Recent posts by Voydwalker on Kongregate

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Topic: Tap Adventure / Jingle Jingle!

also not just any waves. apparently just those that your dps is lower than insta killing a wave. all in all the art is only good for its gdb and the active is kinda useless.

 
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Topic: Tap Adventure / Maybe this is the best strategy...

how did u get past 360 without keys?

 
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Topic: Menkar Online: Alpha 1: Bug Reports / ai and forcefields

apparently my ai cant pass through force fields but enemy ai can go through any ff.

 
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Topic: Tap Adventure / Bugs and issues in game

i just had 5 quivers in a row for my archer. thats disgusting. add an option to choose what we get or give us both attack and hp item with every chest.

 
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Topic: Menkar Online: Alpha 1: Feedback, Suggestions, and Ideas / Suggestions

soo in the light of this being a game of balance, i suggest for the energy drainers to be reclassified as weapons and not actives. also lately everyone seems to go with 1 weapon setup(twin or pulsar, the others need 2 to cover shields and hull) and pumping as many passives as they can. im not so sure menkar had exactly this in mind when he let you use the red slots of any equipment. i suspect his thoughts were to give you something to use in the spare slots if you use a 2×2 weapons in a 3×3 red square, and not leave the space unusable and empty. a further point: stabilizer should also reduce turn rate as well as speed :)

 
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Topic: Menkar Online: Alpha 1: Feedback, Suggestions, and Ideas / Balance

i agree with your line of thought. i guess tho the quad plate will be the one with the desired effect i guess… so far the small plates are just a little under performing. on another note: all the talks about acc field and stabilizers being op lately should not be taken too seriously. after a few pvp battles they all seem fine when players use them in the fight. when u fight ai ofc, almost all tech seems crazy op. even if in theory acc field and stabs dont have too many disadvantages, the simple outcome of fights is a proof enough that they are balanced. if anything, devs should look more closely at statistics before they do any changes.

 
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Topic: Menkar Online: Alpha 1: Bug Reports / Problem with servers

12:15 utc. the second match as well. i think its some packet loss or smth i had few moments in the match where i was shooting at stuff for 5-7 seconds and no dmg taken, then all of a sudden a huge chunk gone an ships moved bit faster to compensate the frame difference.

 
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Topic: Menkar Online: Alpha 1: Bug Reports / Problem with servers

12:06 utc. no battle rewards, no misison rewards, no summary screen as well.

 
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Topic: Menkar Online: Alpha 1: Feedback, Suggestions, and Ideas / Balance

i dont know if you ppl forgot my suggestion, but here it is again: make subs damage resistance equal to the current ship armor resistance(buffs/debuffs also apply).

 
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Topic: Menkar Online: Alpha 1: Feedback, Suggestions, and Ideas / Balance

the issues with the last 2 posts will sort themselves out with bigger player base imo, no? i kinda like the ability to select what maps to play and agree that equipment levels should be considered(if not already).

 
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Topic: Menkar Online: Alpha 1: Bug Reports / green plasma 2x

more like the single green plasma has a typo. the dual and the others are fine.

 
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Topic: Menkar Online: Alpha 1: Bug Reports / blue race dead angle / turning

i have complained about the collision model before already :< even a corvette in your way can stop tour battleshit dead in its tracks. what i have proposed it to allow bumping into other ships and sliding past them so to speak until both ship models dont overlap. i agree ships turning in a circle is not optimal. they should be strafing instead. after all they have thursters all over the ship. im in a green ship and dont have dead angles but navigating allies, plats and enemies can be somewhat irritating at times.(died many times cause a line of 4-5 cruisers would keep pushing me to enemy and i couldnt turn and go around them)

 
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Topic: Menkar Online: Alpha 1: General Discussion / Clan Ideas

Clan structure
Admiral: disband Fleet, send and approve invites, appoint players, modify design on all ships and structures, register clan for attacks, create clan squadrons(more than 5 ppl allowed maybe 10-12).
Sq Leader: send and approve invites, modify designs, register for attacks, create clan squadrons.
Pilot: the honor of being a pawn in a general’s hand.

Fleet Flagship
some supersized ship that you can build up and use in battle instead of the outpost base. there could be different models to choose from that favor more shields or armor or more space etc.
Utility for the clan
upgradeable modules on the flag that give small bonuses to combat stats and income for the whole clan. some may produce small amounts of creds/xp day(if not too unbalancing)
Hangars and production
Light,and medium hangars to build corvettes, destroyers and cruisers in battle. gives combat bonuses to respective ships.
warp beacon: teleports in a battleshit within some 300 radius of the flag, on a long cooldown. can be used by the squad leader.
Combat craft
corvettes, destroyer, cruiser, battleshit, platforms. the clan can choose the race of its ships and set them up how they like. there should be some minimal and maximal restrictions on modules used to prevent abuse, but that will be a focus for a later time.
Waves and way points
allies will spawn in waves and not like they currently do(they die 1 by 1 and go back to fight 1 by 1, making it easier to pick them off 1 by 1). allied ai ships will ALWAYS go from friendly flag to the enemy flag. squad leaders can set up to 3 way points for the allies. they start at flag, go through the waypoints and go to enemy flag.

Combat modes
ahh the good stuff.
Territory capture
make some big map, divide it in sectors that give income/day and let fleets fight for those. group sectors in clusters and make them open to attack at a specific time. make sure clusters are well spread during the 24 hours. in territory capture, 2 flagships fight each other. only the defender gets to build platforms. the squad leader has 5 minutes to set them up before a fight. who ever kills enemy flag wins the zone.
Fleet scenarios
kind of what current maps are, but meant for big clan battles. each map will have limits on ship counts. like: 1 battleshit and 2 cruisers allowed. or no corvettes allowed etc. fleet officers send a challenge to another fleet, which needs to be answered in real time and creates a lobby for both fleets to join and set up for the fight.
Homeworld invasion
if you servers and playerbase eve and hopefully reaches critical mass, then do this:
the races each has a fortified homeworld. 1 clan is allowed to hold it at a time, giving ships of corresponding race bonus to their special stats like more eq acc or range or whatever the race’s specialty is. in order to capture a homeworld u need to kill 3 vanguard outposts first. those are also defended by the same clan. the trick is: anyone can attack the outposts and homeworld during 3-4 hours on the weekend. whoever applies first gets to attack. if there is an attack going on, you need to wait it out tho.

thoughts?

 
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Topic: Menkar Online: Alpha 1: Bug Reports / Problem with servers

12:43 had a pvp match with misty and no score or rewards after it :<

 
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Topic: Menkar Online: Alpha 1: Bug Reports / Braviy shooting

its all fantastic so far. my only complaint being the near invincible cruisers that spawn from reinforcement points sometimes. it happens if u kill a point and it spawns a cruiser just before u cap it but turrets are dead(takes few sec to cap). or if you push a cruiser to the cap point. also their resists seem off the charts. only big focus fire will dent them.

 
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Topic: Menkar Online: Alpha 1: Feedback, Suggestions, and Ideas / Suggestions

was discussing team battles in chat and an idea came for clan battles: make maps that limit the amount of ships that u can use for example: 1 battleshits, 2 cruisers limit and no caps on the rest. or: 3 battleshits, no limit on cruisers and no small ships. make specific scenarios and get creative :)

 
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Topic: Menkar Online: Alpha 1: Feedback, Suggestions, and Ideas / Balance

i agree with the evasion things. what i see however is that you dont need to change the current system. you just need to change the ship stats. meaning corvettes get +20% evasion, destroyers +10%, cruisers no change and battleshits -10%. lets do that and see how it works and if it needs tweaks :)

 
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Topic: Menkar Online: Alpha 1: Feedback, Suggestions, and Ideas / Suggestions

now that generators got small capacity it is in theory possible to have working builds without any capacitors. the use of capacitors currently is mostly to counter draining effects. i propose for some future modules to work based on how much energy you have/total energy to spice things up. i also propose a shield leech weapons/you can also use it on allies and infuse them with your shields. it should be less effective than universal heal ofc. or maybe make the leech only available to corvettes. this brings me to my third proposal: class specific weapons. if you decide to do smth like this i can give you some ideas.

 
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Topic: Menkar Online: Alpha 1: General Discussion / Dev appreciation day

lol for 1 second i wanted to twist your neck but then it was fine lol :D

 
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Topic: Menkar Online: Alpha 1: General Discussion / Dev appreciation day

well fun title aside, just wanted to say thank you to the devs for the fast and hard work they do. also for reading all our comments, listening to us, discussing stuff and last but not least the willingness to change things often and see how they work out. if any of you share my thoughts or want to add 2 words, feel free :)

 
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Topic: Menkar Online: Alpha 1: Feedback, Suggestions, and Ideas / Suggestions

thats an interesting discussion there.
some way of gettin higher equipment levels with some rare drops is interesting.
yes i fully agree that equipment should be used wisely and with strategy. there come the BUTT some consumables are way better either compared to others or in light of your specific build. and then we have that some are too costly. if you use all 3 twice you are already loosing credits no matter what you do.you also loose credits on some of the mission and i do thin thats a bad thing. i suggest: to equip the item(loadout screen) you pay the basic cost(current) of the item. to use it in match you either dont pay or just pay 20% of the basic cost per use. i find that model much better since it will promote the use of more/different stuff and not hurt you in the long run. dc on your todo list is fantastic. are things like allow us to choose map to play/dont allow uneven teams(1v2/1v3 etc or corvette vs battleship) in the todo as well?the regen items are indeed very energy efficient, but the small bonuses they give simply does not help as much as one would expect. 2 change would be good imo: increase the green regen to the level of blue and fit the blue between the new green and the red(hope you follow) and then make the dual and quad have a bit more regen than 2 single or 2 duals respectively. i dont think you need to balance the resist/evasion. if you go in and take damage, it will regen and you take credit. if you dont take dmg you regen less and get less credit. its absolutely the same with active heals. no clue why should be treated differently. as you said: the more dmg u mitigate, the more dmg u can dish, so those 2 balance each other naturally.
looking forward to comments and thoughts :)

 
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Topic: Menkar Online: Alpha 1: Bug Reports / Problem with servers

22:08 UTC

 
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Topic: Menkar Online: Alpha 1: Feedback, Suggestions, and Ideas / Balance

make the ai of both sides go at the same point on all maps. research lab and especially invasion and quite unbalanced cause of ai doing random shit. the most irritating(invasion) is you ai goes to the far side and wastes half the match to get there while the enemy goes right for the triangle and then zergs you with cruisers. if theres an enemy player, thats a guaranteed loss for you(had few times my ai went there and i could win even vs much bigger ships)

 
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Topic: Menkar Online: Alpha 1: Feedback, Suggestions, and Ideas / Suggestions

i jusr tried a full regen build on my ship. got the supply line map, so it took a while to win. what i expected was to get points for hull/shield repaired and be given some credit. what i got was 0 on both. considering i deliberatly build my ship to use no heals and pure regen i feel i should be given the same credit if i used no regen and heal actives. same goal, same end effect, just different way to do it. why should 1 way get credit and the other not?

 
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Topic: Menkar Online: Alpha 1: Bug Reports / bug

after the last patch rewards and so on seem to be fine. what slipped somewhere in the code however is an increase in damage taken. did you by chance change something to evasion or damage values? just played a match against 2 players and they melted my ship in under 5 seconds??? and i can hold my ground vs 2 players for a while normally. the ai also seems to do quite the dmg to me.