Razenth2009-08-20 05:30:32
Anything slower than a starbeast is easy. A starbeast CAN be tricky, but Nyd manages it just fine in the big as heck Hammer. And I don't see why empaths SHOULD have anything to do. The last thing I want is them healing. It means I didn't do my job.
Estarra2009-08-20 05:40:15
QUOTE (Razenth @ Aug 19 2009, 10:30 PM) <{POST_SNAPBACK}>
Anything slower than a starbeast is easy. A starbeast CAN be tricky, but Nyd manages it just fine in the big as heck Hammer. And I don't see why empaths SHOULD have anything to do. The last thing I want is them healing. It means I didn't do my job.
While I understand the sentiment, I think there should be at least some risk when you hunt which means the beasts have to hit!
I do have a little idea of giving aetherbeasts a new option that allows them a bit of a range when attacking.
Nydekion2009-08-20 05:47:43
Well, that'd only be looking at one end of the spectrum. If you look at aetherbeasts such as dragons, tendrils and various other aetherbeasts...they can instantly implode a ship less than 40-50 rooms if they get in a single hit. If these types of creatures had ranged attacks, it would make aetherspace more restricted than ever.
Razenth2009-08-20 05:55:34
I think an important thing here to is that unlike normal bashing, in aetherspace you usually can't tank the damage from a beastie.
Unknown2009-08-20 05:55:43
You could just make the ranged attacks a lot weaker than the melee attacks. Which makes sense.
Estarra2009-08-20 06:09:42
QUOTE (Nydekion @ Aug 19 2009, 10:47 PM) <{POST_SNAPBACK}>
Well, that'd only be looking at one end of the spectrum. If you look at aetherbeasts such as dragons, tendrils and various other aetherbeasts...they can instantly implode a ship less than 40-50 rooms if they get in a single hit. If these types of creatures had ranged attacks, it would make aetherspace more restricted than ever.
Well, I wasn't thinking it'd be the same for all critters, it'd be an attribute that is individually set (like attack speed) so it'd vary from critter to critter. Obviously, dragons would rarely (if ever) be able to do attack at a range.
Estarra2009-08-20 06:10:21
QUOTE (Solanis @ Aug 19 2009, 10:55 PM) <{POST_SNAPBACK}>
You could just make the ranged attacks a lot weaker than the melee attacks. Which makes sense.
Sure.
Razenth2009-08-20 06:17:50
If ranged attacks go in, then you'll REALLY need to fix the targetting issue. Some of zones around certain gnome ships are very... hot. The only way we're trading is dancing them away. If they can shoot us... now that wouldn't be fun at all.
PS: Need fix targeting issue so we have realistic chance of clearing them without having to drop 20 ruptures.
PS: Need fix targeting issue so we have realistic chance of clearing them without having to drop 20 ruptures.
Nydekion2009-08-20 06:27:43
Actually, what I'd like to see in addition to that bugfix would be a skill that allows an empath to get the id of all aetherbeasts and ships within a limited radius. That way, an empath can double as the person to call targets for the folks on turrets.
Gero2009-08-20 06:30:36
Also consider what it take to get hunting going, at least 5 people (for a full crew) , and a ship.
Moiraine2009-08-20 06:39:27
The way it seems to work now, you're either not getting hit at all, or you're dead. Even weak thingies can rip you apart in two or three hits unless your ship is a lumbering beast. It's also relatively dull.
We could maybe work on some new aetherbashing mechanics. For example, if we added a (weak) range attack, maybe those clumps of gorgogs would have a neat message about spitting a gorgog at you, and the impact forces the ship to change direction by a few degrees. Or those serpents, when they get a melee hit on you, wrap themselves around the ship and block the turrets, causing some collateral damage to the ship if they keep firing.
Fun to think about, anyway.
Edit: As far as rewards go, I really don't think they're good enough, to be honest. The ships represent a huge investment, in the ship itself, the equipment, the skillsets, getting crews together. The results should absolutely be better than what you can get just hitting things over and over. Of course, this applies most to the pilot and anyone working double duty, since the rest CAN just code themselves tons of experience. Add more elements to aetherbashing, and keep or even raise the rewards. No more afk crews, no more bitching about the investment, lots more ships flying around blowing things up. It's a win win win situation.
Editedit: Really big beasts, like dragons, could have special effects from their hits too. Ever seen the USS Enterprise take a hit, knocking the crew around like bowling pins? Same thing here, have really nasty big aetherbeasts have a chance of knocking people out of their modules. Maybe knock them prone with a short stun, or toss them into an adjoining room. Teehee.
We could maybe work on some new aetherbashing mechanics. For example, if we added a (weak) range attack, maybe those clumps of gorgogs would have a neat message about spitting a gorgog at you, and the impact forces the ship to change direction by a few degrees. Or those serpents, when they get a melee hit on you, wrap themselves around the ship and block the turrets, causing some collateral damage to the ship if they keep firing.
Fun to think about, anyway.
Edit: As far as rewards go, I really don't think they're good enough, to be honest. The ships represent a huge investment, in the ship itself, the equipment, the skillsets, getting crews together. The results should absolutely be better than what you can get just hitting things over and over. Of course, this applies most to the pilot and anyone working double duty, since the rest CAN just code themselves tons of experience. Add more elements to aetherbashing, and keep or even raise the rewards. No more afk crews, no more bitching about the investment, lots more ships flying around blowing things up. It's a win win win situation.
Editedit: Really big beasts, like dragons, could have special effects from their hits too. Ever seen the USS Enterprise take a hit, knocking the crew around like bowling pins? Same thing here, have really nasty big aetherbeasts have a chance of knocking people out of their modules. Maybe knock them prone with a short stun, or toss them into an adjoining room. Teehee.
Gero2009-08-20 06:48:19
I have carpal tunnel now from piloting while people laugh with their triggers.
Moiraine2009-08-20 06:49:25
QUOTE (SerenGuard Gero @ Aug 20 2009, 07:48 AM) <{POST_SNAPBACK}>
I have carpal tunnel now from piloting while people laugh with their triggers.
Poor guy.
See, Estarra? Add autopilot skills and screw over the gunners, it's time for the pilots to get a break.
Gero2009-08-20 07:03:27
We also take the blame if we die.
Xavius2009-08-20 07:09:17
QUOTE (SerenGuard Gero @ Aug 20 2009, 02:03 AM) <{POST_SNAPBACK}>
We also take the blame if we die.
To be fair, if a ship ever implodes, it was the pilot's fault.
Gero2009-08-20 07:32:09
QUOTE (Xavius @ Aug 20 2009, 12:09 AM) <{POST_SNAPBACK}>
To be fair, if a ship ever implodes, it was the pilot's fault.
Most of the time yes, Empath can take some blame some times. However we do have to work the hardest out of any module, maybe empath is equal.
Moiraine2009-08-20 07:46:31
QUOTE (SerenGuard Gero @ Aug 20 2009, 08:32 AM) <{POST_SNAPBACK}>
Most of the time yes, Empath can take some blame some times. However we do have to work the hardest out of any module, maybe empath is equal.
Nah. Empath is equally critical, but most of the workload is the pilot's.
Speaking of, what if the empath had some ability to block an incoming hit? Put it high up (at last, incentive to get higher Aethercraft for aetherbashing purposes!), make it so they can maintain a one-hit defensive shield. Protect your ship from some silly dragon's lucky proc. Using the module takes down the shield, having the shield taken down by attack disables the module for a little while(Or you can only raise the shield every once in a while). That would let the empath do a little bit more outside of their usual OMFG WE IS IMPLODING role.
Gero2009-08-20 07:51:33
QUOTE (Moiraine @ Aug 20 2009, 12:46 AM) <{POST_SNAPBACK}>
Nah. Empath is equally critical, but most of the workload is the pilot's.
A good pilot makes empath useless.
Xavius2009-08-20 13:08:03
QUOTE (SerenGuard Gero @ Aug 20 2009, 02:32 AM) <{POST_SNAPBACK}>
Most of the time yes, Empath can take some blame some times. However we do have to work the hardest out of any module, maybe empath is equal.
Work? Psh.
I've macroed steering to the numberpad. Five is ship look. Hunting looks like:
4444444445445444444445444445444 wall! 999666333666666566656666666566656665665665 all dead! 444 scoop 44444444444 scoop 44444444444 scoop
No work. Just no AFK time.
Zalandrus2009-08-20 13:15:50
I think it'll be tough to balance aetherbeast hitting with a pilot's ability to travel quickly. People aren't getting hit now because pilots are doing all they can to stay in motion or dodge the same room as the beasts, which requires pilot speed. Giving beasts ranged attacks might also make it more difficult for solo fliers to get to aetherbubbles. Maybe only let beasts range attack when they're engaged?
And, to respond to an earlier comment, yes, aetherhunting is a bit of socializing. Maybe not for the siphoner, but the three gunners are there and have to pay attention, as do the empath and pilot at the very least. And when you're up there for literally an hour, you start chatting at least a little.
I agree with Moiraine about the returns for the owner of the ship (namely, that they aren't high). It's great for people who can bum a spot on somebody else's ship, but it's difficult to make a return on one's investment of a whole ship + all modules, if that's something the admin are aiming for.
And, to respond to an earlier comment, yes, aetherhunting is a bit of socializing. Maybe not for the siphoner, but the three gunners are there and have to pay attention, as do the empath and pilot at the very least. And when you're up there for literally an hour, you start chatting at least a little.
I agree with Moiraine about the returns for the owner of the ship (namely, that they aren't high). It's great for people who can bum a spot on somebody else's ship, but it's difficult to make a return on one's investment of a whole ship + all modules, if that's something the admin are aiming for.