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Messages - Richard LeMoon

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1591
Feedback and Suggestions / Re: Helm rope - Tool or keybind suggestion
« on: September 03, 2013, 12:34:38 pm »
Just an extra thought, but as a counter to this, collisions should reset all helm controls (aside from maybe balloon rise) to neutral if no one is at the helm.

As per locking the helm accidentally, the wheel would only lock if you set your 'ropes' tool to active, then left the helm. As soon as anyone got back on the helm, it would reset. So, I suppose it would already be a 'tool + key (E by default)' combo.

1592
Feedback and Suggestions / Re: Anti-Personnel Ammunition
« on: September 03, 2013, 01:08:30 am »
Agreed. That is why the effects would be have to be so limited. The worst for me would be not being able to see target hits, but a good crew can overcome that. The rest is a bit of psychedelic post-processing. :D

Being a team game of multiple ships, the best matches I have seen are ones that have ships specifically made for disabling paired with ships made for heavy damage up close. I really see no difference, as the crew is part of the ship.

1593
Feedback and Suggestions / Anti-Personnel Ammunition
« on: September 03, 2013, 12:38:47 am »
Just some random musings and food for thought, not really expecting anything here...

The ammo types attack every element of the ship, except for the crew. I would not suggest having any type of round that would kill crew members. However, a valid tactic in many games is to temporarily disorientate the enemy with items such as flash-bangs, toxic gas, and tear gas. These effects would not last long (Less than three seconds).

These types of ammo would only work in mortar-type guns or flame-throwers (with other particle effects like green flames), would do zero damage to hull or components, but just might even the field a bit against those crack shots that seem to be able to hit anything even with a blindfold on. .

Suggested modifiers:

Clip size and velocity would be severely reduced.

Flash-bangs- double vision, ringing ears - <1 second duration

Stink bombs- strange colors, wavy vision - <2 second duration - if gun is damaged with ammo loaded, effects gunner (as if your ship was hit)

Tear Gas - blurry vision - least disorientating - 3 second duration - if gun is damaged with ammo loaded, effects gunner


Areas of effect:


Hull hits- slightly disorient pilot. Can't see 'targets' or hits on enemy ships until effect passes. Multiple hits would increase the effect.

Gun hits- disorient seated gunner (possibly unseat as if gun were destroyed?) Disorient Engineer with part in focus (fixing or buffing). Can't see 'targets' or hits on enemy ships until effect passes.

Vacant gun hits- Disorient Engineer with part in focus (fixing or buffing), Can't see 'targets' or hits on enemy ships until effect passes, otherwise, no effect

Balloon hits- no effect

Engine hits- Disorient Engineer with part in focus (fixing or buffing), Can't see 'targets' or hits on enemy ships until effect passes.

1594
Feedback and Suggestions / Helm rope - Tool or keybind suggestion
« on: September 02, 2013, 11:45:43 pm »
As it is, you can set your throttle to whatever, and it stays there after leaving the helm. This is useful at times. However, the wheel auto-centers. This is ok most of the time, but there are times when you would want to lock both the throttle and wheel in place for sustained turns.

What I suggest is actually a common sight on real ships, a loop of rope that holds the wheel wherever you set it. This could be done in two ways. A keybind (such as hitting space), or a pilot tool (such as rope, or auto-gadget). Given that this frees the captain to man a gun or fix things, while the ship is still able to circle a target a simple keybind may be too advantageous. A tool, on the other hand, would handicap the captain in other areas in favor of auto-circle.

Another possible feature of a rope/auto-tool could be the ability to set the balloon to rise or fall as well as helm rotation. This would help in those annoying situations where you are bouncing on the ground and the AI engineer thinks the flamethrower is the most important thing in the world to fix at that moment.

1595
Let crews vote on capture times in the match lobby after voting on the map. Everyone ends up happy (or not happy and leaves, just like voting on maps).

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