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Messages - Squidslinger Gilder

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2281
Gameplay / Re: Captineering
« on: April 22, 2013, 05:43:24 am »
If you are taking enough damage where you must hop off the wheel to help repair all the time then you probably aren't using your captains tools properly to begin with. You don't want to get in the habit of this as captains which make full use of all their tricks and tools will quickly overwhelm any amount of repairs that you can do.

Captains need to be able to help with light repairs and rebuilds on some ships (mostly ones with close balloons) but ultimately they need to be watching the battle and doing what they can to help the ship and crew survive. I'd spend some time in practice gaining good mastery of the pilots tools and you'll quickly find yourself a better competitor.

2282
The problem isn't gunners, the problem is bad players hitting quick match as gunner or bad players refusing to play anything else besides gunner then refusing to listen. Or the dreaded, sitting on a turret shooting at clouds acting like someone with the attention span of a goldfish.

I vote for perks Gunners get with the guns. Like say, give gunners the ability to instantly disable guns with flame like the game used to have. Or just patch that back. Seriously, bring back the original flames!

For other guns this would be similar. Heavy flak would work as it originally did. Rocket carrosel would fire like it used to. Lumberjack would get minimum range reduced. Others would get accuracy buffs. Similar to heavy clip except maybe a mix between that and normal operation.

Course, could solve a lot of this by just returning the game to what it was before the nerf. But if not, giving gunners these abilities back would help make them more viable.

2283
The Docks / Re: The Bully Boys
« on: April 12, 2013, 06:04:26 am »
The Bully Boys are entering the Cogs soon with their first squadron so stay tuned perspective members. The Black Flight flies again!

2284
Community Events / Re: "The Cogs" Scrimmage Signups
« on: April 10, 2013, 07:51:43 pm »
Alright we're finally ready to put our entry in. On behalf of The Bully Boys community we enter with our first squadron.

Team Name: Black Flight Squadron
Theme: Dogfighters

Ship 1
Captain: Gilder
Crew: FlyingHaggis
Crew: asdfpony
Crew: Afanickton

Ship 2
Captain: Brick Hardcastle
Crew: Oro
Crew: ScratchModed
Crew: Skeletal Lightning

Substitute Pilots (As of 4/10): FlyingHaggis, asdfpony

Substitute Crew (As of 4/10): Hudsonhawk, Big Fat Bob

Team Colors: Black, Blue
Team Logo: (See attached)

2285
Gameplay / Re: Defend point achievements
« on: March 24, 2013, 05:42:57 am »
Well if thats it then ouch. Sure hope that one gets changed. Guess that would mean I'd want harpoons on both mounts to pull ships off the point.

2286
Gameplay / Defend point achievements
« on: March 24, 2013, 05:07:48 am »
Sorry if this has been asked before but I haven't been able to find info on it and folks in game aren't sure either. I'm on that dreaded Scraps Pilot achievement. I've shot at ships, killed ships, and gone into the point and defended it from ships but no points are counting to that annoying 8 defend point part. At the point now where I'm running out of achievements and this one is preventing me from hitting more.

2287
Can you guys put a key in as to what everything means on that chart? I'd like to be sure what I'm going for. Adventure mode for sure but then it says you need Skirmish mode but I'm not sure what that really means. There are some noted with Adventure but without Skirmish so, I'm confused. There are a lot of abbreviations.


2288
If you guys want a neat model of keeping a simple economy and making it work. The old Escape Velocity games are good examples. It isn't as complex as you are planning but it has a simple mission based economy along with a main story mission series for each of the factions. If you side with one or the other you can end up doing missions for or against.

There was basically 3 or 4 different missions which variables would change randomly based on the port you picked them up at. Passenger ferry, light cargo haul, medium cargo haul, and then heavy cargo haul. Depending on the class ship you had you could only run certain ones and you would start the game with just a simple Shuttle. So you then had to eventually trade and work your way up, establishing your fleet and buying larger ships. Or you could go pirate and capture goods and ships at the risk of the authorities coming after you.

So how it could work in Guns is. You start with say a Squid or another new light class ship. Then you eventually work, trade, or fight your way to larger ships. Or settle in on a ship you like and a play style you like. Me I'd probably stay with Squid all the way cause I'm proficient with it but others would want to go up to the larger vessels where they would gain better cargo capacity and weaponry. They might have trouble against pilots like me so adding an escort option for large trade fleets might be good. Which Escape Velocity did have. You could hire escorts to defend you from pirates.

They also added a basic commodity trade system where you could make credits in another way to go with missions. I honestly never really utilized it much but I know other players who swore by it.

2289
"The most important aspect of Adventure Mode is that this world is alive.  You may have seen these concept sketches before on our FB but without the proper context.  Each faction is like a country but their controlled territory is ever shifting based on what the players in each faction are doing.  And being like a country, each has its own distinct cultural characteristics.  Some of the costumes in Skirmish right now are closely associated with factions."

This reminds me of the conquest mode that Soul Caliber II arcade had. For years I have been posting about it and wanting someone to make something like it. Your version is more advanced. In SCII arcade the conquest mode had multiple kingdoms where players could ally with. Winning matches would affect the balance of power. You could eventually wipe out another kingdom. The mode would reset when there was only one kingdom left. But the fact that made it fun was it was all done by players who played the game on that cabinet. You would play them as AI but the AI would adjust it's play style to suit theirs. Each kingdom would have it's own heroes and such, the ones who fought more often. You'd get your name posted too for it.

2290
Community Events / Re: "The Cogs" League Discussion
« on: March 01, 2013, 07:58:47 pm »
Been attempting to get some guildies into it so we'd have a team but it's been hit or miss. Got enough for a crew atm but getting them online to practice and just playing the game on their own hasn't gone so well. Couple I can only get online over the weekends. Got a feeling in the end I'll just be a free agent.

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