Author Topic: My idea about new ship and playable planes.  (Read 5580 times)

Offline El Viejo Roble

  • Member
  • Salutes: 1
    • 8
    • View Profile
My idea about new ship and playable planes.
« on: August 12, 2014, 11:12:05 am »
I love this game, and sometimes when I can I play it and enjoy, in my opinion is the best co-op simulator ever created...

I'm sorry because I'n not english native speaker so my english could have some glitches.

My idea is substantiated with the creation of a new big ship (something like a carrier) this new ship sacrifices gun power by the ability of carry 2  scout small bipanes:

-The ship sacrifices the gun power, so it could have only two light weapons or one heavy weapon (only 4 places ship like the other ones) This ship should avoid close combat.

-The planes could be driven by anybody but the perfect classes could be gunners because the ammo selection and the sailors because their tools to maneuver. Some new sailor tools could be added in order to improve airplane performance. Engineers could be needed in the main ship.
--This feature about adding scout airplanes could improve the gunner class actually is a little bit discredited. Making a new ship which has 2 gunners or 2 sailors could be very interesting and original.
--If planes are destroyed they cannot be replaced until the main ship is destroyed (the possible pilots respawn in the main ship).
--If planes are damaged and they return back to the ship they could be repaired by engineers or someone who has the  proper tools.
--The main objective of these planes are to scout other ships and give damage support.

-The planes:
--In my opinion they could be steampunk IWW biplanes or steampunk monoplanes, with small dimensions.
--They could have 1 gatling or 1 flamethrower.
--They should be very weak but very fast and maneuverable.
--They should be driven easily without the necessity of a joystick.
--If the main ship is destroyed the planes could still in the air until the respawn, if the main ship is destroyed and the other team wins the game, the game ends up.

-New bigger map:
--A new bigger map could be added to recreate this new piloting experience.

These are some of my ideas to add playable planes and a new ship, it could give some fresh air to a great game like Guns of Icarus Online.

My regards, thanks for your time.
« Last Edit: August 12, 2014, 11:45:01 am by El Viejo Roble »

Offline Shinkurex

  • CA Mod
  • Salutes: 102
    • [MM]
    • 45 
    • 20
    • 43 
    • View Profile
Re: My idea about new ship and playable planes.
« Reply #1 on: August 12, 2014, 11:51:20 am »
Ahoy!

This type of ship has been mentioned before, and is certainly very interesting, however this is probably not going to happen anytime soon (if at all). Muse has been very adamant about keeping things extremely team based, and they would probably feel as though introducing pilotable planes into skirmish mode would break that.

clear skies,
Shink

Offline obliviondoll

  • Member
  • Salutes: 26
    • [BSky]
    • 7
    • View Profile
    • obliviondoll's blog (barely-maintained)
Re: My idea about new ship and playable planes.
« Reply #2 on: August 12, 2014, 07:30:54 pm »
I think I may have something here. This post will be long, and I have several proposals to outline, so bear with me.

There is one way I can think of to limit player-controlled Biplanes enough that they're not a way to circumvent the team-based (and role-based) nature of the game. Conveniently enough, this approach seems to me like it would ALSO help with the problem of Gunners being frequently cast as second-class citizens in the game. It requires several features to be included with Biplane behaviour:

1. Fuel. In place of the altitude gauge in the cockpit, or opposite/alongside it, there will be a fuel gauge. Fuel will replenish while the Biplane is on the deck of the Carrier and unmanned/engine is off. When the engine is on at 0 thrust, fuel should be used at a minimal rate, and when it's at full throttle, you should burn through fuel relatively quickly. Also, after taking damage, the fuel gauge should gradually drop, with the rate of fuel loss increasing as the plane takes more hits.

2. Ammo. Biplanes will be pre-loaded with ONE LOAD of standard ammo. A Biplane pilot can reload it with ONE LOAD of each specialist ammo they have on hand. Reloading a biplane will waste any unused ammo. Pre-loading will replace the default ammo with the specialist ammo loaded (allowing a double-load of one ammo type). Special ammo that increases (or reduces) turn speed will apply to the plane's pitch and roll capabilities.

3. Movement. Biplanes could be controlled by using the mouse (or right stick on a controller) to control pitch and roll. Turning speed should be adjusted based on the equipped weapon (faster turn speed for weapon = faster pitch and roll speeds) as well as the above mention of amo. The plane's current throttle setting should also affect turning, with a higher throttle setting slowing your turns. Speed should likewise be based on the weapon's firing arc (tighter arc = lower top speed and acceleration). The throttle controls could work like the helm with R and F, except that with 0 thrust, you stall and the plane's nose drops when the speed falls too far. Also, instead of a reverse thrust option, you'll have a single step below 0 thrust for "engines off". when switching either way between 0 thrust and engines off, there should be a short cooldown before the throttle can be moved again.

It's important to note that I'm suggesting for ALL of the above to be used to balance and limit Biplanes, NOT for one or two of those limitations to be implemented. The above conditions would ensure that biplanes need to regularly return to the ship to repair, refuel and re-arm. It would also make Gunners valuable for their ability to carry twice as much ammo. As for dealing damage to Biplanes, I'm leaning towards saying they should have a TINY amount of hull HP with armour HP roughly equal to a heavy weapon. As with anything else, armour can be repaired (but only while the plane is safely landed on deck) but the small amount of hull would be permanent damage.

As for how the Carrier itself should work, I have a few possible ideas:

1. A normal 4-player airship, with only 2 engines and only 1 gun mounted on the ship itself (relies on Biplanes for damage output). Captain equips 3 light weapon slots - one for each Biplane, and the single turret-mounted weapon. The ship would be relatively durable, but slow, much like a Galleon. With only 2 engines and a relatively flat layout, it should be relatively easy to Engineer, but this is because you'd potentially be seeing 2 crew members off the ship at times, and being 1 player short would be the expected normal situation. Also, having only 2 Engines makes it more vulnerable to being disabled, and also means that a single engine taking damage will cause more trouble for the pilot (much like Squids with 4 engines being tricky to handle while under fire).

2.a) A special game mode for 3 vs. 3 battles with each fleet having 1 Carrier and 2 regular ships. These ships would be larger, and could hold 6 players, with 2 - 3 turrets, 3 or 4 engines and the 2 Biplanes. With the 4 vs. 4 display of 2 ships top and 2 bottom, you could merge the top pair into a single entry with 3 crew per column. The top-right player is the Captain, and sets up the ship's loadout, while the top-left player would be the Squadron Leader, and is responsible for setting the weapons up on the Biplanes. Using this method, the ship could be made more complex, with an Engineer (or anyone with a rebuild-capable tool) being required to attach fuel lines to the Biplane after landing (automatic ejection when the engine is started). In this mode, it would be like a team deathmatch, but played to 4 or 6 kills, and the Carrier counts as 2.

2.b) An alternative game mode could have one team with a Carrier and two escorts, and the other with 3 or 4 ships trying to take the Carrier down. Similar rules to the above, but maybe with more crew and possibly even 3 or 4 Biplanes. In this mode, Carriers could count for 2 or 3 kills, depending on the size of the ship, and 5 kills to win might be more practical (3 point Carrier + 2 regular ships).

3. In any game mode (possibly exclusing 2 vs. 2), any 2 ships could be combined as a Carrier if a pair of Captains agreed. The structure of the ship would be much like what's described in 2.a) above, with 6 crew. In this case, the pair of ships would lose a crew slot each, and this action couldn't be taken if there are more than 3 players on either ship. The space normally taken by the 4th crew member would be replaced with an indicator to mark which "other ship" is the other half of the Carrier, and possibly to identify whether the top slot is the Captain or the Squadron Leader. Top-left should take precedence as Captain with top-right as second choice, while bottom-right should take precedence as Squadron Leader with bottom-left as second choice. This creates an order of Captaining vs. Squadron Lead being arranged under the same basic principles as reading in most European languages.

NOTE: I may come back and edit this with alternatives/additional thoughts/spelling/grammar corrections. I'm heading out now and don't have time for my usual proof-reading. Hope it's mostly coherent.

Offline Crafeksterty

  • Member
  • Salutes: 73
    • [GwTh]
    • 17 
    • 28
    • 45 
    • View Profile
Re: My idea about new ship and playable planes.
« Reply #3 on: August 13, 2014, 05:37:11 am »
I like to think that Medium guns (Heavy weapons) can have a new gun that deploys a remote biplane.

That way, we can make galleon that dream ship.
However, as much as the idea is great it wouldnt work well on the goldfish and the Spire as they and the galleon are the only ones to hold heavy weapons.
So in order for Biplane Heavy gun to be a thing, there needs to be another option of a heavy gun ship.

Offline pandatopia

  • Member
  • Salutes: 15
    • [OVW]
    • 14
    • View Profile
Re: My idea about new ship and playable planes.
« Reply #4 on: August 13, 2014, 07:04:46 am »
Okay check it, you can do this, but the planes only have a limited duration of 2 minutes before refueling.

If you die you respawn normally, but the plane is unusable for FIVE minutes.

Steampunk fuel gauges that dip down past RED-ZERO fuel and are only 80% accurate.

Now your main ship is a friggin galleon with a flat deck like an aircraft carrier.

You have to land this thing and an engie has to hit it to refuel it.

If you've ever been to the US Air and Space museum in Washington, DC, (about 10 years ago) you will remember they had a realistic training sim to see if you could land a F-16 on an aircraft carrier. Hint: it was basically impossible.

I think I just wet myself.


...

Also the main reason this would never happen is it basically would involve muse creating an entirely new game (much like boarding would), but it is neat brain-candy.

Offline obliviondoll

  • Member
  • Salutes: 26
    • [BSky]
    • 7
    • View Profile
    • obliviondoll's blog (barely-maintained)
Re: My idea about new ship and playable planes.
« Reply #5 on: August 21, 2014, 01:33:23 am »
I agree with a (VERY) limited amount of fuel. I think 2 or 3 minutes is a good maximum timeframe before you have to return to refuel.

If my suggestion for damaged planes losing fuel was taken, 3 minutes at lower speeds might be good, because going faster would burn through fuel faster, and going slower would make you an easier target, meaning you take more damage and burn through it faster.

Also, I think if a plane is destroyed, it should just be gone until your ship dies, not respawning on a timer.