Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Helios.

Pages: 1 ... 3 4 [5] 6 7 ... 12
61
World / Re: Faction tactics and strategies and preferred loadouts
« on: March 31, 2016, 03:22:58 pm »
in general, i agree.

in specifics i think there are a couple assumptions that are incorrect, namely that the population numbers are still recovering from teh epidemic. i think that the main effect of the grey wasting, or whatever it was called, is the cultural affects you described of some level of modesty and humility in the face of the mountain of dead countrymen who let them get where they are today. 

in terms of battle ships, from the mobula as well as the alliance ship the magnate who is also of MG design, we can see that the MG navy is designed for overwhelming force. the mobula as we currently see it almost exclusively is a long range disabler ships, but remember that in other configurations it could be a incredibly versatile 'anything' ship. its one constant feature is that it has a LOT of firepower put all up front. the magnate is maneuverable but largely designed for vicious broadsides, with two light guns and a heavy gun easily able to be brought to bear.

my theory is that the MG hope that their flamboyant golden-yellow heraldry and their powerful first strike capabilities would disincentivise attacking any trade convoy protected under the aegis of the MG.

it also makes them valuable as mercs: such a powerful first strike both minimizes casualties for whatever side hired them. good for the employer, good for the employee: the ruthless operators of the mercantile guild

62
i'm still going to push to have them include a version of retrieve where people are on both sides fighting for a neutral balloon while each sides's airplanes and AI controlled ships from alliance push with the player controlled ships.

i heard they planned to include an attack/defend game where one side is in a fortress and the other is in airships. that would absolutely make player controlled airplanes appropriate and alos amazing

63
World / Re: Faction tactics and strategies and preferred loadouts
« on: March 20, 2016, 05:09:57 pm »
i know that the mg hire themselves out as mercenaries and sell ships, because, after all, war is good for business, if you are in the business of war. the MG are in every business. they make a lot of money in peace and in war.

we know that the mercantile elite have sort of a subdued opulence, modesty is at least payed lip service. the whole nation is called the guild, so its unclear if everyone is involved in manufacturing and traveling around or in the support activities required to maintain that effort. if everyone has a stake in this endeavor, they might not be that destitute on the bottom. we know that the free market can, and usually is, not all that compassionate, but in a city with a huge demand for goods and services and having survived a huge plague not TOO long ago, there might be labor shortages in such a bull market. if the MG is as constantly at war as we might assume, especially if they are hiring out as mercenaries, there might be a pretty simple method out of despondent poverty: enlisting. in such a volatile world, its not unbelievable that the guild would be constantly looking for more folks to go do dangerous jobs, and given the community-first attitude that hold over from the days of the cure searching, i'm sure there would be no trouble in finding volunteers looking for fortune, and some would certainly find it. this avenue to fortune would create a huge pool of potential mercenary sailors, their support personnel who make a healthy living enabling them: ship builders, munitions factory workers, etc.
society could be awful in general, but the people we are playing as, if we play for the MG, they are likely fortune hunters or grizzled veteran traders, who have seen it all and survived. they have seen every kind of war, against every enemy: raiders, pirates and probably even the formal militaries of more than a few of the factions.

64
Feedback and Suggestions / Re: Skirmish Content Kickstarter ?
« on: March 18, 2016, 08:00:17 pm »
hoooly crap it says FALL 2016, that means no new skirmish stuff for a WHILE!

65
it wouldn't work very well in a 2v2 setting, but 3v3 or even 4v4s there's is possibility for a recovery

66
Feedback and Suggestions / Re: Skirmish Content Kickstarter ?
« on: March 18, 2016, 07:36:42 pm »
is there a date for alliance then? even a rough release would be fine if it means more skirmish content....

67
General Discussion / Re: GoIO Alliance
« on: March 17, 2016, 02:55:10 pm »
i got 'ride of the valkyries' but basically yeah...

YEAAAAH!!!!

68
i wonder if the heyoke or the charybdis would make the mobula nerf discussion somewhat different, so i think it will be important to know if those are imminent in skirmish or what, i HOPE they are! if they are then we have to have some idea how those ships work given the strange mechanics of these novel weapons.

69
Feedback and Suggestions / Re: Skirmish Content Kickstarter ?
« on: March 16, 2016, 02:57:40 pm »
forge ahead badge: 10 bucks? id buy that no question!

70
General Discussion / Re: How would YOU nerf the Mobula?
« on: March 15, 2016, 09:29:12 pm »
oh the other thing about the mobula that is weird is that its center of gravity seems like it should be above the balloon, which always makes me think it should flip over...

71
General Discussion / Re: How would YOU nerf the Mobula?
« on: March 15, 2016, 09:27:59 pm »
i always thought the vertical mobility was kinda weird for the mobula (but i think the mobula is weird already for reasons i may or may not get into below) and in terms of game mechanics its absolutely disgustingly strong. if you get through a withering trek through artemis shooting out your guns and the engie camping the hull so the hades doesnt take you out before yo get there. if you get through ALL of that, it can do one MORE thing nobody else can do to escape any other ship.

consider two things about this movement:
1stly, its teh fastest in that direction int eh game wich means unless you have chute vent and hydrogen: its gone

secondly with one exception all the balloon popping weapons are pretty damn intimate, so not only do you have to get in on the mobula under fire but you also have to get just a little bit farther, and the closer you get the more accurate all their shots are getting. meaning yoru carronade/flamer/banshee is destroyed for most of the fight. you almost certainly havnt done enough damage to their balloon to stop them from shooting up like a cork. so if you thought you had them on the ropes, by the time you get back to them, their hades has rained death down on you and probably a gat and a mortar have too, just for fun.
the lumberjack is therefore the only decent weapon for taking the mobula down a peg without running a gauntlet. the mubula will shoot it out in one 10 rocket salvo even if you are on pub matches, its just too damn big, and it takes forever to fix when it gets knocked out, much longer than it takes the artemis to reload... its also one of the trickiest guns to use, and even thogh ive practiced my little heart out, its still hard to line u shots on the mobula because its so flat, and height is the axis that is hardest as everyone who has ever played a spire and wondered why nobody was missing you can attest. nobody is getting it lined up perfectly except its going WIDE...

here's how i would nerf the mobula:
1 make the rise/fall acceleration a lot less. it allows a real opportunity if you can get to them to actually kill them without an unparalleled instant escape trick
2 increase the reload time on the artemis. its always been too good, a good hand with that puppy can disable a ship better than a  hwacha, and its often reloaded in time to get your hits in on the hull too. two (or if you are a real jerk, 3) of the little bastards can strip your armor faster than you can repair it, and drop you without pausing to change guns. its decent explosive damage is also perfectly able and willing to blow you apart. its the workhorse shatter weapon at range just as the gatling is the piercing workhorse: if you want it done right, theres no other weapon to take. if someone wants to take the mobula as it is now and slap a merc up top (or on the sides) as it stands leave the arcs the way they are. let people use them like they have been, the only real overpowered build is concerned with the double disable/hull killer rockets.

what this does:
it releases some of the pressure on the heavy weapon disable/reload issues that are causing the galleon and the spire such grief. most of the time its a hwacha or an artemis disabling your heavy weapon these days. a hwacha is rough, but at least you know a heavy weapon is SUPPOSED to be a brutal hit. a light gun knocking out all four of your guns is just absurd.

id advocate as i did in my other post, which was huge sorry, that these changes be put in one before the other separated by some weeks. give us time to see if one change will give us the balance we want, and maybe the other wont be required (or an overcorrection)

72
i cant imagine why VIP (SAC ATTACK!) would be hard to code, but i'm not a coder, so there's that to consider as well.

73
Feedback and Suggestions / general patch theory
« on: March 15, 2016, 08:23:44 pm »
i have a more general question about refining the upcoming balance to the degree that you have been, and its sort of a man-hours question. why not release smaller patches with a slightly more cavalier attitude and keep a close eye on it afterwards? i see this as having a number of effects, some of them you might point to and say 'yeah THAT is exactly why we DON'T do it that way' if so, then fine, but im going to think aloud for a few minutes, and see if the thought experiment tickles a fancy or two

having to rely on a tiny group of people in an hour long test of play means that maybe if you are incredibly lucky in who's online and how patient and willing they are to play a bunch of games in a row you get 10 games worth of feedback probably at the upper limit in an hour. given that there are 200+ people online at any given time, game testing could be done by both a broader range of people and in larger scale than the small batch style.

big changes would be met likely with confusion or annoyance, but let people really give stuff a whirl now and again, throw it in to the big pool for a day, see what happens....

im reminded of when the flamethrower got fixed, lo those many moons ago, and for some reason i was led to understand was unintentional, it suddenly did WAAAAY more damage. short term outcome:there was some grumbling, some people said that it shouldnt be used because it was broken, and there was a pretty delightful banding together of people to not exploit the imbalance to maintain good games. long term outcome: while it was patched a few days later, everyone who wasn't before now had their chemcycles DOWN. ive used chemspray ever since and it changed how the game was played, the flamethrower got patched, and everyone was so skilled/paranoid about it that it was rendered almost completely ineffective.

small frequent modifications does a few good things in my estimation:
it allows each change to be viewed on its own merits, allowing things to be tested against sturdier opposition than a everything change at once overhaul patch now and again.  will the change of turning speed affect the viability of the spire? who knows. will we know trying to measure a ship we are still learning how to fly again against another ship we are learning how to fly again. if you change one peice at a time the relative change will be more apparent because we understand better how it is behaving by measuing it against enemy ships we already understand. changing too many things at once ruins the intuitions we had about the other ships we are competing with. on the other side, if you knew how to overcome the strengths or exploit a weakness in a ship, now you can find out how the changes affect the viability tricks you have already polished.

with all that already said, i think it will do two other things that are HUGELY more important. the first is that it will shake the meta up periodically, keeping it from calcifying. there was huge upset over teh pyra nerf, but imagine if instead of a huge nerf it had recieved smaller incremental ones, and before it became useless maybe it woudl have been acceptable to all parties. the second issue is that the huge dominance of one particular ship, weapon, strategy, etc could be mitigated. i know that there are devs who actually play in teh scc, so it cant have been missed that the same strategies are being run week after week. slight changes over time might help put cracks in the impregnable wall of the top tier ships list. a tiny shuffle every couple weeks gives people a sence of both novelty with each patch bringing new tricks to learn (and the escape trick as well,) and also less time to fall in such a deep rut where so much emotional investment has gone into perfecting the perfect pyramidion formation charge to have it shattered. as i suggest, the faster patches i hope woudl lead to a more flexible attitude to change as the pace of change increased. if it was a series of smaller nerfs over time it woudl be less garring as well. if you perfected the pyra coordinated charge, and the pyra got slightly weaker in some way, you mihgt change teh strategy in a way that might still be fun, but be qualitatively different enough to be acceptable. if the same strategy was beign used as before adn it worked still too well, or the new strat was no better, then chip away again untill you stop seing 90% teh same ship and build in SCC's week after week after week.

i suggest that this gradual change, even if it feels like its a series of too little too late changes, could be faster than the big change all at once, considering how infrequently they arrive. i think it would also help preserve the things we love about the ships without changing them too much to fast and watching them in a single update change from a stalwart friend into a stranger. it woudl help preserve the things we love about the ships you guys did such a great job differentiating. not to get out the rosy lenses, because balance is always goign to be an issue, and always was too, but i think the nostalgia to teh past patch releases is because there has been these huge monumental changes that sometimes (in subtle but important ways, as we know small changes can have qualitative differences, especially in games where every trick is a hairsbredth from failure) change a ship so much that so few of our old tricks worked or worked so badly, that there is a mass exodus to a new promised land. the pyra had all aboard the pain train: it was a titanic force. a small change make every aspect of the imperious charge it was famous for weak enough that it coudl be dodged, when before it was very difficult, then stripped (admittedly its armor was never more thana gat clip away from gone, but still...) and destroyed in a single clip of mortar fire. the charge became only slightly less reliable, the penalty only slightly more punishing, but together it drove teh pyra from being a mainstay of competative play to a sideshow or a joke. two smaller changes might have driven it off its lordly position without driving it to the ground.

because it would bring much needed novelty to the skirmish mode that is feeling slightly neglected, something i hope will change once alliance is out and resources become more available, and because smaller more frequent changes are more likely to get you to a balanced scale, i ask that huge patches be avoided unless there is dire need, something i wouldnt expect there to be if the changes are frequent enough and small and targeted (and well tested)

i know that was a lot, and i may just be channeling all the midterm papers that are being written right now (its as if a thousand souls suddenly cried out, and went back to work....)

thanks,
helios

74
World / Re: Planes in the world: designs and inspiration.
« on: March 14, 2016, 03:11:46 pm »
the conflict that sets the high water mark started more or less ww1 tech, but it evolved as the war went on for decades. it stands to reason then that the airplane combat technology would have imporooved a lot since open topped bi-planes.

id love to jump in on the whole which airplanes for which faction discussion but i know most of nothing about the subject, so i can really only offer what i've already posted on the culture and relative values of the various factions in other posts.

75
Feedback and Suggestions / Re: vet games:blind pick
« on: February 28, 2016, 11:46:02 pm »
right?

Pages: 1 ... 3 4 [5] 6 7 ... 12