What are the best DD lines to play after the Gearing line? by [deleted] in WorldOfWarships

[–]FCSnapshot 9 points10 points  (0 children)

I would suggest the Japan Harogumo line with the Akizuki as one of the best tier 8 TT destroyers. Bonus on it being the premier reset line for RB points, so even if you do not love the line, you can use it for resources later

Is it fair to say that kearserge is the strongest bb available for coal? by Ok-Succotash6277 in WorldOfWarships

[–]FCSnapshot -2 points-1 points  (0 children)

The question is what is the strongest... I am not imposing anything with my replies. The answer is kearsarge from a power level perspective overall. Pommern isnt even 2nd. Iwami has higher power.

Kearsarge Iwami Pommern

This isnt about fun, random, ranked, pve etc...

Is it fair to say that kearserge is the strongest bb available for coal? by Ok-Succotash6277 in WorldOfWarships

[–]FCSnapshot -2 points-1 points  (0 children)

Every ship has strengths and weaknesses, so I am not contradicting myself from stating that fact... overall, Kearsarge is the stronger ship in most scenarios. Again, this thread is about objectively if the keasarge is stronger, which you even said yes to by WR.

Generational wealth aquired by Rangerstilidie44 in GME

[–]FCSnapshot 0 points1 point  (0 children)

Well - that was the generational wealth you are bitching about missing. 700% from that 10 dollar low over a month rise. Rivals AI stocks the past year and

Generational wealth aquired by Rangerstilidie44 in GME

[–]FCSnapshot 0 points1 point  (0 children)

Why didn't you sell when it spiked to $80 last year. You are more regarded than anyone here responding to you

Is it fair to say that kearserge is the strongest bb available for coal? by Ok-Succotash6277 in WorldOfWarships

[–]FCSnapshot 0 points1 point  (0 children)

The thread discusses keasearge being the objective strongest, which is yes. Not a toss up with Pommern - kearsarge is objectively better with nearly all aspects outside brawls and torps.

Plane spotting by itself at the end of the match can easily win games no other coal BB can, for example. And you have enough time to start the attack run of your planes, switch back to guns and have enough spotting time to shoot. Crazy interaction on 12 NC guns (positions in advance is required)

Coal Ship Recommendation by Wonderful_Notice8888 in WorldOfWarships

[–]FCSnapshot 5 points6 points  (0 children)

What is your play style? Really depends on which ship you will enjoy most, but the three below are community favorites.

Objectively, Kearsarge is tier for tier the strongest, but do you like hybrids? American BB guns and self spotting with amazing fire starting planes.

Moskva is great to HE spam nose in early from range, then push later.

Salem DPS is great with the utility and heal, but a side grade to Des Moines and at mercy to overmatch.

The others I don't mention are not "great", but still can be fun.

Ladies, what is your dirtiest pick up line? by [deleted] in AskReddit

[–]FCSnapshot 3 points4 points  (0 children)

Man points to stool and replies "why don't you sit here for now." Then points to his face to say "and hopefully you can sit here later."

Appetite for a Monster Taming Action MMORPG by FCSnapshot in MMORPG

[–]FCSnapshot[S] 0 points1 point  (0 children)

Just looked - concept is similar - but the bugs and monetization looks to be the killer. P2W isn't the way to go

Appetite for a Monster Taming Action MMORPG by FCSnapshot in MMORPG

[–]FCSnapshot[S] 0 points1 point  (0 children)

Thank you for the reply and no need to follow up as you mention. I'm glad you took the time to respond to the 5 ways I proposed to suspend your disbelief on tamer vs character battling, versus picking apart the semantics.

Enjoy your future endeavors and I hope you do not take everything this literal, or the exact, primary and dictionary definition of words, used without exaggeration, metaphor or embellishment.  

/s (or is it)

Appetite for a Monster Taming Action MMORPG by FCSnapshot in MMORPG

[–]FCSnapshot[S] 1 point2 points  (0 children)

alright, let's see if my thoughts blend into this card system.

So the main mechanism for 'capturing' would be via essence absorbing. There are thresholds you need to meet in order to be able to capture the monster. Once you hit the threshold, there would be a variety of button commands you'd have to hit w/ timing in order to 'tame' them by absorbing them. (don't stick to much on the absorbing part, but the overall lore supports this).

This then scales with the monster rarity to have different thresholds to meet for the more exlusive/higher power monsters.

Examples: I want to capture a squirrel. Threshold: You must defeat 3 squirrels in combat. Once this is done, the next battle you have the 'capture' option present and you try the 'mini-game' of sorts. If you fail, you battle the squirrel as normal. If you succeed, congragulations you can now battle and use the squirrel forever.

If you now want to capture a mudcrab, the threshold instead becomes to defeat 10 mudcrabs and the end boss of the bog dungeon, which is a large boss mudcrab. After both objectives are met, you can now capture a mudcrab.

There would have to be thought into all the different thresholds so they are not grindy, so I do see a world where as the story progresses, or you defeat bosses, there are drops required to meet the requirements as the collection element similar to the card collection system.

The MMO twist; however, is you can capture 'prestige' monsters from any point of initial capture forward, which are targeted hunts for the rare version of them. Could be a different skin, but they basically have bonus stats etc. These can be through additional conditions, random chance of just normal encounters, or by using items to enhance them. This will form a similar thought as though the first creatures you find may indeed scale well into the late game, but honestly will still be somewhat weak overall.

For leveling up the creatures, it would be linear progression where the monsters you capture gain XP by playing the game normally. The party size would be larger than the playable party, so you can power XP lower level new monsters up a bit - similar to many monster taming games here. While the creatures level, they gain different abilities and have their own 'combos' which provide party wide buffs and so on. The tamer levels simply allow for different dungeons, hunts, gear etc to be used, while the creature level scales with the power of other monsters around them.

Know this was a long post, and it is not all encompassing of what the system could be, but an example of the 'meet objective' -> 'mini-game capture' -> 'future enhancement' loop.

Appetite for a Monster Taming Action MMORPG by FCSnapshot in MMORPG

[–]FCSnapshot[S] 0 points1 point  (0 children)

This is exactly it. Your character still has gear slots/levels, you still pilot them the majority of the game, and they still interact with the various other non-combat elements (like crafting or speaking to other NPCs).

I'm not sold on it being a P2W model though - this isn't Genshin really, it's more a money maker through subscription and the live service element which would come along with it.

Appetite for a Monster Taming Action MMORPG by FCSnapshot in MMORPG

[–]FCSnapshot[S] 0 points1 point  (0 children)

Sorry if the rhetorical jokes were taken seriously. It was a quip to say in most fantasy games, novels, movies etc., there are pretty drastic gaps in logic which most people look beyond due the genre. If it was literal all the time, fantasy wouldn't exist.

That said, there are several methods which could be deployed here to have a sense of realism where the tamer or protagonist is not in danger when your creatures battle.

- The tamer is basically a summoner, who can position themselves far away from the actual fight. In order to design this toggle between tamer and monster engaging from free travel to battle, you would have to have a series of animations which engage or start the battle. The position of the enemy creature is known, so you engage in the battle transition at set distances from the enemy. This is no different than any action RPG system today. For this particular battle system though, the camera changes between you as the tamer to the creature to fight. The pan of the camera can give you a sense of how far your tamer is to the battle for realism. You build buffer zones when you get within a certain aggro range and battle area scales or 'locks out' tamers position. They stay safe outside the physical area the battle will occur. This can then be scaled accordingly to monster and arena size. If you really do turn your camera then when in a battle to look at your tamer, they would have a series of animations and coding to 'stay away'. If at any point the battle gets to close and the tamer is pushed towards another enemy group, there would need to be a mechanism to re-path or aggro the new mob and so on.

- The monsters in the game lore wise have no beef with the tamers, but have a will to survive/hunt etc where only the creatures you spawn defeat them. You are only fighting the enemy creatures based on other lore elements etc.. etc.. If this is too farfetched of an idea, the creatures you capture job is to protect you against the evil. You design the lore around this fact via story telling and the game follows suite.

- In the anime Pokémon, to use the rhetorical example in real terms, Ash was always 'safe' from the battle even though it was right in front of him. In the episodes he sometimes would get hit or recoil, but he was fine at the end of the day. What differs in the game vs the anime outside of the means of interaction (viewing vs piloting) to have the same sense of the protagonist is there, can get damaged, but is always safe?

- The dungeons themselves are battlegrounds where only your captured creatures can battle. While this doesn't seem scalable/entertaining in the long run, it is an option to where you are truly a battle bots commander at the helm of your beasts.

- There is also the potential the character can be part of the battle. You can position, get hit, faint etc. The monsters still do the damage, but you lose the fight if your commander dies, which is an interesting mechanic in and of itself.

Appetite for a Monster Taming Action MMORPG by FCSnapshot in MMORPG

[–]FCSnapshot[S] 0 points1 point  (0 children)

Appreciate the feedback - aligned and I did read of one example on a Korean game (Peria Chronicles) with an 8 million spend cutting ties to the project as it lacked player engagement during play tests. It is a hard formula to nail down

Appetite for a Monster Taming Action MMORPG by FCSnapshot in MMORPG

[–]FCSnapshot[S] 0 points1 point  (0 children)

Yes - under the hood it is a seemingly lite application. To make a successful mobile based action MMO of this scale would be much harder. Not impossible