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Messages - Koali

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The Pit / Re: Red Button Consequences
« on: February 13, 2015, 05:56:59 pm »
The button press breaks Koali's connection with the Squidlet, allowing him to land some distance away. However, the button press also brings back the Spire boulder, which promptly falls on top of Koali, burying him once more.

Callsign Striker sadly forgot to check for the button's self-defense mechanism that prevents it from being wired up to anything. A large cannon appears and blasts confetti in Callsign's face. Koali emerges from beneath the Boulder in time to see it rise into the air and develop a green glow. "Whaaaaa? The legendary Magic Boulder from KSP? I thought they removed that!" (The world reset brought it back, woo!) The Magic Boulder's flawed collision box hits the button from 10 feet away, pressing it.

The Pit / Re: Red Button Consequences
« on: February 13, 2015, 09:38:08 am »
The Spire becomes a boulder and flattens Koali, but Koali survives due to his squishy Kirby-like anatomy. The boulder lands on the button as well, slightly denting the metal casing.

(And the rushing wind and blackout was me respawning because I jumped off of my Squidlet)

General Discussion / Re: Killing the community, one game at a time.
« on: February 13, 2015, 09:29:05 am »
The funny thing is that Cheeseness was like lvl 40+

General Discussion / Re: Killing the community, one game at a time.
« on: February 12, 2015, 11:14:34 pm »
I think I was a cog at some point. I was the left Engie on a SLUG Mobula captained by a friendly guy named Cheeseness. I requested a Hades on the lower gun mount, and he happily obliged. He gave loadout suggestions which I happily followed. I won't say I carried the team, because I definitely didn't. But I learned my way around a Mobula, and Captain Cheeseness even learned a Hades' arc. So I wasn't really a cog, I was a crewman.

The Pit / Re: Red Button Consequences
« on: February 12, 2015, 09:17:22 pm »
The button press causes everything to flash a brilliant white, blinding everyone from as far away as the Stamina thread in the Dev App forum. The world has been reset, and Koali sets out to establish his kingdom. Whilst flitting about over a grand valley in a salvaged scout balloon (imagine a small, single engine Squid). he notices a ruby glint on the ground below. Mistaking the button's alluring gleam for treasure, he swoops down and hops out of his Squidlet. He just has time to press the button before he hears the sound of rushing wind akin to falling from a great height and blacks out, waking up on his Squidlet.

Oh, and Indreams is still trying to write an essay to get into the beta team for College Simulator. (That alternate reality is still going.)

The Pit / Re: Three Word Game
« on: October 13, 2014, 04:05:44 pm »
moldy red cheese.

Feedback and Suggestions / Re: New Weapon Idea: The Water Cannon
« on: June 30, 2014, 11:21:05 pm »
Newton's third law.

So... Recoil? You can deflect an incoming rammer, but in doing so you'll destabilize your own ship? Sounds like an interesting mechanic. This could be used in so many ways. A Galleon could go slightly faster (by putting it in the rear-facing slot), a Junker could be made maneuverable (by putting water guns in all the side slots and floating sideways like a crab), a Pyramidion could cancel a ram (dual front-mounted water guns)... The possibilities are endless! This could be like rocket jumping: a mobility wildcard that could help or hinder you.

Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: June 27, 2014, 11:49:28 am »
There is another thread running about a "water cannon" light gun concept that extinguishes fires and pushes other ships, perhaps "washing off" Chemspray would be an interesting feature for the gun, but not an ammo type. I think Chemspray is balanced as it is.

I'd like to see that. Could you direct me to that thread?

Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: June 25, 2014, 06:20:36 pm »

Damage: 0

Range: 50%

Ignition chance reduced to 0%

Why? Painting the enemy Galleon pink with a flamethrower is funny.

This could be one of the best ideas up here. I mean, they'd be like "Oh noes, they haz fire! CHEMSPRAY ALL THE THINGS!" Only to be covered with paint.

1) we already have amazing thing which balances chemspray. Time.
2) "Chemical solvent" is kind of silly name from terms of chemistry... Cause lots of them are highly flammable, and huge amount are completely impossibe to set fire with.  The ones which are flammable are usually evaporise really fast to use them as a fuel for gun. 
3) in current game balance flamethrowers is a threat even for chemsprayed ship.  Pings/seconds spend on gunning/carronades which destroy spray status

To counter:
1) What about those impatient players who want to shoot things right now?
2) The"Chemical Solvent" would essentially be glorified water. Water is a common solvent, and just about anything could be described as 'chemical' in one way or another (I think). I just thought it would sound better than "Water Balloons."
3) I don't have any idea what to say here.

Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: June 25, 2014, 10:39:22 am »
How about an ammo type to counter chemspray, i.e. wash it off? Some kind of water shots, perhaps? These would probably help the opposing team by removing fire stacks, though. How about some sort of chemical solvent-type shot? Either a spray or a bomb-like projectile (like a big glorified water balloon). It could vary between weapons. (Big shot on most guns, but carronades, gatlings, and flamers get a spray)

Chemical Solvent
Removes the effects of Chemspray
Does only 50% damage <-- that can change for balance
as a spray -60% ammo capacity
as a bomb Only 1 shot


Guides / Re: Hamster's Pilot Guide
« on: June 24, 2014, 10:50:59 am »
As far as I can tell the airships still turn faster the closer to neutral your throttle is set.

I think you're talking about turning circle/radius (whichever you prefer) instead of turning rate.

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