90
« on: August 06, 2016, 04:36:08 am »
I agree with most of your points from page 13-21:
Too many enemies, none of them feel purposeful. Giving them names could help. I, too, want to feel more STORY in the game. Make other damage types useful, no, not every gun needs to be useful, but having precise disables be useful, especially against bosses, would be a welcome change.
I would like to see boss ships be juggernauts. slow moving, hard to kill, but not necessarily nuking the player (*cough* Mercantile).
I also like your idea for single-shot consumables. They could even be purchased with real money if players didn't want to take the time to grind them out. Other games have this as an option, and so long as the price point is fair and the for-money option isn't better than the grind option, I would support it. You could even put a cooldown on how often these could be purchased.
I also completely agree with making locations take longer to take control of, and making it a big, important thing, complete with benefits and so on. I also agree with having the whole front line be "available" for attack, requiring the most active parts of the community to discuss where to focus their efforts.
Aside from all this, I HAD to reply to respond to a few ship-related things:
Magnate: You don't need stamina to do the side jump. You don't need to jump on the balloon to hit the main, jumping onto and then from the railing beside the balloon is sufficient. You didn't mention that you can grab the mid-guns from the aft side.
Corsair: Why fool with a stamina jump between turning engines when you can run between them along the metal bit? I didn't know about this, and didn't figure it out until 5s after I failed my first attempt at your stamina jump. The only advantage I can see is if you need to hit the engine and then get to the gun immediately, but I assumed when going from engine to engine, you're thinking about tanking while burning. You also didn't mention that you can grab the mid-guns from the fore.
The Shrike takes ~2s from spawn to drop down to the helm. I don't think this is an obscene amount of time, though the positioning still leaves a lot to be desired.
As for the turning engines on it, it takes ~1.82s to run between them using the stairs, 1.43s to run across the plank, and I don't see TOO much issue with it, at least, not much more than any other tight movement on other ships.