A button to repair ships on the map screen, rather than having to "refit" them.
The ability to click-drag and select multiple units. The move and ram commands would be grayed out, but you could still order them to focus fire, change fire speed, abandon ship, etc.
Allow the crow's nest to be blocked in any direction. The increased accuracy bonus of having a crow's nest would be directional, depending on what directions are nor blocked. For example, if the top is blocked, all shots going to the top won't get the accuracy bonus.
Landships should slow down when driving down a slope so that they don't fly off
and make a crater in the ground. Unless the ram command it selected.
perhaps smoke could hang in the air longer?
Imagine how cool it would be if huge smoke clouds accumulated. :D
Just some small details to make the game a little less edgy.
Arachnid troops/grenadiers should not be able to take fall damage while grappling or shortly after grappling, or add a repel function so they don't break their legs going down onto buildings or low airships.
Gratuitous Space Battles style NPC phrases (captains/guys controlling the helm say special things based on what is going on like "New cannon fodder selected!" or "Course laid in, Captain", for example)
@Firebird1 @madking321 @Slimy What is this I hear? Seems like a job for... backseat-moderating-man! AKA Off-topic exists for a reason ;P (or: send each other a message! =D (actually, sorry for the backseat moderating though =P))
Anyway,
All ships and buildings should be on their own z-layer. When ramming, ships use their target's z-layer instead.
(implementation concern: what if both ships start ramming each other simultaneously? Don't want them swapping z-layers and thus both moving past the other. Actually, that sounds kinda fun! ^_^)
Well, I have a bigger concern: how would having separate z-layers for each structure type be an improvement at all?
I think that z-layers in Airships should function in one of two ways: Either everything is on the same layer - and the battlefield is full of obstacles, or nothing is - and the battlefield isn't full of obstacles.
Either way can work, and right now, Airships works fine with the first option. I don't see the benefit of being superficial with that mechanic.
Definite yes to quick-repair buttons, click-drag-select, landships slowing when they go downhill, and the new banner style. I've put those into the todo list for v7.2. Nope on the crow's nest change because it complicates things, introducing a concept of optional blockages.
NPC phrases: I am a bit confused by this request, because that's already in the game! The crew do say things! The captain does give orders!
Huge no to the multiple z-layers. If ramming's too strong, let me know, and I can just reduce ram damage or similar.
Also, how about adding an option to have your coat of arms design mirrored? For example, in the banner style I suggested above, the Or color would go from bottom-left to top-right, rather than the other way around.
How about if modules that have nonsymmetrical entry ways can be flipped? For example, the coal store has one entry hatch on the top right. A flipped coal store would have it on the top left instead.
So far, only the coal and ammo stores, and the three large barracks are candidates for this.
Actual bolts of lightning! How could I forget to pester you about that one?
They could possibly be more attracted to the metal bits on an airship, and if it hits a metal part instead of a wooden one, the damage will be more spread out.
Perhaps airsailors handling metal parts of the ship the moment the lighting hits could be electrocuted? (The engines are connected to the exterior vie exhaust pipes, and the gun barrels are soaking from the rain.)
However, if lightning were more dangerous, I also think that weather would definitely have to be a dynamic factor on the campaign map, not just something randomly decided before a battle.
Also, during a storm, perhaps the lift of airships could fluctuate, (randomly bobbing up and down,) because of the suspendium dust being kicked into the air, and/or dust on the ground getting washed away.
When hit by an explosion, crew should be knocked back, rather than just falling over.
If a city is attacked while a building is being constructed, the partially-constructed building will be on the battlefield with scaffolding. And the progress of it's construction after the battle will be reduced by the amount of it that is destroyed.
The ground, excluding trees, could be an obstacle for bullets. This would allow landships to take advantage of cover somewhat, and make airships a more effective countermeasure against them. (I may have suggested this before.)
Add 1 more frame of animation to the turtledove and dragon?
DarthMetool - good point. For simplicity's sake, I might change the connectivity values so that modules are always symmetrical in how they can be accessed. Well, at least the non-weapon ones.
Slimy - Mildly confused in that there are lightning bolts in the game already.
Thought about partially constructed ships & buildings before. It would be pretty cool, but I'll have to think about the details: what's the order of construction, and how does it deal with half-constructed constructions in terms of their ability and connectedness?
@Zarkonnen: I assumed that buildings under construction wouldn't have a crew, so their ability or connectivity wouldn't matter. Perhaps they could be covered in soaked tarps to prevent fire damage.
That might be unfair though, so couldn't a connectivity solution be to make sure that unconnected modules are never built until the modules supposed to connect to them are done?
It's a bit hard to see properly, because it's fast, but lightning currently seems to be comprised of square, yellow particles that damage a single module. I'm suggesting actual streaks of lighting, and damage that is more akin to electricity. (They could be more attracted to metal bits on an airship, and if it hits a metal part instead of a wooden one, the damage will be more spread out.)
And another suggestion: a rematch button for multiplayer and combat mode.
Commodore
A button to repair ships on the map screen, rather than having to "refit" them.
The ability to click-drag and select multiple units. The move and ram commands would be grayed out, but you could still order them to focus fire, change fire speed, abandon ship, etc.
Allow the crow's nest to be blocked in any direction. The increased accuracy bonus of having a crow's nest would be directional, depending on what directions are nor blocked. For example, if the top is blocked, all shots going to the top won't get the accuracy bonus.
Landships should slow down when driving down a slope so that they don't fly off and make a crater in the ground. Unless the ram command it selected.
This banner style:
Air Admiral
A bunch more details would be nice. More explosive gun noises on marines for example, or perhaps more gritty-artsy textures?
Air Admiral
perhaps smoke could hang in the air longer? Imagine how cool it would be if huge smoke clouds accumulated. :D Just some small details to make the game a little less edgy.
Air Lord, Engineering Corps
Arachnid troops/grenadiers should not be able to take fall damage while grappling or shortly after grappling, or add a repel function so they don't break their legs going down onto buildings or low airships.
Gratuitous Space Battles style NPC phrases (captains/guys controlling the helm say special things based on what is going on like "New cannon fodder selected!" or "Course laid in, Captain", for example)
Commodore
@Firebird11:
There's actually a big thread for new crew shouts, (and many of my suggestions were inspired by Gratuitous Space Battles):
https://airships.zarkonnen.com/forum/2/topic/122
Air Lord, Engineering Corps
Oh, thanks!
Did you hear about Gratuitous Space Battles II coming out?
Commodore
@Firebird11:
It's out now! Now with even less distinct spaceships!
Air Lord, Engineering Corps
I know! And with the new system i can build as many borg inspired ships as i want! (aka: only squares with the occasional sphere)
Air Admiral
I wish the ships in gratuitous space battles were fully customizable. :P
Air Lord, Engineering Corps
You can change the appearance of them in GSBII
Air Admiral
I know, but what i want is to be able to influence the amount of weapons i can put on the ship.
Midshipman, Engineering Corps
@Firebird1 @madking321 @Slimy What is this I hear? Seems like a job for... backseat-moderating-man! AKA Off-topic exists for a reason ;P (or: send each other a message! =D (actually, sorry for the backseat moderating though =P))
Anyway,
(implementation concern: what if both ships start ramming each other simultaneously? Don't want them swapping z-layers and thus both moving past the other. Actually, that sounds kinda fun! ^_^)
Air Admiral
Like a failed high five. xD
Midshipman, Engineering Corps
Exactly like a failed high-five.
...@Zarkonnen, please change the Ram Head ram into a high-fiving hand.
Air Lord, Engineering Corps
Nope, we just need a high five found effect when two grand rams hit each other!
Commodore
@Zee: But how would you target enemy ships? When ramming, you're supposed to aim to overshoot the enemy ship so that you don't slow down prematurely.
Commander, Engineering Corps
I always wanted a giant fist, so i could do a glorious aerial fist bump
Midshipman, Engineering Corps
@Slimy true... hmm, maybe when a ship is in the action of ramming, just ignore the z-layers entirely and apply normal collision logic?
Commodore
Well, I have a bigger concern: how would having separate z-layers for each structure type be an improvement at all?
I think that z-layers in Airships should function in one of two ways: Either everything is on the same layer - and the battlefield is full of obstacles, or nothing is - and the battlefield isn't full of obstacles.
Either way can work, and right now, Airships works fine with the first option. I don't see the benefit of being superficial with that mechanic.
Aerial Emperor
Definite yes to quick-repair buttons, click-drag-select, landships slowing when they go downhill, and the new banner style. I've put those into the todo list for v7.2. Nope on the crow's nest change because it complicates things, introducing a concept of optional blockages.
NPC phrases: I am a bit confused by this request, because that's already in the game! The crew do say things! The captain does give orders!
Huge no to the multiple z-layers. If ramming's too strong, let me know, and I can just reduce ram damage or similar.
Commodore
@Zarkonnen: The crews can say even more things!
Also, how about adding an option to have your coat of arms design mirrored? For example, in the banner style I suggested above, the Or color would go from bottom-left to top-right, rather than the other way around.
Aerial Emperor
Sure, that's a bend sinister rather than a plain bend. :D
Able Airman
How about if modules that have nonsymmetrical entry ways can be flipped? For example, the coal store has one entry hatch on the top right. A flipped coal store would have it on the top left instead.
So far, only the coal and ammo stores, and the three large barracks are candidates for this.
Commodore
Actual bolts of lightning! How could I forget to pester you about that one?
They could possibly be more attracted to the metal bits on an airship, and if it hits a metal part instead of a wooden one, the damage will be more spread out.
Perhaps airsailors handling metal parts of the ship the moment the lighting hits could be electrocuted? (The engines are connected to the exterior vie exhaust pipes, and the gun barrels are soaking from the rain.)
However, if lightning were more dangerous, I also think that weather would definitely have to be a dynamic factor on the campaign map, not just something randomly decided before a battle.
Also, during a storm, perhaps the lift of airships could fluctuate, (randomly bobbing up and down,) because of the suspendium dust being kicked into the air, and/or dust on the ground getting washed away.
Commodore
When hit by an explosion, crew should be knocked back, rather than just falling over.
If a city is attacked while a building is being constructed, the partially-constructed building will be on the battlefield with scaffolding. And the progress of it's construction after the battle will be reduced by the amount of it that is destroyed.
The ground, excluding trees, could be an obstacle for bullets. This would allow landships to take advantage of cover somewhat, and make airships a more effective countermeasure against them. (I may have suggested this before.)
Add 1 more frame of animation to the turtledove and dragon?
Aerial Emperor
DarthMetool - good point. For simplicity's sake, I might change the connectivity values so that modules are always symmetrical in how they can be accessed. Well, at least the non-weapon ones.
Slimy - Mildly confused in that there are lightning bolts in the game already.
Thought about partially constructed ships & buildings before. It would be pretty cool, but I'll have to think about the details: what's the order of construction, and how does it deal with half-constructed constructions in terms of their ability and connectedness?
Air Admiral
I do like the ground idea.
Commodore
@Zarkonnen: I assumed that buildings under construction wouldn't have a crew, so their ability or connectivity wouldn't matter. Perhaps they could be covered in soaked tarps to prevent fire damage.
That might be unfair though, so couldn't a connectivity solution be to make sure that unconnected modules are never built until the modules supposed to connect to them are done?
It's a bit hard to see properly, because it's fast, but lightning currently seems to be comprised of square, yellow particles that damage a single module. I'm suggesting actual streaks of lighting, and damage that is more akin to electricity. (They could be more attracted to metal bits on an airship, and if it hits a metal part instead of a wooden one, the damage will be more spread out.)
And another suggestion: a rematch button for multiplayer and combat mode.