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Messages - Captain Phil

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106
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.

107
Feedback and Suggestions / Re: Boiler Room in Skirmish Mode
« on: June 03, 2013, 03:24:00 pm »
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.

For the balloon question, it reducing power to it will not slow down how fast a ship drops from the sky. The idea is a slower response and movement for vertical movement when the pilot is trying to go up or down. In no way can I see this being helpful.

As for the question on who is in charge of the power. A good player should be able so quickly reduce and increase power to parts within seconds, and the reset button I added will also help a ship get back on normal operations once the pilot of the ship no longer needs a particular part powered anymore. Also, you can just say, "do not even touch the boiler valves guys," since I am trying to make them not needed, but very helpful if used properly.

108
Feedback and Suggestions / Re: Boiler Room in Skirmish Mode
« on: June 03, 2013, 03:15:20 pm »
Where would the valves be? Would you have to go running to different parts of the ship or would it be a centralized console?

Valves should all be in one area for easy access, and they should not be that large so they can fit in on some of the smaller ships.

Looked at every ship and this is what I came up with,

Junker: The valves would between the ramp going down and the lower guns on one of the walls down there. Also there could be a spot on the side of the ship where you stand on the net. I would go for the interior location to give the gunner something else to do down there.

Goldfish: Two good spots on this ship. First spot is the wall you are facing when you spawn inside of the cabin. The second is on the wall right before you head down the ramp to the maneuvering engines.

Spire: Best place I saw was on the wall right behind the heavy gun. Also down by the hull a spot could be made for them.

Pyra: On one of the four walls in the center of the ship. Though probably not on the wall with the ramp heading up to the top port gun.

Galleon: On a wall in the main engine room, or on a wall between the maneuvering engines and the guns.

Squid: on the other side of the balloon next to the stairs heading to the upper engines, and there are two spots by the hull that I thought was a good spot for them. First one is the wall in front of you when you go down the stairs to the hull. The second spot is when you look at the hull, there is a nice empty space to the left that could be reworked to fit someone and a few valves down there.

109
The Lounge / Re: Silly Ideas That Would Break the Game
« on: June 02, 2013, 09:38:12 pm »
Self destruct button on the ship to suicide doing heavy damage to enemy ships and making it so they do not get the kill on you.

110
Feedback and Suggestions / Boiler Room in Skirmish Mode
« on: June 02, 2013, 08:47:16 pm »
A while back, the idea of a boiler room was mentioned about being added onto the ships for adventure mode. The concept of the boiler room is that a player would be able to change the flow of power throughout the ship to give benefits to different parts of the ship while reducing the effectiveness of other parts. I liked this idea and decided to come up with my own interpretation of the boiler room and how we could get it into skirmish mode without breaking the game and still giving it a new dimension. In current meta, as soon as you get a gat/flak combo on you, or your balloon is being camped, your dead. My boiler room concept will allow pilots to be able to escape those hard to escape situations more easily without rendering current meta tactics useless.

On each ship there is a spot made for five valves that regulate the power throughout the ship and a reset button. Each valve will have 5 different settings; 1: almost no power, 2: power drained, 3: normal (this is what everyone is flying on right now), 4: added power, 5: power at full. When all valves are at 3 you will have no spare power to distribute. Using the same helm keys that you use on the throttle, a player can reduce the power from one part of the ship and then transfer it to another part. The reset button can be pushed to automatically set all the valves back to 3.

Now for the example: The captain calls out for more power to the engines to get to their ally faster. Since the balloon is not needed at this point, the engineer drops the power from the balloon to 1 and raises the main engine's power to 5. Once they meet up with their allies, the engineer presses the reset button to restore power back to the balloon.
Now as for the effects of reduce or increasing power to different parts of the ship.

Guns: First off, in no way should increasing power to the ship’s weapons should increase the d.p.s. of the gun (reload speed, fire speed, or damage.) The whole idea of my concept is to allow ships to get out and survive sticky situations, not make you kill things faster since that would negate the whole point of a boiler room.
1: -80% turn speed and -20% slower reload speed. 2: -40% turn speed and -10% reload speed. 3: normal. 4: 10% faster turn speed and 10% of the gun rebuilt automatically when it is destroyed. 5: 20% turn speed and 25% of the gun rebuilt automatically after it is destroyed.

Hull: Same concept with the guns in not trying to break the balance of the game by allowing one ship to become ridiculously OP when you stick the power on full, but still allows the pilot to survive longer.
1: Cool down time for repairs increased by 20% and 20% longer rebuild if the hull armor is destroyed. 2: cool down time increased by 10% along with the rebuild. 3: normal. 4: 10% more hull armor. 5: 15% more hull armor and hull is 20% rebuilt aromatically after it is destroyed.

Engines: Self explanatory, but there is a valve for both your turning engines and your main engine.
1: -80% engine output. 2:-40% engine output. 3: normal. 4: 10% engine output and 15% more health. 5: 15% engine output, 20% more health, and 25% rebuilt automatically after part is destroyed.

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.

*adding power to a broken part will not rebuild it by x%. Only when the part has the extra power to it before it is destroyed will it have that benefit.

And that is my concept on how a boiler room in skirmish mode will work. I personally would love to see what Muse themselves thought up on this subject and if they are still planning on trying to fit it in adventure mode. What do you all think about the concept of a boiler room in skirmish, my concept of the boiler room, what will it do to current meta, and perhaps your own concept on what a boiler room should do.
And thanks for reading this through!

111
Feedback and Suggestions / Disable Map Vote Button
« on: May 30, 2013, 04:54:17 pm »
While the map vote was down for a while, it was really nice to be able to stick to one map. This made it easy for the cogs teams to practice since we could just stick to the one map we needed more work on. While creating a new lobby, I suggest there to be a checkmark box that we can click to disable map voting for that particular lobby.

112
Gameplay / Re: Mine Launcher
« on: April 09, 2013, 11:46:20 pm »
I wonder how they will shoot, click and hold? Tap the shoot to launch the mine close to your ship and hold it to launch it even farther; would make for precision placement.

113
General Discussion / Re: Video Recording
« on: April 09, 2013, 04:03:11 pm »
I may have to check this out myself too. Would be nice to get some game footage to show my friends and try to get them in on the action.

114
Feedback and Suggestions / Re: Adventure Mode Boss Ships
« on: April 09, 2013, 03:56:34 pm »
I know not on how the boss ship system will work; just that I will solo one with my squid....

115
The Lounge / Re: That Moment When...
« on: April 07, 2013, 01:16:44 pm »
The moment you release the tar barrel, and only your ally flies into it.

116
The Lounge / Re: Most Ridiculous Things You've Done
« on: April 05, 2013, 02:26:56 am »
I remember one time I moonshined rammed my ally to bounce off of them and ram kill the enemy for a quick kill steal.

117
The Lounge / Re: Introductions!
« on: April 03, 2013, 04:31:21 pm »
Firestone! welcome to the forums.... I haven't been talking smack about you at all :P

 Shhh!

118
The Lounge / Re: Silly Ideas That Would Break the Game
« on: April 03, 2013, 04:30:01 pm »
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.

Psh, this will make it too easy for a particular cloud whaler to get his kills.

119
The Lounge / Re: Introductions!
« on: April 02, 2013, 07:31:23 pm »
I may as well throw my introduction up now. Name is Captain Phil, and I have playing since open beta. Other than that not much else here, rather a mediocre player (ignore the high levels, I mostly fumbled through them all anyway), and I am a lone player with no one in my circle of friends to fly with and no clans to fly for. I will also do my best to help and teach any new player who is willing to listen and support GoIO to the best of my abilitys.

120
The Lounge / Re: Silly Ideas That Would Break the Game
« on: April 02, 2013, 03:10:29 pm »
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.. ;)

Indeed, that would be amazing having the ship fall apart around you as you took damage.

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