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Everything posted by Masaru
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Sounds perfect. I'd love to see this happen.
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10% less energy requirements for weapons would be nice if it takes a 15% or so firing rate hit, Alien Tech spot, or something...
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I'd hate this engine if it were ever in. :/
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Or even better, have an energy requirement to be able to ID... >_>
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Rabbit will boost the jackpot to a much higher magnitude than what is legitly possible. I chop off the jackpots to set them at their relative levels as if the rabbit wasn't there. I didn't tell you to not win, I just don't encourage trying you trying sneak win a jackpot that was boosted to like 80000. Also: Peace_Make> maybe i should quick win so that you dont have time to reset the jackpot http://img180.imageshack.us/img180/4666/qwwa3.png
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So you're saying you would rather have you and your handful of buddies to take over and ruin all the newer player's chances of winning flag games because you can? No zone will grow with that in mind. The BEST way to learn how to do things is to actually do it, not standby and watch it happen. The newer players won't get a standing chance if they're going to go flag against a whole freq of vets.
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lol, you killed me on my Masa in Thailand name? o_O
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Center looks incredibly boring for the top half. Random obstacles and things would be nice. Safe looks way too big for its own good.
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As the !@#$%^&*le says, I suggest having what the supposed PFF (Public Freq Friday(?)) settings are to be used regularly. I say this because: * Two big pub freqs will keep the players interested in playing, than having some of them into flagging. The rest will be stuck with either flanking, centering, or worse, speccing or leaving altogether. * Setting up single private freqs can still give an individual their own privacy (and more targets to kill). Keeping private freqs will benefit those people and keep them interested and playing. Eliminating them altogether would not be a good idea, options are always better than one set way. I'm sure I have a bit of support over this idea. For example, when there were still PFF settings in pub yesterday, there was a good 15v15 game going on for a good while. And even after the game, many stayed and kept playing. Most of the time, winning a flag game ends up severely reducing the pop and generally stays that way for a bit of time. I want HyperSpace to keep going in an upward trend of players and I believe this idea will do just that.
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If a fat ship like a spider doesn't get rockets, a levi shouldn't either.
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I support this idea at this moment in time.
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* Active Pub Freq Size Since the pub freq size is frozen at 10, and there seems to be more than just 20 players wanting to flag/frag/whatever, I'm wondering if it were possible to have an "active" pub freq size, growing or decreasing depending on how many players are in. Not sure if modules can do this, but I'm sure there are bots that can do it. For instance, arena pop has like 20 people, around 10 players, pub freq size shouldn't be larger than 5 or so on each side. Or arena pop has like 40, with like 30 playing. Pub freq size could grow to 15. *Lessen Private Freq Size As much as I like private freqing, there are many times where there is a private freq of around 7 and the pubs dies to like 5 players scattered among other frequencies. This is more to encourage (newer) players to be in the game and to not be left out as much, thus having a greater probability of keeping them playing in the zone. What I suggest is whatever the pub freq size is, drop it down by around 3 (or lower/higher with active pub size). That should be a good estimate to at least keep pubs having a fighting chance. * Automatic pub freq evening Most of this seems to be caused from the massive movement of freqhoppers in the zone. For example a good 6v6 would be going on. The attacking team breaks through, gets flags and the defensive team hops on over to that freq/disappears. Ending up with like 8-9v4 or something similar. I'm not sure if modules could do this, but back in my old zone, SWZ, there was a bot that would do a periodical warn and then switch people (switched people are the ones that die during the period where bot needs to switch someone) after a certain amount of time of uneven frequencies. Of course it sucked when it switched you in the end, but I believe the good outweigh the bad to keep even freqs fighting against each other. * Pub frequency speccing time limit/disable? One other thing I noticed was people jumping into spec on a freq as soon as they grab flags and go AFK/not play until the last part to reap the jackpot. This, in my opinion, seems very lame and should be combatted against. Perhaps some sort of disable of pub speccing when theres flags or possibly a time limit to keep this from happening. There also has been instances where people spec on one pub just to get a different player to hop onto the other freq that are winning with flags.
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Sell prices should be less than 50% imo.
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I am 100% for weaker repels.
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After I select my internet connection and click the HOST button (or just try to cancel out and jump in), it goes fullscreen and doesn't do anything.
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Upon further testing of base 3, I have to say that it has been blown up a bit too much. Lots of large spaces still can let those sneaky sharks through and the chokes aren't looking like they are helping. Base 5 seemed fine with blocking the line bomb and whatever else in the beginning. The problems that I see with the enlargement is in the end, from before the final S hallway to the end of the S hallway seems like it isn't as defendable as before. Not sure why. That hall way on the top right, moving left to go in base seems really easy to get across though. Although, this could be from the few times I've gotten to flag in these bases, but that's how it seemed to me when sharks would just fly past defense and steal flags =/
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I'd think having ID a recharge time of at least 45-60+ seconds would make it less appealing, so TW P!@#$%^&* would still have some qualities of owning.
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I didn't think Meow even had TW pass o_O
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No, it gives the wb a reason to be used. Since it's not that strong terms of energy and weaponry.