Author Topic: Ship special abilities  (Read 8822 times)

Offline Daft Loon

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Ship special abilities
« on: September 15, 2015, 02:04:43 am »
A few ideas for ship specific traits. Could be pointless, could be fun and or useful for balance.

Pyramidion - 10-20% flat damage reduction to the nose/beak/ram area or even the entire balloon armor. (I wouldn't actually mind having all the ships having areas that are less effective to target where it makes sense)
Galleon - Similar damage reduction to the heavy guns.
Goldfish - +10° side arcs for the main gun
Junker - Slow perm-hull repair by 'repairing' the full strength armor. Its made of scrap so easier in battle repairs make sense and being the easiest ship to 1 clip kill might not be op too much.
Spire - no idea
Mobula - Its verticality  already seems like a special ability as is, maybe something like +-5° tilt on the whole ship using those front turbines.
Squid - Easier engine rebuilds maybe?

Offline Lieutenant Noir

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Re: Ship special abilities
« Reply #1 on: September 15, 2015, 03:50:04 am »
Pyramidion - Armor increase
Junker - Damage reduction for Engines, Guns, and Balloon Health
Spire - Armour increase
Goldfish - Damage reduction for Heavy Gun Health
Galleon - Damage reduction for Heavy Gun Health
Squid - Damage Reduction for Engine Health
Mobula - Nothing

Offline DJ Logicalia

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Re: Ship special abilities
« Reply #2 on: September 15, 2015, 03:52:45 am »
These would have to be very specific, unique changes to keep them from just being pure stat buffs

Offline Kamoba

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Re: Ship special abilities
« Reply #3 on: September 15, 2015, 10:56:33 am »
Pyramidion, shadow strike! Damage bonus when attacking an enemy on their blind spot while unspotted.

Squid, Blink! The ability to vanish for a second and wind up facing enemy engines.

Junker, one free death, the ability to rebuild the ship from.its own debree, giving it an extra life before respawning normally.

Galleon, intimidate! If your ship has arcs on the enemy ship, the enemy get scared and their crews trousers all turn brown.

Mobula, upside down weapons. All weapons can be turned upside down for a limited time l, allowing Artemis to shoot up and carronade to shoot down as example.

Welcome ladies and gentleman to MOBA of Icarus.


On a serious note: Honestly I think Logic hit the nail on the head, unless the abilities were super cheesy it'd just end up being a number buff.

Offline Arturo Sanchez

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Re: Ship special abilities
« Reply #4 on: September 15, 2015, 01:23:01 pm »
Spire should insta kill by downwards ramming.

Or reduced impact dmg to hull when ramming downwards specifically at the bottom of the ship.

Offline Hoja Lateralus

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Re: Ship special abilities
« Reply #5 on: September 15, 2015, 01:27:51 pm »
Please do not touch the GOIO's fragile balance.

Seriously, though, sounds like a shit-ton of work that Devs cannot afford.

Offline Arturo Sanchez

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Re: Ship special abilities
« Reply #6 on: September 15, 2015, 02:30:32 pm »
Please do not touch the GOIO's fragile balance.

Seriously, though, sounds like a shit-ton of work that Devs cannot afford.

thats my first thought. But then I realised this is the suggestion section where all sorts of insane people suggest ridiculous and pointless crap with very clear lack of understanding of what balance and practicality is.

Offline Dutch Vanya

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Re: Ship special abilities
« Reply #7 on: September 15, 2015, 05:03:19 pm »
Please do not touch the GOIO's fragile balance.

Seriously, though, sounds like a shit-ton of work that Devs cannot afford.

thats my first thought. But then I realised this is the suggestion section where all sorts of insane people suggest ridiculous and pointless crap with very clear lack of understanding of what balance and practicality is.
none more than you

Offline Koali

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Re: Ship special abilities
« Reply #8 on: September 15, 2015, 05:41:34 pm »
*hands Vanya a fire extinguisher and a can of gas*

You've lit the flames. I give you the decision over whether they will grow or diminish.

*tosses some moonshine on the fire*

But I'll help with the growing.

Offline Daft Loon

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Re: Ship special abilities
« Reply #9 on: September 15, 2015, 07:31:39 pm »
Please do not touch the GOIO's fragile balance.

Seriously, though, sounds like a shit-ton of work that Devs cannot afford.

thats my first thought. But then I realised this is the suggestion section where all sorts of insane people suggest ridiculous and pointless crap with very clear lack of understanding of what balance and practicality is.

This was indeed a 'Throwing crap at the wall...' suggestion. The pyramidion one however I think has real potential, it looks like just a buff to hull and armor but adds some tactical depth by rewarding superior aiming or outmaneuvering. The goldfish will also need something if we get a hwacha nerf.

Offline Caprontos

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Re: Ship special abilities
« Reply #10 on: September 15, 2015, 08:08:55 pm »
Personally.. I'd rather this be something like stamina.. Where you select what "Style" captain  you are..

Basically give a positive and negative boost.. and one that's neither. So less heavy gun damage, more armor damage.. Or something.. Each loadout would have its own to chose.. An certain ones can't be used with certain ships.. (Since not all ships have the same options.. Like heavy guns).

So... (100% completely random, and doesn't have to be exactly any of these and I don't know what numbers are even balanced)..
Balanced - No benefits or negative (default)

Aggressive: +5% damage dealt +5% damage taken to armor

Defensive: -5% damage dealt -5% damage taken to armor

Favor guns: -10% damage taken to guns +5% damage taken to armor and balloon.

Speedy +5% acceleration and turning speed -20% max armor


Then for crew options, you would have stuff for engi that buffs and nerfs tool powers.. and the options you get are based on the tools you have equipped.. Gunner.. I don't even know.. Because ammo already kinda does this for them..

Sounds way more co-op then skirmish though. Cause.. Balance.. Could fit in for progression unlockables perhaps..

Offline Arturo Sanchez

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Re: Ship special abilities
« Reply #11 on: September 15, 2015, 08:39:05 pm »
*hands Vanya a fire extinguisher and a can of gas*

You've lit the flames. I give you the decision over whether they will grow or diminish.

*tosses some moonshine on the fire*

But I'll help with the growing.

now thats coming from alot of salt. too much a the slug will shrivel up and die.

as for my suggestions. Many of mine are actually accepted by muse when I email them.