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Messages - Machiavelliest

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76
Gameplay / Re: MAPS Balance Questions and Concerns v1.2
« on: May 24, 2013, 03:34:31 am »
I really wish the crazy king was random.  The predictable order isn't really crazy at all, and is more annoying than anything.

77
The Lounge / Re: Occupations and Careers
« on: May 24, 2013, 01:16:52 am »
I don't think "Losing Is Fun!" would go over well as your company slogan.

I got a degree in Aeronautical Engineering--right now I'm a pilot for the US Air Force.  The AE degree was just ahead of a music degree, for those of you who have seen my thread with Mr. Gong.

78
I agree, it would have to be a medium weapon.  I like the idea, though, because since it pushes the other ship, it makes powerramming not as easy.

79
The Lounge / Re: Silly Ideas That Would Break the Game
« on: May 23, 2013, 11:03:05 pm »
Then I would name my ship T-Spawn 4 Lyfe!

80
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 23, 2013, 10:59:12 pm »
Raspberries?  You mean butt soup.

It has always frustrated me that there aren't enough hits from either carronade to really make that shatter effective.

81
Feedback and Suggestions / Re: Fire! *Suggestion*
« on: May 23, 2013, 10:56:30 pm »
(for brevity) spreading flames would upset balance because it would make an extinguisher a mandatory item
Not really.  If I pop you in the balloon or hull with a flare gun and you don't have one, you're pretty much hosed, too.

My thought on the mechanics would be that, after a certain time (however many ms--we'll call it a 'tick'), a component on fire has a fire AoE based upon the number of stacks on the component.  I'm still on the fence about whether it would maintain any balance to have the component that's already on fire grow in size.

One other thing to consider: as more components catch fire, they are in turn heaping fire upon each other, so it could get wildly out of hand.

82
World / Re: Why airships?
« on: May 23, 2013, 01:10:15 pm »
As long as it's not an albatross.

83
The Lounge / Re: Easter Eggs we want in Adventure mode
« on: May 23, 2013, 01:09:32 pm »
DLC

84
The Lounge / Re: Silly Ideas That Would Break the Game
« on: May 23, 2013, 01:08:37 pm »
Flare


Flair

85
The Lounge / Re: Silly Ideas That Would Break the Game
« on: May 23, 2013, 12:30:36 pm »
Having to pre-heat your diesel engines in colder climes.

86
Just want to throw out that if you have a piercing gun that also gets more damage with ship speed the Pyramidion just became an insta-killer via ramming.

Also, projectile speed is so much greater than ship speed that, realistically, it wouldn't generate additional damage.

I was toying with the idea of a heated slug-like close range projectile.  I came up with piercing, but also sets fires.  The fire damage is pretty worthless against the hull (since you're going to destroy their armor and put out the fire anyways), but makes a component hit worthwhile.  I'd avoid piercing/shatter, since the spinnigun already has that.

Then again, all piercing weapons are piercing/shatter.  I think the fire would be another good way to allow some form of disabling.

87
Feedback and Suggestions / Re: Fire! *Suggestion*
« on: May 23, 2013, 11:02:51 am »
I do like the idea of spreading fires.  It definately makes the engineering triage game more interesting.  I -do- fear it will make the gunner that much more marginalized as a class.  It's a great suggestion, though.

The tar in the air is not tar, per-se.  Tar is fed with the fuel into the engine, combusted, and ejected, like what happens when your car burns oil and you get that nasty blue cloud.  The tar would't just suddenly ignite even if you shot flames into it.  It's all already been ignited.  So now we can move on from that 'realism' bit about the tar.

88
I absolutely cannot stand it when other pilots quit because they want all engineers, or they don't want two gunners.  If you want to try to run the perfect loadout with the perfect crew, join a tournament.  For what amounts to a pick-up game at the public ball courts, get over yourself and just play the damn game.

If you're not willing to flex your ship for the crew and expect the crew to do all of the changing for a public game, you're a captain in slot selection only.

89
Gameplay / Re: Spire Collection
« on: May 23, 2013, 10:44:27 am »
The top engi going downstairs is a very bad idea, that's the Caps job. The Captain should always be the second engi (still pilot class). The top engi needs to be constantly shooting that merc and fixing the balloon when absolutely needed.
Uh, what?  No, never.  Captain shoots the merc if it needs to be shot and the engineers can't be there, or better yet flies the ship to a location where both engineers don't have to repair.  He's right next to the helm then.  If the pilot brings a spanner, he can fix the balloon then, too.  If it's so bad you need both engineers downstairs, generally nobody should be on the merc and the pilot needs to be on the helm fixing the situation.

90
Honestly, I think only the gunner should get that constant, passive boost if anyone.  The pilot one is unnecessary because piloting tools take care of it.  The engineering ability to better repair/buff at all is taken care of by the engineer's tools.

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