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Everything posted by Samapico
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I was just assuming for the shields part... But Freespace / Freespace 2 had those. You could transfer energy to a particular side too. Was pretty cool... As for subsystems, I understand that you could lose some parts of your ship (a particular maneuvering thruster, or your guidance system) during a fight. And you'll be able to carry some kind of repair bots on your ships to get some repairs done without having to dock somewhere. Again, Freespace had most of these mechanics (though probably not as detailed)... but Freespace was only a combat game. A great one, though. But it was a series of missions, no open-world, no trading, etc.
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Do you remember which one? These things are pretty long...
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This isn't subspace... you have more than 4 arrow keys to keep in mind. I'm sure some automatic countermeasures wouldn't be so far-fetched... You'll probably have to balance out your shields and distribute your power throughout your systems to adjust yourself in combat, so I wouldn't mind the computer taking some duties by itself But if it's like Freespace or Freelancer, you still had to launch those countermeasures. And if you ever seen a real fighter jet throw countermeasures, you'll see that they throw about 10 or 20 flares to try to lure the missile. It's not like 'I hit this countermeasure button, the missile goes away'.
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Compatibility mode still not working Win 7
Samapico replied to SS Moltov's topic in Technical Support
Software like Spyware Doctor have been known to keep Continuum from working properly... Even adding to exceptions don't seem to work for that issue. Works for some people, not for others. Read this for some things to try: http://www.subspace.co/tutorials/article/3-why-will-continuum-not-load-for-me -
Several zones consistently appear offline to me
Samapico replied to CDB-Man's topic in Technical Support
I remember trying Peerblock, and it messed up Continuum badly, so I got rid of it... -
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Surprised no one posted about this yet... I have many questions: -Who made this? Who is this mysterious 'Continuum Staff'? -I thought we couldn't get Subspace on Steam because we don't really "own" the game... what changed (if it did) ? -The original link in the email I got was a redirect link from http://restyle.akkermans.nl/ ... Wtf is that? This is the original URL from the e-mail (intentionaly made un-clickable in this post): http:// restyle.akkermans.nl/npro/inc/rdr.asp?85828___13520211013___http://steamcommunity.com/sharedfiles/filedetails/?id=144913037 This looks pretty shady to me... Edit: It was posted on http://trenchwars.org/ by dezmond, and he is the one who requested a video that is used on http://subspace-continuum.com/, so I'm guessing he's (part of?) "Continuum Staff", that answers one question...
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Not to mention that it would probably be very confused by the jump gates, corner warps, inversion matrix, etc.
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Discussion for new Games on the Horizon
Samapico replied to Bankaikiller's topic in General Discussion
This indie game looks great, and I'll probably spend a few bucks on it... Banished http://www.shiningrocksoftware.com/?page_id=680 -
Sounds like a nasty patch to hide bad coding, imo... That, or ref-counted pointers... Which can be useful in some cases, but you can't use them everywhere easily. And it doesn't guarantee anything, as you can still use the data pointer directly and do nasty things with it. Google came up with this: http://www.linuxjournal.com/article/6679
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hg clone will do that for you
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Once they are dropped, the only thing that makes a brick disappear is its 'alive time' on the client side. My suggestion would be to have a delay on the brick, just like fields. It would prevent Psythe from abusing them, at least
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Addendum 1: Lancs can't be used effectively for rushing anymore, unless the anchor lanc has Jump Beacon, which would allow other lancs to attach to it with full energy. However, any lanc with antideath can create a very effective one-time rush. I'd also add something concerning gunners... Spam gunners tend to sit in one spot and fill the corridors. But gunners can greatly increase their range if they use momentum to fire. Some areas will allow you to bounce back and forth. If you fire bullets while you're moving forward, those bullets will go much faster, and reach much farther. Additionally, you can use the short period of time while you're moving backwards to recharge a bit, especially if you're using low efficiency/high damage guns. As for bombers... yes, a lot of bombs can be repelled. But when a bomb gets repelled, that means you're forcing the enemy to use its repels to repel bombs instead of using them to rush. Also, you must try to find a line of fire that will not allow bombs to be repelled back at your team. If your bomb travels along a wall, for example, chances are it will be repelled into the wall. These are some things to keep in mind.
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I moved your topic, while leaving a link. Hope that's fine with you Mercurial is nice Good to see some activity on Discretion... that might make me want to finish whatever it was that I had started in there... lvz's I think.
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Just got another one of those "zone crashes few seconds after flag game, yet we get a "Server is shutting down." message like it was a proper ?recycle"
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Hm... ?neut would be useful. If you anti-antiwarp the flagrooms, we'll also be able to lay portals, warp out with the flags, and whatever... so we don't want that
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Yeah... next item set will have no sigs, according to SpiderNL... Having 2 would just increase even more the gap between newbies and experienced players.
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And so twilight is upon us and we're drawing to a close.
Samapico replied to Gravitron's topic in General Discussion
400 is still way more than we can fit in one arena anyway... -
imo, string of pearls is just as deadly against antideath
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What... go play Diablo
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Also, single elimination sounds like a lot of setup for a short match... Alternatives: -Time based, most kills wins after X minutes -X lives per player -X lives per team (i.e. team is out after a total of X deaths) X doesn't have to be large... In 17th Parallel, we used to host this Rumble event, depending on the number of people and what they wanted, we would change the objective (i.e. to 10 deaths, to 15, or 20). Hosted events could use a variable amount of death, but eventual leagues would use a fixed number, based on what seems right. Non-pros might prefer something where they can at least play for more than 10 seconds my 0.02$ Also, if they give me power to, I'll host
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Yeah... definitely should make it a hosted regularly before making a league or tourney. Maybe have some scheduled games. If only 6 people can play at a time, however, most people might not get the chance to play, so this might need some kind of multi-area map where, say, 2, 3, or maybe even 4 games can take place at once or something. This would require a bit of dev work, however. Nothing too complicated. Maybe even a good ol' Mervbot could do the trick. I wouldn't mind spending some time on this, but there's no guarantee they'd let any module run on the server, for many reasons, so... But I'd say, first get a map up, and start with manual hosting, see if it gets popular. HS does need some actual competitive events, in my opinion.
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Gallitin, since you're running that forum, you might know this: I made a 'Make mine a double' pledge for 60$... In my account on the RSI site, it shows 2 60$ pledges in the 'My pledges' list. I only spent 1x 60$ on this, so... Do I get like, 2 copies of the game or something? Would kinda make sense with the name of the pledge, but it doesn't seem to say that specifically anywhere. Also, the two pledges listed don't have the same date... one is October 15th, the other is 18th, so my guess would be I lucked out on a bug or something