Author Topic: New Role Ideas  (Read 15968 times)

Offline Hoja Lateralus

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Re: New Role Ideas
« Reply #15 on: June 11, 2014, 04:58:15 am »
I think a "combined role" as gungineer has no future and even if it was created it would cause a lot of mess, because people would want to have engi-captain or other things and we would have all sort of discussions again and again and again. As someone said, instead of making up new roles we have to / should make gunner more needed on the ship. The best and cleanest way to do it is to modify / add ammunition types that would make him more useful and specialised - for instance rounds that would do +25% damage to the baloon but -40% damage to the rest. Numbers are totally random - i just want to show a certain trade off which can be useful in some times (the not-so-uncommon strategy to destroy the baloon and then finish off the ship when it's on the ground). Just as engineer has many tools to do different kind of repairs - gunner has to have many tools to make destruction.

Offline Shinkurex

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Re: New Role Ideas
« Reply #16 on: June 11, 2014, 08:04:55 am »
Gunner viability has been a topic for discussion among many people at many different times. Awkm is currently running some experiments in the Dev app with new ammunition, and if you would like to take a part, I recommend emailing

I've already posted my stance a long time ago on this thread:,410.0.html

and my stance has not changed since then. I will always have a gunner on my ship.

Clear Skies

Offline Twomd

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Re: New Role Ideas
« Reply #17 on: June 15, 2014, 07:37:30 pm »
I am going to strafe from the whole gungineer idea for a second. What if they made a boarding class, whose goal was to disrupt enemies through direct combat. You could make another slot around that too. If everyone was given their standard loads, with one "board weapon", they could fend off enemies, or if their ship was almost certainly going down, make a last ditch effort to board the enemy ship and eliminate personnel. I've played a lot of video games that in their infancy were slower paced, and to solve this became COD lookalikes (never forget the old ace-of-spades). Although it would mean that some people would play like the gun-ho shoot everything on screen, but would be punished unless they can actually fit their niche. If this boarder class existed, he would only have one repair tool, one ammo type, and one pilot weapon, making him pretty nerfed unless ships got near each other.

Cool Ideas for boarding slot weapons

 -spread of pellets allows for effective close combat
 -Slow to reload, slow to switch weapons (instead of instantly being able to fire weapons, they need to be equipped prior to firing).
 -Good damage per pellet
 -One shot per reload

Steampunk Machine Gun
 -10-20 shots before reloading
 -fairly quick fire rate
 -low damage
 -moderate weapon switch speed

Vintage Rifle
 -Long distance
 -able to shoot from your ship to theirs
 -high damage
 -slow reload
 -one shot per load
 -slow to arm/switch weapons/deploy
 -scoped zoom
 -fast projectile speed

Captain's Revolver
 -6 rounds
 -Slow reload
 -Very quick deployment (allows people to jump off of guns/wheel and shoot within seconds)
 -Good fire rate

 -Melee distance
 -Quick speed
 -High Damage

 -Melee distance
 -Slower speed
 -lower damage
 -decent rebuild
 -poor repair

Boarding could become something that attracts the adrenaline gamer, but I think it would be kinda fun to board enemy ships and have crew fights. Perhaps they could introduce individual death timers, so that if you fall off of  your ship, or are killed by small arms fire, you can come back after a short time. I believe if ship ramming is a viable option in GoI, boarding party tactics should also be incorporated.

Maybe they could even have a ship with a hatch at the bottom, but lack high damaging weapons and armor. It could be a dreaded pirate ship.

Offline DMaximus

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Re: New Role Ideas
« Reply #18 on: June 15, 2014, 09:03:28 pm »
Muse has stated that boarding isn't ever going to be an option:,463.0.html

Offline Coldcurse

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Re: New Role Ideas
« Reply #19 on: June 16, 2014, 01:30:48 am »
are people seriously continouing making these ideas?  :-\

Offline SirNotlag

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Re: New Role Ideas
« Reply #20 on: June 16, 2014, 10:18:03 pm »
are people seriously continouing making these ideas?  :-\

I've noticed every time there are new players join the game one of them always starts a thread for a new class that is either gungeneer or boarding. Neither of which will ever come to pass because they just do not fit the game

There was that one time the dude thought up the operator class which was kinda neat with all his gizmos for gathering and disrupting information, but that was an exception to the rule.