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Messages - MidnightWonko

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31
Well, perhaps mirrored ships?

On the incoming pirate Squid...

"Hey Jack, look! A lone Pyramidion... And it looks like it's full of treasure!"

"Hey Will, you're right! Let's sidle up to its starboard side-- no guns there!"

"Wait, wha--"

And the Squid disintegrates from the Starboard Gat-Mortar bifecta on the mirrored Pyra.

If that were the case then Spyglasses would become useful for more than just tagging ships.

32
Feedback and Suggestions / Re: Pilot tool: Rebuild signal
« on: March 13, 2015, 03:34:51 pm »
Yes, but more than one person may take it, and used approprietaly, might render the ship invulnerable.

The effect wouldn't stack, though, and has no repair power at all; only rebuild power, and very minor at that:

Looks kinda like a radio.  While active, all destroyed components rebuild at a rate of...Iono, like maybe 1/sec.

Cons: does nothing for simply damaged components.  Must remain actively selected to work (thus making it pretty much unusable synchronously with a repair tool).  Occupies a slot that could be taken by a mobility pilot tool (pilot) or a spyglass (engie or gunner).  Does not stack with other Rebuild Signals on the same crew.  Slower rebuild than any engie tool on a single component.

Or did you mean that even that would make ships insanely hard to destroy?

33
Feedback and Suggestions / Re: Pilot tool: Rebuild signal
« on: March 13, 2015, 04:59:55 am »
Would definitely need to be a helm tool and also some con along with it which is a bit hard to suggest because most cons wouldn't effect you. Oh no, I've lost speed while my engines are down.

The unobvious con is that this tool would occupy a slot that would normally be taken up by another tool like Phoenix Claw or Kerosene.  Beyond that, though, I think also reducing mobility somehow isn't a bad idea, as there would otherwise be no reason to turn it off when a different pilot tool is not needed.

I don't see why it would have to be only useable on the helm, though; any engie or gunner who takes it is not taking a Spyglass.  A crew that is able to coordinate so that at least one crewmember has a Spyglass while the others have other pilot tools to compliment the rest of the ship, in my opinion, deserves the benefits of their teamwork.

34
Feedback and Suggestions / Re: Oh boy, another gunner balance thread
« on: March 11, 2015, 11:45:06 pm »
Well what if the gun buff from the buff hammer varied depending on whether or not a gunner was on it?  Perhaps the hammer's buff could be just a max HP buff without a gunner, and an additional damage buff as well when a gunner is on it?

I wonder if that would be a pain to implement.

35
Feedback and Suggestions / Re: Oh boy, another gunner balance thread
« on: March 11, 2015, 03:50:17 pm »
I wouldn't argue that gunners are pretty optional on a ship.  What I WOULD say is that they are easily capable of maximizing the efficiency and potential of pretty much every gun on the ship, making their ships that much deadlier.  As I said in a previous post, in a game like this, we solve our problems with violence, so why not do it right?

I would also assert that gunning is only simple if you're not doing it right.  There's a lot of things to think about, like which ship in your arc deserves to die first, what part of the enemy's ship to aim for, how to lead the shot, what ammo to use based on range of visible enemies or predicted range of unseen enemies, when it is safe to change ammo types, and whether or not to hold fire.  Having to think about all that as well as whether or not to temporarily abandon the guns to help the engies repair during emergencies or to keep shooting until the thing causing the emergency explodes makes for a highly interesting and deep class in my opinion.

So what is the real issue here?  Is it that so many people desire engineers on their ships for improved repair ability?  Or is it that buff hammer on guns is so powerful?

36
Really just like anything that is class based, sometimes you will not need certain classes. Does not mean that a class needs buffs....

Sorta like how spies aren't always necessary in TF2?

37
Feedback and Suggestions / Re: Make all pilot tools usable by crew.
« on: March 10, 2015, 12:08:28 pm »
Moonshine: used off the helm, it gets your character hammered.

38
Feedback and Suggestions / Re: Pilot tool: Rebuild signal
« on: March 10, 2015, 12:06:14 pm »
Engineers would never take spyglass again because this tool would make them very over - powered, even if this tool had a downside, it completely removes the point of disable weapons entirely and I cant see any down side which would make this tool balanced, even if the effect was very minor...

Need things rebuilt faster? Get your gungineer on repairs on vital components. :)

I imagine it would need some tweaking, but with how big of a deal tactical awareness is, it would be redundant for both engies to use this item.  It would also be anywhere from crazy hard to frickin' impossible to use this while simultaneously repairing, rebuilding, buffing, or fighting.  It would also be COMPLETELY impossible to use while gunning.

Anyhoo, we're all here to bat around ideas, right?  What do you guys think could make this a viable pilot tool?  ...or other tool...?

39
Feedback and Suggestions / Pilot tool: Rebuild signal
« on: March 10, 2015, 12:00:32 am »
Looks kinda like a radio.  While active, all destroyed components rebuild at a rate of...Iono, like maybe 1/sec.

Pro: useful when multiple components are destroyed.
Cons: does nothing for simply damaged components.  Must remain actively selected to work (thus making it pretty much unusable synchronously with a repair tool).  Occupies a slot that could be taken by a mobility pilot tool (pilot) or a spyglass (engie or gunner).  Does not stack with other Rebuild Signals on the same crew.  Slower rebuild than any engie tool on a single component.

40
Feedback and Suggestions / Re: Make all pilot tools usable by crew.
« on: March 09, 2015, 08:35:03 pm »
I was recently considering the same thing, of pilot tools being incredibly useful for a pilot and utterly worthless for everyone else.  I considered simply allowing their corresponding component to operate at full power, regardless of damage (except for destroyed components).  It just seemed to me that if they did, though, they would still be eclipsed by repair equipment.  Consequentially, I'm still at a loss for what else they could do.

41
Any word on what stamina does or doesn't do?

42
Feedback and Suggestions / Re: Marine Ninja's list of ideas
« on: March 09, 2015, 07:05:12 pm »
I'm all about the idea for pistols and swords as decorative items.  Those would be hot sellers on the shop, I'd wager.  I kinda have issue with marine combat, though.  This game concentrates on balloon dogfighting, and does so quite well.  Games that try to focus in too many directions wind up either doing them all poorly or only one of them well, while the rest of them might as well not even exist.  Moreover, I would prefer this game just be about the dogfighting.  It's plenty complicated as it is without tacking on an FPS.

As for the co-op campaign, isn't something like that already in the works?



43
While I continue to disagree that gunners need anything to make them a more viable option on a ship, I will still offer a suggestion (even while contending that it is unnecessary).

My idea is very simple in principle: remove the pilot and engie item slots, and replace them with wildcard slots that can be from any of the three classes.  This would allow gunners to take, for example, a repair tool and a fire suppression tool, at the expense of leaving behind a spyglass.  The caveat to this might be that it could also allow engies the ability to also trade off their spyglass for a second ammo, so even if I thought gunners needed a buff, I would still be conflicted about this change.

I dunno, maybe one of you who find gunners lacking can bat that idea around until inspiration conceives a better one.

44
I was under the impression that gunners were in a reasonably good place.  On many ships, they are useful, be it for making each individual gun more versatile or for having the personal versatility to maximize the potential of each of the ship's diverse guns.

To that end, I don't really feel like gunners need a buff.  I wouldn't recommend a gunner on a Squid, as they tend to use fairly simple guns that can be adequately used by gungineers, though most other ships are best complimented with a single gunner.

Most problems encountered by a crew in this game are best solved with violence anyway.

45
Feedback and Suggestions / Re: swords
« on: March 06, 2015, 04:41:48 pm »
The more cosmetic items the better. I'd like to eventually see TF2 style taunts/shouts in the game especially since seeing other players on enemy and ally ships is possible but having special cosmetic items would be awesome to have special taunts/ end game win poses attached to them. Like you buy a saber and do a special saber rattling taunt.
Speaking of shouts, has anyone heard the RubberRoss voice samples?  Did he take the voice acting seriously at all?  I mean, I've heard the stuff he's done while playing Sakura Spirit with Arin and Danny.

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