-
Posts
454 -
Joined
-
Last visited
Contact Methods
-
Website URL
http://www.ssforum.net :D
Profile Information
-
Gender
Male
-
Location
Bay Area, CA
-
Interests
Exploding spaceships
Sound's Achievements
Newbie (1/14)
-
Another idea is to leave hopping the same, but allow percentages of jackpot to be awarded depending on the time spent flagging with the same freq.
-
I think any solution involving random switching of players will cause unrest. They were the most influential member in their perspective, and they need to fight for the other team and drop the progress they've made just to be on the losing freq? ragequit. The problem isn't directly after the flag pickup. The problem is when players take advantage of moment when the freqs do lock, and make a massive freq with the unlocked freq. Which means locking for hopping players = good. Locking for entering players = bad. If the freqs are not locked to entering players, each team will grow at the same rate and stay even (exp evener still in place). And if they are locked for hopping players, well, players can't hop to the winning team. Ragequitting will always take out a good chunk of a freq, but this way afterwards it won't make the unlocked freq Hulk.
-
no shit read thread then post
-
you would have to protect from players reconnecting as well. freq "memory" would work well in that - if you were on the winning freq for 90% of time or 2 minutes ago for 80% flagging time etc. you would be placed on that freq Incoming players could then fall victim to the base player evening system (exp based) without consequence. now each freq has its set people who cannot join the other team. if they d/c, they'll be put on their correct freq on return. Teams won't become uneven because players can't join a certain freq. But what if losing freq 0 ragequits after flagloss, teams are 12v20. Would incoming players be enough to even it? Though no players probably want to join the losing team anyway, they can't in order to even it. And what about speccers? If a player played for 30 seconds 15 minutes ago at start of flag game, are they still stuck to that freq? percentage might work there. a resetfreq item option, resets your loyalty to any freq, free to join. ideas
-
pros: +recreate & scramble teams that were possibly skill-stacked -- (already rare to be stacked, from difficulty of choosing flagging freq; and once freq tries to win, opposing team becomes # stacked.) + cons: resets player bounties, hard work erased for some nooops decision to win flag game ,, unavoidable, previously avoidable by sitting in safe and sacrificing JP for the sake of keeping TY. if players really want to play, they will continue because it is not hard to hit esc+1 and play again. People don't say "oh darn i got specced...... well i guess i'll not play this zone for the rest of the day, though the message was just telling me it was mixing teams." If they are done with the flag game, they will leave. Most people usually leave after a fg anyway. i dont agree with this specific complaint. but i also dont like that hard earned bty is lost i do like that teams are randomized, but is randomization necessary, for reasons stated above.
-
because there are 12 flags it seems that whoever has more flags seems to be at an advantage, but is that really true? the team with 11 flags has an advantage over the team with 1 flag? Not really - if the base is taken, it's taken - all flags will be assumed. The only chance risen for the team with higher amt of flags is the chance of doublekilling out of base w/ flags, in any case will happen regardless of attacking freq proportion. this is not a proper solution. 'flags in possession' is not a significant method of identifying the freq with the advantage.
-
Calling all graphic artists! Fields need a face lift!
Sound replied to Masaru's topic in Zone Development
i think animation would be awesome. Also, sharp's contribution back with cerium's supportive idea sound perfect the design is sleek and informative. however, it takes away from the whole intent of making a flashy animated field gfx bottomline i like sharp's input -
^ I don't have one yet - I'll come up with an alternative, for now i just want to bring the problem to the table and wreak havoc.
-
Flagging is flawed. 10v10 2 teams have split flags fighting going OK, flag game enjoyable. freq 90 wins over all flags n begins to win, naturally. 10 more people join freq 91 to get into intense flag game w/ jp at ~300, knowing the amassed spec force will crush winning freq. 20v10, freq 91 tramples freq 90, freq 90 tries to come back, but zone population source has been exhausted and locked onto freq 91. flag game is won without a scratch 20v10. happens time and time again. "oh you shouldnt have locked freq then" why not, it's a flagging zone. it was 10v10 for 2 hours. player comments: a:"is it ever about themoney?" a:"its about making other team rq" b:"i agree with " this hopguard mechanism is not working on half decent games - maybe when population is 10.
-
Can you throw some crazy spaceships fightin in that vastness of space?!
-
I like how you omitted Deaths
-
continue capacity upgrades, i.e my max reps is 3, max burst is 2. ships spawn with a certain number of greens, = random # of items gained, up to the max their ship can hold, but usually very low, 0-1
-
who has time to take care of their cuticles while intensely piloting spaceships? i lol'd at that too, soul
-
whatchu think you're superman?