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Messages - Richard LeMoon

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1576
I like this, but would actually go the opposite direction. Make it a multi-shot 'tesla-class' mine weapon. Once a mine is launched and armed, it would pump out an electrified/magnetized gas cloud that destabilizes (not stops) bullets and rounds, modifying their trajectory. Explodes special munitions. Mine explodes after a set time, dissipating the cloud and perhaps dealing moderate component damage to any nearby ships. The mechanics of it are very mysterious and shrouded in smoke, of course.  ;)

Each mine would have a relatively small area of coverage (maybe half the size of the Galleon?) so it would take several well placed mines to create a defensive 'wall' of sorts. Like the mine launcher, limit the number of active units to something reasonable.

Pros- Enemy can't shoot effectively through it. Flying though it causes slight component damage, or possibly just some sort of extra drag.

Cons- You can't shoot effectively through it. It also damages you if you fly through it. Very low damage weapon. Useless up close.

Option: mine and cloud 'stick' to any ship that bumps into the core mine. Basically blinds the ship, but also provides some protection from incoming rounds.

1577
Gameplay / Re: Hwacha Tweek
« on: October 03, 2013, 12:38:40 pm »
You need to communicate heavily with your captain while firing it on a Galleon. I always tell my gunners to hold fire until I give the order, then I will reverse direction and hit the kero to come to a complete stop for enough time to empty the clip with scary accuracy. Since kero is still on, I end up going full speed in the other direction.

1578
Gameplay / Re: Carronades 1.3.2
« on: October 02, 2013, 08:24:56 pm »
I think you missed the point, and perhaps the fact that you have to use the claw/moonshine/tar means you are not as able a pilot. If you don't have to use ship damaging tools, then why use them? That nullifies point 1. Point 2 is also pointless. Aside from keeping the front gun buffed, there was very little damage taken in many of the matches I was in. Generally, this happens in stacked matches.

So, don't make pointless judgements on others' observations.

1579
Gameplay / Re: Carronades 1.3.2
« on: October 02, 2013, 06:44:31 pm »
Seeing lots of talk about being on the receiving end of this, or being the pilot and gunner. This illustrates part of the problem. I have been on blenderfish as an engineer. They are quite boring. Normally, I just stand around doing nothing as the gunner takes out balloons. I have taken to avoiding crewing them just for this reason. I would rather be on the losing side and have something to do, than be on a two-man ship.

I would remove heavy clip bonus for the gun at least.

1580
Feedback and Suggestions / Re: The Medium Fire Weapon We All Want
« on: October 01, 2013, 10:07:03 pm »
Give it a 25% chance of setting your own ship on fire (100% with lochnagar), as well as fully effective on ally ships. Much like mines and tar clouds.

That would even out the pros and cons a bit.

1581
Feedback and Suggestions / Re: New Engineering Tools
« on: September 28, 2013, 12:44:58 pm »
A good use for a tool called 'Gaffer Tape'.

Description:

"This will hold it together... for now."

Applies like the buff tool. Reduces all physical damage, especially shatter. CAN NOT CHEM SPRAY! Can not be applied over chem spray. Adds 10% fire damage per fire stack.

1582
Feedback and Suggestions / Re: ship design thread
« on: September 28, 2013, 11:44:27 am »
Something a little different.

Medium assault flanking ship. The design of this ship is meant to fill the gap between the Galleon and Goldfish, where as one is full side assault, and the other is full frontal assault. This ship has its main firepower concentrated at about 45 degrees, and is weak to both frontal and side attacks.  Has no guns with a 'good' forward or reverse angles, as well as poor crossover relative to each 'wing'. Good coverage to the front left and rear right with a medium and light gun with good crossover. Light coverage to the rear left and front right with one light gun each. Poor gun coverage directly to the sides.

Due to the odd gun placements, one turning engine faces forwards.  Widely spread turning engines give the ship a very rapid rotation. The engine and gun spacing make repairs more difficult as well. 'Wing' platforms create a lot of vertical drag, making for slow vertical maneuvering. Speed is average.

The balloon under the main deck is hollow, and houses either the hull or balloon, with the entrance port on the left side behind the ladder. The other point (hull or balloon) is on the main deck directly over the lower one. Access the the main engine is also through the narrow tunnel through the balloon. Helm is offset to the right of the top deck.





1583
General Discussion / Re: Raising consciousness for "stacking" !
« on: September 18, 2013, 12:22:09 pm »

What you may have seen are crews who spend a bit longer than usual because they want to make sure all of their players know what tactics to expect and ammo to bring.

I know what I saw, and it was not that. There were two ships sitting on the blue team, match after match, with the same meta loadout, same tactics for each match, and they would not ready up until good players got bored of waiting and left. The was the worst I saw. Other times, I have suggested that the more experienced captains try a less powerful build against -first time crews-. I am glad to say that some captains were happy to play along. Others, well, they just said "Shut the **** up" or similar.


Quote
So I should be punished when my team is doing well in a match? No thanks ^^

Punished? I really don't see how it would be punishing to make the match a little more challenging for an obviously superior crew and team. I would consider it more fun. Each to his own, I suppose.

1584
General Discussion / Re: Raising consciousness for "stacking" !
« on: September 17, 2013, 05:32:12 pm »
Stacking will happen. Achievement hunters will go for the meta builds with a double stacked team. They will take -no- chance of losing, to the point of sitting in a lobby for 30 minutes, not readying up, waiting for the 'right' teams to form against them. I have seen this first hand.

There is no real way to combat this lobby-side, as, like other people have said, it very closely resembles friends just wanting to play together, and thus getting good at the game, and people finding a crew they can trust and have fun with by happenstance (I do this often).

Rather, perhaps there is something that can be done once in the match. Perhaps create an optional handicapping system. If one team is completely dominating another teams, gradually weaken their weapons and components to create a more even fight. Or, add extra AI to the floundering ships.

Personally, while flying the Jeeves, I have told my crew to go easy on the other ships if they seem new. Sometimes I even fly so as they can get a better shot at us. It just seems more fun that way. And it gives those lazy engineers something to do.

1585
Feedback and Suggestions / Re: Game mode: Juggernaut
« on: September 16, 2013, 12:43:10 pm »
Would have to be tested extensively, yes. Perhaps even keep its results separate from the other games, so wins and losses do not count. More of a fun, exibition type of mode.

As per the marking and auto-repair, I considered this quit a bit, and you may change how you feel when you have 3-7 other ships all pelting you with everything they have.

1586
Feedback and Suggestions / Game mode: Juggernaut
« on: September 14, 2013, 02:18:56 pm »
Typical Juggernaut scenario on the city maps. 4-8 ships. 1-v-everyone/alternating.

All ships enter the game on the 'blue' team. As the match starts, one is randomly selected as the 'juggernaut' and becomes the 'red' team. The juggernaut gets full, permanent buffs on everything. Hull and balloon are fireproof. Pilot tools do no harm to the juggernaut ship. Juggernaut can not be marked. Hull armor auto-fixes n% per second.  Ship that kills the juggernaut becomes the next juggernaut, or one is selected at random.

Scoring:

Juggernaut (red team) gains points by killing other ships.

Blue team does not score points for kills.

First ship to 5-7 points wins.

-OR-

Ship with the most points after # minutes wins.

Misc Options:

Blue team may use Captain chat with each other.

Juggernaut can not hear the other captains, but can use Captain chat to address/taunt blue team captains.

1587
Feedback and Suggestions / Re: Sky Nets
« on: September 11, 2013, 12:19:38 am »
James, this game obviously takes place after Skynet has been defeated, and all electrical technology has been banned. So, it is implied.

1588
Feedback and Suggestions / Re: Heavy Harpoon
« on: September 10, 2013, 05:48:31 pm »
How about this instead:

Dual Heavy Harpoon. Fires two shots, one after the other. Rather than the cable being attached to the gun, it is attached between the two heavy harpoons.

Usage: Fire first harpoon at one enemy (or friendly?) ship, then target and fire the second harpoon on another ship. It ties the two ships together.

1589
Feedback and Suggestions / Re: Sky Nets
« on: September 10, 2013, 05:43:02 pm »
A net gun would be very helpful in taking the edge off ram-happy ships. I was actually thinking of posting this thought myself yesterday. Could be an ammo type instead, rather than a new gun. Removes most damage effects, increases hull drag.

As a bit of history lesson, the first airplane pilots did not have mounted guns. Rather, they would fire pistols and try to toss chains in the other pilot's prop.

1590
Feedback and Suggestions / Re: more diverse mines
« on: September 03, 2013, 12:44:40 pm »
I would suggest making one of the ammo types do a 'false flag' type of effect, as in just making a lot of noise for a while as if a ship was firing its guns. Effective at luring ships into traps.

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