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The Gallery / Re: First .gif Hope you enjoy
« on: June 03, 2013, 03:51:46 pm »
Poor pyra, seen that happen a few times in games.
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Balloon: once you get a very skilled balloon popper on you, you are basically doomed unless you get assistance from an ally. Adding power to the balloon should help make it less impossible to get out of that situation without making balloon popping tactics obsolete.
1: -80% vertical movement. 2: -40% vertical movement. 3: normal. 4: 15% vertical movement and 10% rebuilt after balloon is destroyed. 5: 20% vertical movement, 25% of the balloon automatically rebuilt after it is destroyed, and is rebuilt with 15% additional health.
I know this is a very minor point, but in the current game state, wouldn't reducing vertical movement by 80% help ships with no balloon, equivalent to how people use the negative effects of moonshine when they are ramming to protect their rotational momentum? It won't help with mitigating the damage to the hull, but it would cause the ship to not hit the ground so fast, all while freeing up resources to actually put toward the hull itself. I know it's just semantics but I felt the need to point that out.
As for the core of the idea itself, I really like it. Having someone in a semi-permanent position, similar to the pilot, who delegates power resources in the same way the captain delegates human resources is really interesting. I think it could be made to fit to skirmish mode in time and all of the suggestions you made seem pretty reasonable to me. I like that it's more about pushing your ship to the limit depending on what you are doing rather than of just boosting meta-offense or excessive-hull-tanking. May require some tweaking, but most of it is there. The only real issue I see with it is who exactly is going to be in charge of the boiler room out of the four people on the ship... the real balancing is going to involve whether the crew is going to be sprinting to the hull to rebuild it faster, or sprinting to the boiler room to rebuild it better. It's effectiveness as a tool is going to directly effect how much time is spent there, and therefore, how much the ability to tweak the smaller systems will be used, compared to setting it at the beginning of the match and forgetting about it.
Where would the valves be? Would you have to go running to different parts of the ship or would it be a centralized console?
Firestone! welcome to the forums.... I haven't been talking smack about you at all
The helm being a destroyable component.
The ability to drink the moonshine and go blind.
Sky Whale pheromones, spray it on another ship and a sky whale will appear and try to mate with it.
Parts of the ship break off as you take damage, making you jump of holes in the deck to move around.
I like that one..