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Messages - Helios.

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31
World / Re: The Order of Chaladon
« on: June 21, 2016, 03:58:21 pm »
teh chaledonians have a weird relationshops with the natural world of OTHER nations. as much as they recognise that to maintain their own warfooting t ey need to maintain a ecological balance, they also understand that the same is true for nations with whom they are at war. to win a war, nobody is ruling any tactics out, so the chaledonians who are experts at maintaining balance are also experts at disrupting balance. when they conquer the territory and defeat their enemies, they can replant.

32
World / Re: The Anglean Republic
« on: June 21, 2016, 03:51:45 pm »
the agnleans are technosavvy to be sure, but their bread and butter for acquiring resources isnt farming, its raiding. they go out and TAKE the iron they need for their weapons, they go out and TAKE the food the need to survive. some surely are farmers, but its likely they woudl be looked down on as weak by the raiding fleets that bring back TONS of food and materiel.

33
World / Re: The Anglean Republic
« on: June 16, 2016, 11:57:28 am »
it certainly looks pretty warm! it looks a little heavy to allow for fast attacks to unsuspecting cities, getting all the stuff they need and then rabbit. but who knows maybe they need to rob a armory or something

34
World / Re: Faction tactics and strategies and preferred loadouts
« on: June 16, 2016, 11:55:22 am »
the goldfish is very stylistically similar to the drawings of the yeshan buildings. also, the lanterns and swooping colored fins look very chinese, which is the cultural DNA of the yeshan visual style.

35
World / Re: Faction tactics and strategies and preferred loadouts
« on: June 13, 2016, 12:55:23 pm »
there are no Yeshan designs in the junker; it's 100% Arashi.

the Yeshans built a lot of the ships we play in skirmish: the goldfish, pyramidion, galleon. these ships together make a incredibly dangerous battle-fleet: hard hitting heavy weapons with pyras punching holes in the enemies' battle line and causing openings for goldfish to exploit and chase down retreating ships and bring them down or disable them.
the Arashi built the junker, a reactive ship designed to survive the harsh Arashi sandstorms and defending the desert strongholds. we havn't seen their other ships except the fleets in skirmish, but I imagine that the Arashi are unusual in that they could actually have a infantry support of the airships. they are the only ones tough and resourceful enough to support infantry movement through the terrible deserts. the Yeshans are clever but rely on their huge dockyards and navy to move their armies around. the fleet we see in alliance (which you can play if you play if you preorder the game) has long range sniper ships and short range snub-nosed, tough, short combat ramming ships.

36
World / Re: The Anglean Republic
« on: June 12, 2016, 04:22:42 am »
they are technologically the wealthiest nation (except maybe chaledon, but not in all the same areas of expertise, so its hard to compare.) Creating the zeus weaponized coil is the coup de gras of archeo-tech understood and concepts used to create new machines. their lack of natural resources or arable land means that while they likely have water from either desalinization or melting the snow, they must either grow the food in short growing seasons in the summer, or have vast underground greenhouses. either or both is likely the reality they would be forced to adopt to supplement their 'aquired' supplies from neighboring cities and towns

37
World / Re: The Anglean Republic
« on: June 11, 2016, 09:48:09 pm »
think russian vegetables: beets, turnips, potatoes, and other root vegetables capable of surviving the cold winters. i don't think its like arctic up there all year around, just... well a lot of the time

38
World / Re: What faction will you fight for?
« on: June 11, 2016, 09:45:38 pm »
opposed to the "junkyard miracle workers working in a desert" that gave us the junker

39
Feedback and Suggestions / Re: Preventing Decay / Reviving Interest
« on: June 09, 2016, 06:06:17 pm »
one thing about paying for game play mechanically different options is that there is an intentional and i think laudable attempt to make sure the playing field is as level as possible. in a game where the learning curve is so steep, it doesn't help to ALSO have some people paying for options the new players don't have. that's why everything is available at lvl 1. MUSE doesn't want a game where the newbs get stomped because they are underequipped, they want it to be all about skill. the vets have cool cosmetic stuff they can show off their levels with and cosmetic stuff they can show off, but the SECOND one has a mechanical difference that takes hard cash to unlock, you unbalance the purity of the 'everything unlocked at lvl 1' fairness. you jump in and you can learn how to play as well as a ryder or a roman and BAM you can do it all too, theres no grinding for levels to unlock the chute vent so you can keep up or any of that crap

40
Feedback and Suggestions / Re: Preventing Decay / Reviving Interest
« on: May 31, 2016, 04:14:17 pm »
yes new content would be nice, but i think its a point to remind you that there are aspects to the game you will discover and enjoy as you play it more. teamwork and weird builds will reach new heights and will amuse. stick with it, there are a lot of vets who can attest to the longevity even of just the things that are currently there

41
Feedback and Suggestions / crazy idea...
« on: May 30, 2016, 09:45:30 pm »
what if they just threw the ships and weapons and tools that they already have in alliance (crusader, failsafe buff kit, heyoke, zeus, corsair, etc) into skirmish?

thoughts being:

1) skirmish is DESPERATE for new content, this would be a whole lot of that.
2) the new weapons and ships are really really cool!
3) oh but helios they arent balanced for PvP! yeah i know that, but muse isnt going to balance them with a dozen people faster and better than 300+ people all racking up game play experience with these ships and weapons (and tools) will.

compromises:

make the new stuff only available in veteran matches: this will limit their use to people who already know the game, and if the spire nerf taught us anything its that using the population at large is a mistake when it comes to balance. it also might cause vet games to actually get people invested and interested in playing them, which is important.

introduce them one at a time over the course of a month or so, let people get used to each separately and get a feel for them before throwing in more features. HOWEVER given that all the vets have climbed the intensely steep learning curve and survived it, i feel like we are well equipped and mentally conditioned to grueling punishment more than most communities are.

oh, but we just added VIP and skyball is in the pipeline!  OK, but that's just another way to play the same ships with the same loadouts with MINOR modifications for new gametypes. if we see any changes further than MAYBE a mino-fish on skyball i will be VERY surprised

the ships and weapons are designed to combat huge groups of weaker enemies, not other player ships! any alliance ship loadout worth its salt has to balance the dangers of airplanes on the one hand and boss ships on the other, and all the weapons are perfectly adequate in fighting single opponents. if they are OP, balance them. in the alliance modes we are seeing ships with as many of the new guns as possible, and this is probably because they are unbalanced, and need to be brought back into a reasonable power range (remember when the only reason everyone didnt have a 300-ammo-lethal-at-any-range Apollo was it blew your eardrums out?)

we want new things but not to completely replace the old ones. these weapons fill new niches in interesting and cool ways, lets balance them and use them, or the faster method of course is: use them, and with good feedback, balance them.  basically i want to see the new ships in skirmish, and i think the value of having the community at large get to play with these cool NEW ships and weapons, and get SO much more feedback than can be gained with 3 hours of testing a week. its gonna be a weird couple weeks, but we survived the flamethrower bug/buff without too much lasting damage (lots of interesting burn scars, but they add character!) 

42
Feedback and Suggestions / Re: New update
« on: May 26, 2016, 06:20:38 pm »
I think the meta for VIP will calm down soon enough, and i think that vip hiding squids will fall out of favor as people realize that the run and hide strategy is horribly killed by a chasing squid or two. i think this might actually be cool to have the meta shift in the direction of fast and maneuverable rather than the static mobula game we have been seeing.

if you are worried about squids running away, bring an escort squid to hunt them down, its not rocket science

43
Feedback and Suggestions / Re: Suggestion: Crew disabling gun
« on: May 18, 2016, 03:29:37 pm »
th issue with any utility gun is balance: if its good enough that a pyra or junker would use it, then it'll be OP on a spire or mobula

44
Feedback and Suggestions / Re: Suggestion: Crew disabling gun
« on: May 17, 2016, 02:38:00 pm »
i sort of wish the Charybdis had this blinding effect. when a ship drives through a the poison cloud or a tar cloud, reduce the visibility of the people on ships

45
General Discussion / Re: are we excited?!
« on: May 03, 2016, 02:02:08 pm »
the escort ships can take out the VIP, it just doesn't net you as much. the VIP COULD run away, but they cant hide. i think its pretty cool, and would love to see it in the big pool for players to test the living daylights out of it

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