Hyperspace
2137 topics in this forum
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well?
Last reply by Dug, -
Box
Last reply by Dug, -
I remember seeing a some sort of thread for reporting when the zone is down, but I can't find it anywhere anymore. So let's make another. Zone was currently online and inaccessible at 1300 GMT Zone is currently offline at 2000 GMT
Last reply by Jareth, -
Chatnut can be found here: http://sshyperspace.net/page.php?13 For those that want to download it to their computer: http://www.sshyperspace.net/SignedChatnut.jar
Last reply by Axe Demento, -
- 21 replies
- 4k views
Please note, the current rules are nonnegotiable. That is to say, any replies to this post that is just a way to attack the rules will be deleted. This topic is an open discussion on what the public thinks should be added, I'm sure some of you have some good ideas that will make people enjoy the zone more. 1. No swearing or racism at any time. 2. No spamming. 3. No VIE/unauthorized chatnet clients or bots. 4. No advertising other zones. 5. No intentional team killing. 6. No exploiting server lag, server glitches, and/or client glitches. 7. No "trade killing" or offering of free kills. Using third party cheat utilities will result in a ban and possibly a net ban. Commo…
Last reply by Lone Outlaw, -
- 0 replies
- 193 views
There are two main things I used to think: 1. ... "These bomblines were easy to break because they were easy to make." * And that I would be frustrated if people forgot that. 2. Gunlines... a. ... "Brought this stability because they stopped rqing" b. ... "But this fact was countered by needing to back up to do it" Point 1., in my opinion, was now that I think of it, due to the duration of repels (not repel radius or strength as I once thought). What else could make them easier to break? Point 2., was due to the duration of gunlines, bringing a careful balance between "no backing up at all" to "no stability at all". And I at least LIKED to think point a. wa…
Last reply by Relos Guardian Shield, -
- 7 replies
- 387 views
CATEGORIES Guns: Bombs: Sublight Drives: Reactor Plants: Armor: Shields: Addons: Mounts: Alien Technology: Faster than Light: Changes - * Time guns last increased, repel radius increased. This needs to BOTH happen to not overpower one or the other. * Bursts and thors buffed a little to help combat the above changes. * Supplements, Emitters merged into Addons, you can now have up to 3 Addons. * Shields come back, but armor and shields reduce half their original damage, and you can have both at the same time. * Any good relics and prototypes go into Alien Technology now, buffed if necessary (in the case of prototypes).
Last reply by Unix, -
- 13 replies
- 662 views
It has become apparent to me that my internal ideas of "counters" may not be fully understood, to some of the HS Devs at least. So, I will now write down what I think counters various key things. 1. GUNLINING Gunlining, not to be confused with simply firing one's guns, is to me, "the act of using the range of the gun to kill the opponent". This can be difficult to stop (oher than gunlining yourself), or, in HS's case, seemingly easy to. Gunliners can be killed by C1: Repels Repels get you closer to the target, limiting gunliner's effectiveness, as after all, it is the RANGE they are trying to mainly exploit, and lowering that range lowers them. C2: Thors Though po…
Last reply by Cheese, -
- 0 replies
- 142 views
CDB-Man's changes seem to make him the only "dev" who cares now... whats going on? It seems like the zone is just left for dead. Is this really it? Should I have not wasted my time, posting all those things, because simply, not enough cares anyway? Honestly... thorstorm... juggernaut... sandbox mode... turrets in center... I was wondering what the most recent devs were thinking with these kinds of changes, because they sure help project the zone into the abyss of death. What gives, guys? Where's Arnk Dylie and/or Dr. Brain, both who I remember making exciting setting changes long ago? Why is the zone spiraling into the land of no return? Well, I'd hope the devs were j…
Last reply by Relos Guardian Shield, -
- 0 replies
- 154 views
As we know, the saying goes: "Resets happen when people get too overpowered and starting fresh renews interest." But is today's Hyperspace designed well for a reset? At one time, money gained slower. And people used to consider Alien Tech (besides antideath). Were those factors in retaining longitivity of players? I'd say, yes. However, there is another factor, that is the entry of playing. New players. However, has this been achieved in Hyperspace's current settings? I'd say, not, as I don't see any Then, it should be concluded that this is either the wrong way to go for this objective, or not the right method to do so. What could we do to *actually* get new playe…
Last reply by Relos Guardian Shield, -
- 4 replies
- 466 views
1. Perma-spam gunners with Pulse Laser * Gunlining acually was SAFER than rushing at doing its job, aka DEFENDING. Unlike the most recent Hyperspace era were rushing = everything * However, while Gunliners could DEFEND well, they did not ATTACK well... pushing the opposing team, was of course, what rushers did better, even when gunliners were there! Gunliners mainly prevented leaks and added some addional firepower to the rushers, where as today the former of these has been obliterated (preventing leaks). * Gunliners were something best in moderation, or as a delay tactic when defending, if you're trying to win. Of course, having no rushers at all would cause that dela…
Last reply by Cheese, -
- 4 replies
- 644 views
i attached the chatnut file to this post so you guys can access it until sshyperspace.net is back up
Last reply by Cheese, -
- 17 replies
- 704 views
id like to know if the zone would grant money rewards for this tourny, IF i can make it happen if so how much? remember 3v3 will have many players, so reward should be fairly HIGH not only to attract players but to make it worth while.
Last reply by NuB KiNG, -
- 8 replies
- 569 views
I've come to the conclusion that the good old days are the best old days (at least, if devs can't make new settings people actually like). It is simple, therefore, what this zone really needs: The "Good Old Settings", from which we know well (and liked), should be kept. For now. Until, people actually LIKE changes... and don't KEEP QUITTING... Btw here's some interesting facts: In The "Right before the ammo-including item settings came in days" games were known to have 20 vs 20 (!!!) on the BEST DAYS. This was the "old item set" I think of when I think "old": The settings a while after brick spamming was changed to where you had to go to base 8, but before ammo...…
Last reply by D1st0rt, -
id13
by scarface.nl- 8 replies
- 622 views
its coming
Last reply by Kilo, -
- 3 replies
- 362 views
Answer: Something they play... Amazing ain't it? So what would people who play Hyperspace, well play? That is the question. Do they want: a) Balance dev work c) Good Settings d)all the above? for if c) is enough to keep people here... than c) becomes a possible "last resort". But if and a) are whats actively required... then I think the devs tried their best to keep players around, pretty much. However, if its d) which also included a) and but c) as well... Have the Devs made sure the settings were "good" (assuming they wanted players of course)? This is were I'd say they could've done better. If the theory holds true, and Good Settings keeps play…
Last reply by Relos Guardian Shield, -
- 0 replies
- 266 views
1. Racing (used to be in ?go events) has disappeared from Hyperspace. It should be brought back. 2. Private flagging teams... this is part of why I wanted bursts nerfed, so privs don't *OWN* pubs with pro flanking strategies as hard, thus, making the game a more enjoyable experience. It is my opinion that if rushing isn't too good, privs can be brought back without major issue (since privs tend to include those teams that are better than "average", making merely overpowered concepts turn into broken).
Last reply by Relos Guardian Shield, -
- 1 reply
- 437 views
B.O.X.'s base creation guidelines ____________________________________ 1. Beginning the base There are three ways in which I'll do this. a. Start at the entrance, at about 50% progress, make the flag room and work your way back. b. Start at the middle, work outwards in both directions. At 75%, make the entrance and flag room. c. Start at the flag room, at about 50% progress, make the entrance and work your way back. Explanation: It really is a lot easier to plan basic structure and layout of the base by jumping to the next section and filling in everything in between. Otherwise, you end up with your very typical "snaking walls back and fo…
Last reply by Corey, -
- 0 replies
- 291 views
With Close Combat back at 2 while Combo also being possibly alongside it the question remains: how strong will bursts get? Please don't reverse all changes and unnerf bursts completely... Good Strength: a) 2 bursts, radiating coils sig 3 bursts, radiating coils NOT sig c) 3 bursts, burst damage nerfed to 2/3 strength, radiating coils sig Bad Strength: a) 4 bursts because of moreton, 2 close combat, extra mount and combo mount, then coffin field hero mode FTW LOLOL (and then say "its because your team sucks") 3 bursts and weasel with old PD flanking with TW key over and over FTW
Last reply by omnomnom, -
- 9 replies
- 1.6k views
Hyperspace Armor Guide V4.4 By Rivel Log (28/02/2014): Settings BombDamage: Changed from 770 to 768.Removed 'Any Bomb' category and combined it with BombDamage.EMPBombDamagePercent: Changed from 260 to 350.EMPBombDamage: Changed from 200 to 269.BurstDamage: Changed from 320 to 256.Added percentages next to EMPBombDamagePercent and ShrapDamagePercent.Items General: Added the cost of armor and whether or not it is a signature item.Reinforcement: BombDamage changed from 746 (96.9%) to 744 (96.9%).Reinforcement: BurstDamage changed from 310 (96.9%) to 246 (96.1%).Ablative Armor: BurstDamage changed from 311 (97.2%) to 247 (96.5%).Exoskeleton: BurstDamage changed from 328 (10…
Last reply by Rivel, -
- 0 replies
- 160 views
+------------------+ | Lancaster | +------------------+-------+--------+-----------------------------------------------------+ | Item Name | Count | Ammo | Item Types | +------------------+-------+--------+-----------------------------------------------------+ | Induction Grid | 1 | | Supplement | | Phaser | 1 | | Gun | | HE Missile | 1 | | Bomb | | Resonance Sphere | 1 | | Reactor …
Last reply by omnomnom, -
- 0 replies
- 282 views
+----------------------------------+ | Juggernaut mkII | +-----------+------------+-------+-+--------+-----+------------------+---------------------------------------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $77777 | $1 | 15555 | 12345678 | 1 | None | Ancient Tech, Alien Tech, Protection, Sublight Drive, Reactor | +-----------+------------+-------+----------+-----+------------------+---------------------------------------------------------------+ | The Juggernaut has been reborn into a mighty piece of tech…
Last reply by omnomnom, -
- 1 reply
- 318 views
In order to develop Hyperspace into a better zone, you would want to have a good idea what makes things fun, right? So here comes my opinions. Ideas: * Good players with decent ships playing each other This definitely helps, especially when its both the case. Even just a good player, or just a good ship, can still help a bit. Good ships being, builds that are effective at what they want to do, and the best ones are closer to the best items for the situation. But to get maxiumum potential players though you'll need more than just this. * Lancaster with Summoner/Evoker Spider or Leviathan Obviously the lack of this won't help the situation, but it doesn't always seem to …
Last reply by omnomnom, -
- 11 replies
- 716 views
I will be hosting 2 flag games this week. ======================================== PUBLIC FLAG GAME - Saturday Jan 18 @ ~10pm EST Saturday at around 10pm EST, I will host a public flag game, where anyone can join. If anyone wants to apply for captain, let me know here or in-game. Posting your interest here would be greatly appreciated. I will be vetting the two captains that are ultimately chosen. If I don't get any captains in advance, I'll choose captains on game day. Note: Choosing captains will not be based on "who was first", but based on what I determine to be the best choices for a fair flag game. You know who you are. Current players applying for "pub…
Last reply by Acer, -
- 3 replies
- 409 views
Just a List of the memers of my Squad. Excited to compete in Hosted FG's! Saiyan Prince - Leader Sri Massive V-Fusion Trenador Flying Dog Brew Samapico Darksidious Miss Meow Allegiance for FG- Chasov
Last reply by DarkmoD,