty multiplier would drop all the way to 1.

Make it so that the the match rundown stats came in the form of a letter with some flavour text unique to the factions and I feel a lot of people could get invested in the world even if most of what we see is lobbies and match screens  ;D.

55
Feedback and Suggestions / Re: Extinguisher Buff
« on: April 11, 2015, 01:54:11 pm »
so in the dev ap its currently 2 second cooldown and 4 seconds of immunity, it may not sound like much but it does wonders. I could keep the engines on a pyra running for a long time while getting hit with a flamer. If you another 2 other engineers for the hull and balloon you might be able to keep the ship alive indefinitely (probably not but we could test that).

56
Dev App Testing / Re: Dev App 1.4.0 (475)
« on: April 11, 2015, 01:49:55 pm »
well I am happy with the extinguisher buff, a 2 second cooldown and 4 second immunity, it may be small but on tight components like the engines on the pyra I can spray and repair them all very fast now.

57
General Discussion / Re: Ships from Co-op to Skrimish
« on: April 11, 2015, 01:40:14 pm »
That is hard to tell, by tweaking, i think they meant they will make these ships look very different enough to be considered their own. Yett still retaining alot of assets from the coop enemies. So in the end, it may look like a mismash of one enemy, and a galleon. Or something else completely.

well I figure they would tweak the size stats and colours of the ship (The bright red of the baronies ships really blends into the clouds) to bring them more in line with what is currently available, but they would still grab the base idea and workings of the ship to bring it into skrimish and so far the only one I have seen that is original enough would be the Arashi Bone Ship.

58
General Discussion / Ships from Co-op to Skrimish
« on: April 11, 2015, 12:25:53 am »
I am really excited about the upcoming co-op mode but that's not fully what this post is about. the Devs said that after Co-op mode was released they were going to look at tweaking some of the ships and bringing them over to skrimish mode. I haven't seen any new ships aside from the AI ones and alot of those don't seem like they would fit. Correct me if I'm wrong but what do you guys think?

Fjord Baronies:

light attack ship: probably not this one, it may move fast and and be extremely agile but it only has 2 guns on the front that's it. and its so small because the balloon is part of the body it d be very hard to hit this thing and would probably be easy to repair with such a small floor space. Then again it wouldnt be like anything currently in the game

Medium broadsider: This one looks on par with the ships currently in the game its got 2 light guns on both sides and turns very fast to keep them in arc. Its balloon is also in the body so I am not sure how you d hit it instead of the hull. all in all its like a weird junker without the front gun.

Boss ship, The Carrier: oh definitely not! this thing is huge like 4 times the size of a galleon no way we get to bring that into skirmish mode.

Arashi League:

light attack ship: even less likley since this one only has 1 front gun compared to the baronies some major tweaking would need to be done to bring these bad boys to the skirmish grounds.

medium sniper: very very nasty 3 light guns pointing forward gives it dominance at long range, but we already have the spire which is much more interesting with its heavy gun, unless this thing handled very differently I don't see it.

Boss ship, The bone fish: This is probably the most likely from what the Arashi have to offer, big and slow like a galleon but with 2 light guns on each side and one heavy gun on the front. doesn't work like a galleon or a goldfish, probably closer to a pyrmadon but still different. Only problem is muse said they weren't adding the boss ships cause they were designed to be OP to provide a challenge but I feel that with some tweaking the bone fish could fit. Just make it a little smaller than it currently is, slow like the galleon but not quite as tough since it has lots of firepower.

Order of Chaladon:

light attack ship: I don't know much about this one but it looks bigger than the Arashi and the baronies ones  so depending on its weapon load out it might have a place beside the goldfish and squid as another fast agile ship.

Medium combat ship: I think  this thing has like 5 guns on it in the mobula pattern providing some serious arcs of fire and variety of damage. That kinda puts it right in between the junker and the mobula so if it were brought in it might be infringing on one of those. If its stats are very different from those 2 originals then it might have a place but i dont think its different enough.

That's all the ships I know about I am sure there is at least 3 for every faction so that leaves 10 I don't know about.

59
Feedback and Suggestions / Re: Laser Guided Missile
« on: March 31, 2015, 05:39:07 pm »
Didn't the Artemis used to slowly track enemies? (Back when it was named Rocket Launcher)

No they toyed with the idea of it in the Dev App... I cant remember why, new ammo maybe, but I don't think it made it into the game.

60
Feedback and Suggestions / Re: New guns
« on: March 29, 2015, 04:30:24 pm »
referring back to the point about communication being key part of the game.

Every component lost makes you lose a key part of the ability to play.

Guns=ability to shoot.
Engines ability to move
hull ability to tank/live
balloon ability to riise and fall and generally stay afloat.

disabling communication channels effects gameplay in about the same kinda way. the only thing needed to balance is how long the chaff should scramble communications, how big the aoe is AND for it to have friendly fire (as actual chaff jams all communications in reality).

and the flashbang part is there because simply blocking off com lines isn't really enough to slow a ship (especially a competent one)

I stand by my previous Statement. LEAVE COMMUNICATION ALONE! Disrupting communication in a game about communication defeats the purpose and is just very frustrating and not fun to the participants, itd be like putting slow shields in a game like COD that block all bullets forcing you to kill the guy with a knife or something. It is adding something to the game that actually TAKES AWAY FROM IT.

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