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Messages - Kharthynogus

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31
Feedback and Suggestions / Re: Leaver penalty
« on: August 09, 2013, 01:48:01 pm »
Here's that idea I was talking about:

https://gunsoficarus.com/community/forum/index.php/topic,1949.0.html

It's an addition to the crew forming system, where players can put themselves up for hire and then captains can form a crew from that list, selecting class types and sorting by level and rep and whatnot. This would make the reputation idea actually usable, as captains could pick and choose who they want to crew their ship.

32
Feedback and Suggestions / New match joining system: Mercs for Hire
« on: August 09, 2013, 01:41:55 pm »
This started in the thread about how to deal with ragequitters (https://gunsoficarus.com/community/forum/index.php/topic,1876.0.html). I suggested some method of reputation, where it shows the percentage of matches finished out of all entered matches (or a matches finished/abandoned ratio). The point was then brought up about what good it would actually do to see someone's rep if you couldn't actually do anything about it (like kicking). Then someone responded about using the "Form Crew" option, but that would only work for friends, recent, CAs, and Blocked players.

Then I got this idea: a match joining system where you can put your character up for hire.

When you do this, you would join a long list of other players who did the same. Then, players who go to form a crew would have an additional tab in that left-handed list (For Hire, Friends, Recent, CAs, Blocked). When selected, this tab would let them choose from that list of "mercs" who put their characters up for hire. They would be able to select the class type they're looking for (gunner, engineer, pilot) as well as sort the list by who was added to the list first, who has the highest level in the selected class, and who has the best reputation.

The reputation bit would simply be an indicator of number of matches finished vs number of matches abandoned. Adding this would provide a means of encouraging players to finish their matches against all odds, as an abandoned match would lower their "loyalty" rep.

Anyway, a nice byproduct of this system would be world immersion. You're on a mission and you need to hire some mercs to crew your ship. Just the feel of that alone would be pretty awesome I think.

Thoughts?

33
Feedback and Suggestions / Re: Ship stabilization
« on: August 09, 2013, 12:44:00 pm »
Fair points all around.

Also, I'm aware of the constant little bit of bobbing that goes on. I don't mind that at all. It adds a flavorful realism to the game and is easy to compensate for.

34
Feedback and Suggestions / Re: Leaver penalty
« on: August 09, 2013, 12:37:27 pm »
Although I feel that the feedback rating on a player may be the best way to go to see if your team mate is likely to leave but even if you get someone like that with low rep there is currently nothing in place to avoid having that person on your team other than changing matches.

use the Form Crew function that way you have much more say over who you crew with.

This just gave me an amazing idea. I'll link it in a response after I post it.

35
Feedback and Suggestions / Re: Do NOT force reload
« on: August 09, 2013, 12:04:31 pm »
I'd much rather be able to just shoot the gun even if I don't have the same type of ammo. Having to run off to another gun after I've realized I don't have the same ammo is just as annoying as having to reload it.

36
Feedback and Suggestions / Re: Ship stabilization
« on: August 08, 2013, 09:31:22 pm »
All that does is damage my engines in the process and prevent me from using any other piloting tools.

It's a workaround, but not really a permanent solution. :P

37
If we're going to talk about realism, then we should acknowledge that someone who shoots for a living should have some sort of learned skill advantage over someone who fixes things for a living. While I'm against random crits, I'm all for the idea of skills improvements for each level. It's perfectly realistic that a veteran gunner should be able to manage his gun better (+X% accuracy, +Y% turning speed). It's perfectly realistic that a veteran engineer should be able to get more out of his tools (-X% repair cooldown, +Y% damaged repaired per hit). It's perfectly realistic that a veteran pilot should be able to push his ship's capabilities further (+X% horizontal acc., +Y% rotational acc., +Z% vertical acc.).

38
Feedback and Suggestions / Ship stabilization
« on: August 08, 2013, 08:24:22 pm »
As I've been practicing, I've noticed that one can never really bring the ship to a full and complete stop. There's always a small amount of momentum - be it horizontal, vertical, or rotational - and one can never ever hope to "bump" the controls enough to get the ship to hold still.

I'd like to see a keybind added that applies a small amount of deceleration to all movements, allowing the pilot to bring his/her ship to a 100% complete halt. This would only be usable if one is manning the helm, and it would only work for directions that aren't being adjusted by the typical controls. For instance, if the pilot has the throttle on and is turning but isn't adjusting their altitude, then this button would only stabilize the altitude. Or, if the pilot is adjusting their altitude but has the throttle off and isn't turning, then the key will halt any horizontal and rotational movement.

Obviously this can't be so overpowered as to be a go-to emergency brake. I think that the deceleration value should be no more than 50% of the normal acceleration value for any given movement - possibly only 25%. This way, if you're trying to stop from ramming into something, it would actually be more effective to drop to full reverse than it would to hold this key down. This is only meant as a means to stabilize a ship that is still moving a bit even after zeroing out the controls.

39
Feedback and Suggestions / Re: Leaver penalty
« on: August 08, 2013, 07:26:16 pm »

Overall, I agree that we should focus on rewarding loyal players instead of punishing disloyal ones. I just came from a match where two crewmen constantly badmouthed their captain to the point where the captain left right after their next death. Can you really blame him for that?

There are a lot of reasons to leave a game from raging, getting bullied by crews, getting stuck with teams that do not take the match seriously, or an emergency in real life. The fact is we cannot punish people for leaving because we do not know the reason why they leave some of the times. A reward system would be better then a reputation system in this case. I personally do not want to get bad reputation score for having to rush a family member to the hospital.

The only way you'd have a bad rep is if you ran people to the hospital for like 50% of your matches (in which case you should have a bad rep anyways for even attempting to play a computer game in the middle of a friggin' war zone). You'd easily be in the >90% range. Those >90% players' abandoned games would only be for things like emergencies and crap-I-gotta-go moments.

40
Feedback and Suggestions / Re: HUD improvements/options
« on: August 08, 2013, 12:17:22 pm »
Ah, I'll be looking forward to that patch.

41
Feedback and Suggestions / HUD improvements/options
« on: August 08, 2013, 12:08:29 pm »
I've been having a very hard time getting clear info from the in-game HUD. I'd really like to see some options to change the sizes, positions, and opacity of various texts and icons that appear in-game on the screen. Some specific cases:

Whenever something gets damaged or broken, the icon for the damaged system is very small and almost fully transparent. I'd like to be able to make those icons fully opaque and a bit larger as well.

Another case is while I'm manning a weapon. The ammo indicator is very small and down in the bottom-left corner. I'd like to have options such as increasing its size and even setting it next to the target reticule of my weapon so I can keep looking at my target and still see the numbers.

There's also the abilities bar at the bottom. Sometimes as a gunner I can't tell which ammo type is which very easily. I'd like to see an option to place a solid box behind those icons so I can see them better while manning a gun.

42
Feedback and Suggestions / Re: Leaver penalty
« on: August 08, 2013, 11:52:55 am »
I think all we really need is an indicator of percentage of matches completed right up front on people's profiles. This would give other players an idea of how "loyal" a given player is. Perhaps there could even be a badge that changes based on how loyal you are:

70-79% = uncommon loyalty
80-89% = valiant loyalty
90-99% = extreme loyalty
100% = unconditional loyalty

Overall, I agree that we should focus on rewarding loyal players instead of punishing disloyal ones. I just came from a match where two crewmen constantly badmouthed their captain to the point where the captain left right after their next death. Can you really blame him for that?

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