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Messages - Caprontos

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136
Feedback and Suggestions / Re: Mobula Suggestion
« on: May 18, 2014, 11:54:30 pm »
Just gonna throw it out a random though on this.. Not sure how I feel about it even haha but..

What if, there was a ladder, that is at the opposite end of the hull the captain is in, that goes down to a third middle hull from which in here you could fix the hull and balloon easily.. but not get to any other part of the ship quickly.

This could be enough to add ways to mix up the Mobula play style, with out just removing its current play style all together.. It'd be both potentially risky or beneficial to use depending on the situation.. It'd need testing though to see for sure its usefulness/gamechangyness..


What if.. instead of a ladder it was a hole down, and once in this hall the only way back to the top is.. to jump out the bottom of the ship?... Well that would be ridiculous but just a second random thought....

137
Feedback and Suggestions / Re: Mobula Suggestion
« on: May 14, 2014, 09:42:38 am »
All I think the Mobula needs *from an engi point of view* is the bottom rear deck to extend across the back of the ship, so to get from one side to the other you do not need to use the ladders. The ladders are horrible..

Otherwise I am fine with the layout as is.. one engi either side + engi/gunner middle works fine... Just because it can't win every engagement doesn't mean its underpowered..  I've been in plenty of games where the Mobula felt very overpowered.. and games where the Mobula looked like free kills - but.. we could say that about all ships.. as that is caused by many factors..

As for the pilot using the middle gun, it should be removed and not used - it is obviously a glitch/bug. Going through the floor to mount a gun doesn't sound like working as intended to me.. I really don't think it should factor into if the Mobula's layout is balanced or not..


138
Feedback and Suggestions / Crew cosmetic slots..
« on: May 08, 2014, 10:28:50 pm »
While the cosmetic stuff is nice and all, its pretty much pointless for anyone who doesn't pilot much/at all.. I thought about it the whole sale to buy or not buy.. and decided to not buy because I wasn't going to fly anyway so whats the point?...

Short version:
Consider adding cosmetic item slots on ships that are used by the crew.

Longer version:
So I think maybe you could add in 3 other decoration slots... tied to crew 1 2 and 3 slots.. And the item that crew has equipped will show up in those spots.. Items could be equipped in our character menu maybe.. tied to our class..

This way the entire crew is decorating the ship and not just the pilot.. making this feature relevant to everyone and not just the people who fly(or captain but refuse to be the pilot)..

This could be just small items that appear in certain spots on ships.. or something bigger - idk... I am sure if you think about it.. you can come up with ideas for it.

Some random ideas..

Smaller things (each crew slot could have a location for these kinds of items so no conflicts).
- Plants
- Vases
- Posters
- pornography collection(jk)
- Misc items like weapons or tools etc
- achievement related items (level 15 class item, winning most wanted.. etc).

Bigger things (maybe less easy/possible because it could cause conflicts when two people use the same type of item but a different one)
- Balloon pattern (I know people want to pick things like stripes/crosses etc.. but maybe this better to let the ship owner decide but... just random ideas)..
- Hull/part changes.. Whether color or graphic..
- Gun effects (like the firework thing from the birthday event)
- Weapon handles (It seems all guns have the same control handles.. ? I maybe miss remembering so maybe this could be a swappable thing idk)..
- Event prize related things.. (winning major competitive events could offer these prizes.. or any event).


The issues I foresee are..

First, regulating what item to use.. Like if me and someone else uses the balloon pattern what happens?.

Which may mean not doing bigger things.. Or implementing a system to deal with this issue.. (just use the first one or random pick and ignore any others.. or a way for the player to pick a few items and it uses the first one that it can if any... etc)..

Second issue is joining mid match, which can be either.. it just ignores you and displays nothing for your slot.. or it updates on re-spawn..


- This idea may have been brought up elsewhere but I didn't see and doesn't seem to be a topic (less I am blind) so.... yeah!-

139
Feedback and Suggestions / Re: Hardcore setting
« on: May 05, 2014, 08:04:12 pm »
This isn't a new topic. I posted one long ago when 1.2 hit and basically all it got me was an outcry of..."SPLITTING THE COMMUNITY!!"

But frankly, I still say this would solve everything. Muse could then appease both factions and avoid a lot of the monster threads. Heck gimmie 1.1 mode as Hardmode and I'll never play normal again and I'll never see a reason to raise anymore fuss.

I see, I didn't actually think to look - but.. I guess times change or maybe those people didn't see the topic yet... It was all Gilder idea! *hides*

But seriously.. I don't see swap lobbies dividing the community.. people just play which ever.. and favor one - same would be true here.. people would play both but the majority will favor one. Having options would I think keep more people interested in playing longer.. then not having options..


there is no team colors
nah - keep the team colors. one needs to be able to distinguish friend from foe somehow after all. People struggle with identifying the side of an ship as is already - it's not like the ships fell into a bucket of neon blue/red color before they're put on the battlefield.

Well you can tell by communicating with your ally - what ship they are, etc.. But it maybe to far I agree.

+ no hitmarkers


That could work. .. I can't imagine using really long range with out hit markers (Well hard to shoot ones)...  but how much more satisfying would it be to see a ship die far away that you thought you might be hitting..

Perhaps you can see hitmarkers with a spyglass for this mode ... - so you need someone looking and communicating to know your hitting.. if we stick the idea to increased communication needs as a base for the pros of this mode.. Then spyglass is still useful long range anyways..

I guess someone can try to ask the devs about it in a fireside chat.. to see what they think..

140
Feedback and Suggestions / Hardcore setting
« on: May 05, 2014, 03:36:19 pm »
Pulled out of this topic, where it is offtopic:
https://gunsoficarus.com/community/forum/index.php/topic,3934.0.html


How about a Hardcore DM/CP  mode where, there is no team colors, friendly fire is on and no marking ..

Some other thoughts that may add to it..

- Make it so when re-spawning you can switch ships/load-out/class.. (This just would make it so you can't plan the whole battle in the lobby).
- Show only your own ship on the map..
- No drums
- spyglass function perhaps is it displays the ship on the map for a few seconds (friend or foe but no color to tell which)? or marks just end instantly.. not sure.. Maybe no use.
- In cp the color for capturing is the same for both teams.. and you can only tell who captured it when your points are going up.. This way you can't tell who's team is on the point when rushing in.. (more important for ck though)..

This game mode would force a lot more communication and team work or you might end up killing your own team mate.. etc.. Which I think could lead to some more interesting games or at lest different from the usual..

It could be a setting like swap lobby.

Feel free to add/change/disapprove any of that.. I think it could be fun/workable idea if done right and thought out a little..

Some how I feel this mode would create much rage..

141
Feedback and Suggestions / Re: Team-specific Ship Colors
« on: May 04, 2014, 02:31:26 pm »
It's not about forcing the balloon to be blue on blue team or red on red team, but forcing them to not be red on blue team or blue on red team. People would still be able to have green, black, brown, pink, octarine, or whatever kind of color they want, but red and blue colors should be restricted to those teams to avoid confusion.

I got that, I just meant I don't think that's what was being asked for. They are two entirely different suggestions.. One is to sort out the ease of telling what team a ship is.. and the other is to be able to dye the balloon differently for both teams.. for the sake of being able to make it look how you like..

Either way I don't really have an opinion on it.. I am not entirely for or against being able to use a red balloon on blue team.. Deception can be part of strategy..

I think the red and blue used has always been to similar in some maps/places.. to the point you can hardly tell them apart.. So making them brighter or more distinct would help... Being able to spot allies could also help.. but that depends on the devs, if they think its a balance/general issue not being able to tell..

Usually if I am not sure I try to use the map to see if our ally is somewhere other then where the ship I see is.. if spotting won't work.


Anyway I sorta agree with Richard here.. Removing team colors entirely could be interesting change.. But I don't know if it is the best idea.. It sounds less user-friendly then two colored teams.. Team work and being aware of what your ally is and looks like would be more necessary..

How about.. a friendly-fire enabled no team colors mode?.. I think that would make for some funny/interesting games.. add in being able to change ships when re-spawning and more chaos!- that's getting offtopic though..

142
Feedback and Suggestions / Re: Team-specific Ship Colors
« on: May 04, 2014, 10:14:42 am »
I think the suggestion was more to make it so we can dye the balloon how we like for each team.. Not force the balloon to be red  or blue based on team.

Maybe you like how black and red and blue and yellow look or something.. Once they add more options it might become more nice..



143
Feedback and Suggestions / Re: [Suggestion] Manual Starts Unlocked
« on: April 30, 2014, 08:32:14 pm »
While I agree with this suggestion - I think it should be noted.. Removing unlock-able content removes playtime from the game - imo. (playtime maybe not the right word but I can't think of one)..

So I would suggest  adding in something new that is instead unlocked, even if it is just things like concept art (I assume that is made for most things? haha idk really) for the gun on the guns page.. or something - to keep the same level of unlock-ables - available..

144
Feedback and Suggestions / 2v2 ck on dunes?
« on: April 06, 2014, 08:12:23 am »
I don't know if two points counts as crazy king but.. Do you think a cp on dunes with a point in the scrap piles either side could work?

I think it could work as a good alternative 2v2 cp that would be played a bit differently.. (open map, two points, etc)... but doesn't require them to make a new map or anything to special..

145
I think the downside to this class is... with 4 people that's 4 tools from the class on a ship - which is probably plenty in most cases..

Meaning the only time people will use this class is to level it up and probably not in to many serious situations.. Sorta like using a gunner in many silly to be gunner spots (like gatling gunner).. I highly doubt it would replace a second engineer or remove the 3 engi ship advantage..

I do like that the idea is based around a whole new thing, I just don't know how useful it is in practice as it's own class..

Personally I'd rather see Muse focus on fleshing out the three classes we have now, then adding an entirely new class.. (ie new tools new ammo to add more variation on what a class can do).

146
Feedback and Suggestions / Re: Gunners new Toy
« on: March 17, 2014, 09:31:43 pm »
Passive items are not going to be a thing. Ever. "Why?" you ask?

Because no other class has passive items!


I think gunner tools should just all work like the engi buff hammer, only one gunner buff allowed at a time (can stack on a engi buff though) (to many buffs allowed sounds bad to me)..

Then it can be balanced the same way the buff hammer is currently balanced.. (ie raise/lower buff time or raise/lower buff duration.. etc).



Another thing that could be considered with ammo is.. make it so ammo adds a secondary effect that only effects the reload after it was used... Like heatsink makes the gun not get firestacks 50% of the time for the next reload only..

I assume ideas like this could be found for most ammo types.. like small dmg boost from charged, or small range boost for lesmonk.. etc.. So if you use ammos in different orders, it will benefit you in some way..

Though that idea could be a lot of balance problems haha.. .. but a thought :S..

147
If one of the enemy ships is long-range they could potentially keep the transport from being able to auto-repair.. If it is big, and the route doesn't block it from different angles along the way.. This would probably be really easy to achieve.. Depending on times and what-not..

It maybe better to just have an ai engi on it.. If only the hull can be broken.. To avoid the whole issue..


148
Both these ideas were mentioned in lobbies the other day (ie someday before today... :P)..

Add a vote option to change the current lobby to a higher or lower ship lobby.. So Can change a 2v2 to a 3v3 or a 3v3 to a 2v2.. or a 4v4 to a 2v2.. etc..

This way if a lobby is dieing or you have enough people you can just change the lobby to accommodate it with out having to go through switching lobbies...

(I don't think anyone else posted it .. If they did I am blind, though someone may have suggested it in the past)..

--
The second idea is to change the way the next map is voted on so there is no timer.. and instead you can vote up until the timer starts for the next map (ie over half the captains ready)... At which point the map is chosen weather people unready or not.

This is so you can change the next map mid-lobby.. or for people who don't have an opportunity to vote because it takes them to long to load back in to the lobby can almost always now vote.

--
An randomly..  I'd like to see the option to pick if you want chosen or random spawns.. (Not that the pick spawn atm is necessarily bad I just think it might be nice).

Possibly the option to change all lobby options mid-lobby like the above (so change from a non scramble to a scramble and so on.. Where possible).

Also I want a timer for how long you spent in lobbies and a record lobby time... because... why not? haha..


149
Feedback and Suggestions / Re: AI customization
« on: March 16, 2014, 08:42:28 pm »
AI gunners don't use additional ammo types unless you force them to, and AI engineers don't know how to buff (and I honestly can't think of a way that Muse could make them buff without making them too good at it).

With that in mind, I think that all AI should be engineers with mallet/spanner/extinguisher.

From my experience.. Three engineer AI would be extremely limiting.. As you are basically either in tank mode or in no repair mode .. AI engineers will shoot in "as you were" if there is nothing to fix.. but if your under constant attack then they will not be shooting.. The AI gunner lets you have someone shooting preferably and two repairing.. (It might work for long range builds where you try to just tank while your ally gets them off you and you pull away.. but not in close range).

What I do want to see is that the game make sure it never puts a ship in to a 2 gunner one engi situation... Which has happened to me quite a few times... and usually results in you being an easy kill.

Also AI gunners should have a wrench not a spanner.. (I am pretty sure they have a spanner?)..

Also doesn't the AI reload guns if they have a non-normal ammo in them? They always seem to do this to me..

I think if they kept it limited to just being able to set the AI to only repair the parts you want it to.. You could make them more consistent/useful with out making them a lot smarter.. (IE like Zill says they can't jump but they also can't use shortcuts in general (like hitting hull of junker from the front, center pyra engine from below)..

They also, I think, rebuild slower then a human who clicks in stead of holds down the button.. They can't keep shooting if a part they are told to fix needs to be fixed.. They have to fix it right away (so mallet hit on fresh dmg often)...

All these little flaws would still let humans be better.. But I agree somewhat that we don't really want the AI to be so good we don't want to play with a new human player (We would still prefer people who know what they are doing even with this change.. just less so for people who don't know ).

If they did add this they would need to add a new ai command that was like "Custom" so the usually default is there.. but they would also have to implement some way for you to know what AI your getting.. Am I getting the AI I scripted to be a gunner? the main engi? the balloon engi? The whatever.. (Easily done with a priority list.. so if two humans use ai A if 1 human ai A and B and if three all three)..


I have thought about this before but usually come to the conclusion like redria's we don't want AI that is to good and so maybe the reason why features like this haven't been done..

I wouldn't mind seeing this in adventure mode(maybe co-op to?).. Since I think that will be playable solo/single player yes? (Not real on top of that.. clearly haha)... No balance issues necessarily in that if that is the case.





150
One thing I think seems true is gunner + fire = 5.0 rating almost always..

Anyway I think the score should just be removed, its not necessary really and doesn't tell someone how good they did.. And make your last match "What you did" thing appear in your progress tab somewhere because I miss it like 50+% of the time..


Now if they change the scoring so its not tied to class, so all actions add to the score (like your example) - maybe it would be more accurate but.. I still feel the score is pointless and might lead newer players to think they did poorly when they did really well.. or vice versa.. (though since its more a "for fun" bit, its not really an issue).

In short... For a game that's pretty situational I don't feel a score like this is useful basically.. But the what I did tab I would like visible post game and include all things I did.. (and as pilot, that my crew did)... Perhaps.. the score box for the last time you played - for each class.. My opinion on that end game score box anyway..



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