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Kilo

HS Dev
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Everything posted by Kilo

  1. You're right... you want easy cash, so we should give it to you. We should make the game appeal to the lowest common denominator and make "winning" skillless, fun fleeting, and gameplay meaningless just so we can be "great." Actually, never mind, that would be too much of a shock to our pride. So I will wish you best of luck in applying your knowledge of making things great to "press button win lots of money" zone. P.S. D1 is secretly embezzling the rounded-off decimals in every HS transaction.
  2. Kilo

    DuelBox

    It's true, I'm no where near the duel skill level of omni (primitive.)
  3. You're not quite correct. Multifire guns are all balanced for their multifire ability. The actual truth is that using singlefire when you have the choice carries no advantages (other than the innate advantage singlefire gets over multifire,) not the other way around. Multifire guns are already less powerful than their singlefire counterparts (and/or less efficient/or signature,) the point is to use the multifire if you're using the multifire gun.
  4. Yep, recwhoring and statwhoring is truly what this game needs more of.
  5. This is a little picky, but it'd actually either be a bouncing shredder or a nonbouncing beam array in the example you provided. Oh, and to address the suggestion: certainly has always been an obvious option, but mostly this falls under the category of "reduces customization potential instead of expanding it." Right now you either (more or less) get a decent-damage single fire gun, high-damage sig singlefire, a low damage multifire gun, or a decent damage sig multifire gun. If you could get both, why wouldn't you buy it? And then if it was inferior to the comparable single-type options, why would you buy it? I mean, even if you could probe bounce effectively (I mean, you can, but too much client desyncing for anyone's taste), it seems like any other sig would be more useful than essentially just obtaining two non-sig guns. Please explain.
  6. I wouldn't know since I don't pick which language I use based on what dangerous practice I can get away with. I was sort of hinting that the things that crash the zone are C, because unlike Python, it does absolutely nothing to protect the unwitting programmer. Python on the other hand will throw exceptions and cry but in the end you're still connected. C will crash without prejudice (and sometimes it will even just act weird without crashing...)... so yeah.
  7. Yep, making Python modules crash the zone is almost too easy, not to mention the language itself is highly inconvenient. It's why I wish we used more modules of a simpler language that wasn't archaic, has no pitfalls, and is perfectly understandable.
  8. ^Also every reason to believe that nothing has really changed since you are asking for a feature so fundamentally corrupts the gameplay and culture. Why exactly are you whining about the 100 second delay as if it made games longer? The total amount of time between the last flag carrier picking up flags and winning the flag game has not changed very much at all in recent history (it used to be shorter, along the order of 3 minutes, back when team sizes didn't scale very high, so flag carriers created a bigger gap on your team.) It used to be that flag carriers had to hold it for longer but then there was a shorter amount of time after the last drop to the win. But that's more advantageous to the offense, because a defender is tied up for longer. So now you can drop faster but then the extra time is made up when all flags are dropped, increasing the defensive fire power without risking resetting any timers, leading to a more sure win and a faster flag game. More incentive to drop too because it won't tie you up personally as long, too, so flags get dropped faster.
  9. That's the simplest way to put it but the reasons are more complex than that. It's ludicrous to claim that flag games were really fought over flags. The flags back in that time were more like the objects that people politely (hah) used to determine who ran themselves through on the other team's death traps. Winning the flag game meant giving up that right so people almost never wanted to do it. That's not really a "flag" game at all. Not to mention that there was absolutely no skill at all in the kills in the ultraconfined and clustered space of a base, whose rewards would get progressively higher for no real reason other than you had not died (or run out of ammo, which was one of the compromises to try to control the ridiculousness.) Eventually Brain decided that HS needed to have a real objective besides press button win lots of money, like it used to. Hour long flag games aren't impressive if they're stupid. Before bounty bonus nonsense, hour long flag games were truly epic, mostly because they weren't artificially inflated. It was a great idea only insofar as having a "press button repeatedly--win money repeatedly" game is great. There was no substance to the gameplay and it undermined not only real flag games but also the whole HS economy.
  10. Kilo

    RIOT

  11. Kilo

    Reviving League

    Maybe you did maybe you didn't, all I know is some did. It was not a personal accusation!
  12. Kilo

    Reviving League

    Why would these refs resist abusing their power when the previous ones couldn't?
  13. Good idea
  14. A belated congratulations to Dirtybirds who came back from almost getting swept in the finals to defeat Reppowarriors 3 games to 2. Dirtybirds becomes the first franchise to win the minors championship, move up to the RSHL, and win its championship as well. While the offseason has started, there is already a new hockey event started, the Mini World Cup. Teams are form based on region. There are several games each night, stop in and watch some high scoring games. The sixth season of the Realistic Subspace Football League is beginning, even if you've never played the football arena before, there are spots on teams for those who want to learn the game. The preseason will start in mid-early May, but it's not too late to sign up a squad. You'll need at least 10 players and will need to be able to show once or twice a week on Sunday-Thursday nights. If you don't have a squad but still want to play, hang around the zone and forums and someone is sure to pick you up. Follow http://football.rshl.org for updates.
  15. You talk as if most people who commit such an avoidable offense want to keep playing the game. You all talk as if most of the people who do want to keep playing haven't already bypassed and living with a new identity.
  16. See you in six months.
  17. New update: DB held on to turn it around into an even series, game 5 is tonight at 10, and there will be a champion when it's all done. http://www.ssforum.net/public/style_emoticons/default/blum.gif
  18. No. Dirtybirds stayed alive tonight after being down 2-0 in the series. Game 4 is on Wednesday at 10, after tonight's collapse by RW expect some extra serious play.
  19. The 16th season of the Realistic Subspace Hockey League has reached the final destination: the Blackie Cup Finals. Dirtybirds and Reppowarriors start a best-of-5 game series tonight, April 7th, at 10 PM EDT in SSCE Hockey/Football Zone. All are invited to attend to watch. There will be fierce competition and memorable moments. If you've never seen an ASSS replay clip before, this is an excellent opportunity. Highlight reels will be played after the game. Game 2 is tomorrow night, April 8th, at 10 PM EDT. Check Center Ice for schedules and updates. Note: if HZ appears down for you, try refreshing your zone list.
  20. They crashed stuff (someone found a way to do it?), I will fix it eventually. Though I'll be honest--the fields you remember will probably go the way of Searing Heat.
  21. Dear nike, hi <3 akd
  22. See you in six months.
  23. Where the heck is DoorMat?
  24. Well, since I have listened to other people, I guess I will have to guess...D1st0rt. What a bastard!
  25. Pretty sure I also already said fisticuffs!
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