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adi
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Everything posted by adi
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I'd do it for kicks
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I think a lot of the money from flag games comes from people killing/leeching. It's also more fun to compete. But I see your point, with two evenly matched teams flag games can drag on forever. PS lol at @ pickle penis
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i like that you called them "abortions"
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Since mvp is too hard to quantify I think it is best if the players decide for themselves. Additionally, if as per 1d10t's suggestion the voters agree to pay for their vote with some of their own winnings then I think that will detract from any potential abuse. Overall I think this is a "pat on the back" prize.
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don't poo on my ideas so casually anyway how is this abusive? only the players on the winning freq vote. If someone has multiple accounts on a winning freq, then this additional bonus prize isn't the root problem. I think for 5k any other abuse takes too much effort. Coordinating on a chat to take turns all voting for one person? Too much effort. Also, 5% doesn't leave a lot of money for bribe votes. additionally, due to the large number of newbies on most pub flagging freqs, I don't think there are really very man strong allegiances/friendships, and that often the most popular player for the moment may also be who the players feel was most valuable.
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I think it would be neat if at the end of every fg, the players of the winning team cast 1 vote each (maybe ?vote name) on who they thought deserved a 5% bonus. also, 4:31CST 1d10t> could have ppl donate into a jackpot for said mvp, that way its just not free money given out..you'd actually have to care about your vote ^or even, by casting a vote you agree to donate 1% of your own prize.
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Dear HS Dev, can we have upgrades to bullet time?
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looks sweet
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Team Omni with only competition being Team Gaybird (unix
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What if there were "buff" mounts/addons/emitters that gave, for example, a +1 recharge boost in a radius One idea for implementation could be to modify the field item to recharge nrg instead of draining it. /**okay, not the best thought out idea and probably impossible to implement. Nonetheless, I wanted to write it down
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Cool The website is not very user friendly right now, though. Search feature maybe?
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oh well thanks for considering ps Jowie what is t-nation doing up in ssforum
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If reps effected lancs less than sharks and if reps effected lancs with turrets less than lancs w/o. idk if that is inertia or momentum or neither I think it would be cool
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ya I ?help'd by accident first then I ?cheater'd I made this thread in case that player came back on another alias so that there would be some evidence against him/her.
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For the record: Other players on my team including Sparkle observed Universe Bomb taking neuted flags, warping to center and dying, as well as incessantly tking. and i just watched him port to center and stay in center safe until flags neuted.
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Okay, so in two separate incidents today different HS players mentioned that their wealth, both numbering in the millions, was gotten via donations. I am just wondering if those donations came from normal players who happen to have an extra mil lying around, or if they are from players who can grant money.
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are duels going to be in ?go duel I only ask b/c it's very big.
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That puts things in another perspective quite nicely.
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What about leaving privs at 7 but unlocking pub freqs so that everyone can merge into one large public frequency? I logged in today and saw 2 summon lancs with 3 rushers trying to fight a priv, but getting flanked by the other 5 player pub freq. Even if one pub freq was centering, I don't think that 5 pub can beat 7 priv. Actually I just realized this wouldn't work because as soon as a pub freq gets flags everyone will hop to that freq. Even with freqs locked upon 5 flags held, it would still probably take too long for all 5 flags to be grabbed before everyone, including the priv, had joined the pub freq. I'm posting this anyway because there's the outside chance that someone will get a better idea after reading this. Ok, so what about unlocking pub freqs up to 12. I'm not sure if it's possible with the current code, but a cap, such as 12, would prevent everyone from merging onto the same freq once flags were had, and would also prevent 5v5v8. edit: black text is so boring.
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Kilo I'm not sure if you realize that I was joking about my ideas being implemented right away. By saying "hopefully you are all in agreement and Dr. Brain implements these today" I meant that I was just fielding my ideas and that I knew they might not be approved or implemented at all. I really do hope we get to at least try randomized freqs, though.
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Whoa I just read about that. I think this is a little different than warehouse in that warehouse was for trading and I was thinking of loaning but this could probably fit under the warehouse project umbrella. I guess warehouse is probably on the back burner for now, though.
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haha thanks. I was trying to organize it by color so it would be easier to read.
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Ok so here are my two brilliant ideas, hopefully you are all in agreement and Dr. Brain implements these today: Ship loans I have more ships than I really need. I'd like to be able to lend one or more of my ships to new players/friends. As Omni pointed out this is very similar to warehouse & hopefully could fit in that project. Issues/abuses that I've thought of: --shipstatus locked: obviously I would like my ship back intact, so all gear excluding consumables is locked. This also prevents me from having my low xp friend loan me his ship and then sending it back stocked with goodies. --loantime: a predetermined lease time would be important to ensure that I really did get my ship back. If it was your want you could also set a max lease duration and frequency [presumably how many times a player can borrow a ship, not how many times a player could lend one] to encourage the borrower to make the most of their time w/ nice ships & to prevent perma-loans. --parasite: this could be an incentive for players to loan their ships, although it would be like lending someone a piano with sticky keys and no una corde (soft pedal). If you wanted to ensure that players were being truly altruistic, you could prevent ships w/ parasite from being lent out. --Much of this idea is based on the premise that you can loan a high-end ship to a low xp player, which obviously lends itself to abuse. The only solution I can think of is a watchful eye on loan logs. On the bright side: --Many people have summon lancs but don't like using them. ?loan 7:<# minutes> --Playing is more fun when you have a powerful ship. If you experience the joys of a super wb but then you're left with your stock again, you have a tangible aspiration. You know what Baryon feels like *drumroll*.[/cheesy] But it really could be useful for motivating a newbie or for saving HS$ if I'm contemplating flash or carnot & my buddy happens to have a flash equipped wb. --contest prizes: If a generous player wants to host a contest on the forum or in game, then a two-day ship loan could be worth far more than 50k (ie could be worth fun playing time. plus player gets HS$ and xp) and costs the contest host nearly nothing (I picked two days arbitrarily). random if this were implemented, then a player with 8 maxed ships could equip a whole priv. Random Teams I thought of this when privs were out. Teams randomized based on xp balancing (with an intentional fudge error so same teams didn't repeat multiple games in a row) would prevent a stacked team, which is usually what leads to one whole freq spectating. Issues/abuses that I've thought of: --players that enter after a flaggame has started would be !@#$%^&*igned teams based on a compromise between xp balancing and player count. This could lead to a 12v15; presumably the players on the 12 man team would be able to compensate for their numerical mismatch. --there would have to be an upper cap on how much weight a player had in their team's xp balancing scheme. A player with 18k xp is most likely not equivalent to three players with 6k xp. eg: 0-4500xp weighted at 1, 4500-6000xp weighted at .6, 6000-9000xp weighted at .3, 9000xp+ weighted at .1; If I have 10000xp, then my xp weight is 4500+900+900+300, or 6600, which is only ~1.5x a 4500xp player. (actually that's not a very good example scheme. Hopefully it is a good illustration anyway). On the bright side: --Speccing and hopping: if teams are !@#$%^&*igned based on xp balancing, then it will be very challenging for a spectator who plans on entering at the right time to get on the right frequency to know when "the right time" is. --Ideally, random freqs would give everyone an opportunity to be on the winning team some and would promote working-with-others skills. random For everywhere that you see the phrase "xp balancing" in this post, HS networth could also (theoretically) be factored in.