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Steam News17 March 20242y ago

The Art of the Barrage

TLDR: the quicker you use cards, the more inaccurate your projectile cards will be. If you want us to do more dev updates leaves us a like! Spamming cards is fun and all, but something was missing.

In this update1

Full notes

Full AHOD: All Hands on Deck! update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix0 additions4 changes0 removals
  • Balance
  • Events
  • Performance
fixedSpamming cards is fun and all, but something was missing.Some refinement to the core combat loop was needed and a main focus for the last few weeks. Finding the balance between the thrill of quick barrages and ensuring it didn't feel like random spamming of cards is a tricky balancing act. Some of this was addressed with the 'overheat' meter, but something was STILL missing.
changedSpamming cards is fun and all, but something was missing.Over the iterations of AHOD, we've had different ways to represent accuracy. We've received suggestions from our players that they would like to have free aim of the cannons, akin to a shooter-focused game. However, this leans too heavily into the action genre, which is not what AHOD is about. The lock-on system is great because it allows the player to still take glances at their deck and steer the helm of the ship without having to worry about aiming the cannons.
changedSpamming cards is fun and all, but something was missing.But where is the challenge if you can lock on to any target? Combat can feel flat and boring if you hit 100% of the shots, so there NEEDS to be some way to miss that feels fair and fun.
changedSpamming cards is fun and all, but something was missing.Like in an FPS games, the longer you shoot your weapon, the wider the spread of your bullets. In our case, the quicker you use cards in succession, the wider your accuracy angle will spread.
changedSpamming cards is fun and all, but something was missing.This will make other card types like defense more useful because if your accuracy spread is wide after a barrage, you may want to use your overheat towards shields instead of a risky shot. Ultimately, this nerfs offensive card types because of the risk of missing during a barrage. This is the core of this design change, and we are excited to share it in the next public test.

AHOD: All Hands on Deck! changes

fixedSome refinement to the core combat loop was needed and a main focus for the last few weeks. Finding the balance between the thrill of quick barrages and ensuring it didn't feel like random spamming of cards is a tricky balancing act. Some of this was addressed with the 'overheat' meter, but something was STILL missing.
changedOver the iterations of AHOD, we've had different ways to represent accuracy. We've received suggestions from our players that they would like to have free aim of the cannons, akin to a shooter-focused game. However, this leans too heavily into the action genre, which is not what AHOD is about. The lock-on system is great because it allows the player to still take glances at their deck and steer the helm of the ship without having to worry about aiming the cannons.
changedBut where is the challenge if you can lock on to any target? Combat can feel flat and boring if you hit 100% of the shots, so there NEEDS to be some way to miss that feels fair and fun.
changedLike in an FPS games, the longer you shoot your weapon, the wider the spread of your bullets. In our case, the quicker you use cards in succession, the wider your accuracy angle will spread.
changedThis will make other card types like defense more useful because if your accuracy spread is wide after a barrage, you may want to use your overheat towards shields instead of a risky shot. Ultimately, this nerfs offensive card types because of the risk of missing during a barrage. This is the core of this design change, and we are excited to share it in the next public test.

TLDR: the quicker you use cards, the more inaccurate your projectile cards will be. If you want us to do more dev updates leaves us a like!

Spamming cards is fun and all, but something was missing.

Some refinement to the core combat loop was needed and a main focus for the last few weeks. Finding the balance between the thrill of quick barrages and ensuring it didn't feel like random spamming of cards is a tricky balancing act. Some of this was addressed with the 'overheat' meter, but something was STILL missing.

Over the iterations of AHOD, we've had different ways to represent accuracy. We've received suggestions from our players that they would like to have free aim of the cannons, akin to a shooter-focused game. However, this leans too heavily into the action genre, which is not what AHOD is about. The lock-on system is great because it allows the player to still take glances at their deck and steer the helm of the ship without having to worry about aiming the cannons.

But where is the challenge if you can lock on to any target? Combat can feel flat and boring if you hit 100% of the shots, so there NEEDS to be some way to miss that feels fair and fun.

Like in an FPS games, the longer you shoot your weapon, the wider the spread of your bullets. In our case, the quicker you use cards in succession, the wider your accuracy angle will spread.

This will make other card types like defense more useful because if your accuracy spread is wide after a barrage, you may want to use your overheat towards shields instead of a risky shot. Ultimately, this nerfs offensive card types because of the risk of missing during a barrage. This is the core of this design change, and we are excited to share it in the next public test.

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Source

Steam News / 17 March 2024

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