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got bounty?

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Everything posted by got bounty?

  1. Going to NCSU in the fall, Studying sociology, maybe a minor in computer science. hope hs is doing well!
  2. Yup, I did it! Ban Mac ASAP.
  3. I agree with with this. Well said. If the priv does overtake the pub, it is not easily done.
  4. Kid A, I talked to your squad about upcoming HSFL, I'll keep you guys tuned in. Talk to me in game for more information. As I mentioned as advice to an upcoming squad in Hyperspace, Dr is granting squads who qualify [# of Players and Experience Requirement] a free fully loaded lanc, excluding Alien Technology.You can find the thread for the application of this lancastor on the main forum for HyperSpace, en!@#$%^&*led 'Squad Rewards'. It would be wise to partake in Dr Brain's gracious offer.
  5. Ah, sounds good. You had us confused there, for a second. I agree completly with S!@#$%^&* on the player-made base issue. If anyone has bases they find 'fit' to suit HSFL in a fast-paced flagging game, feel free to show me online. You do not need to have these bases tiled, just a firm outline. If your base is rejected, feedback and suggestions on additions/ improvements will be provided. Remember, we're looking for bases that will create a fun, action-packed experience. The first HSFL already has 4 bases set in concrete. We know these 4 bases will be used in the first HyperSpace Flagging League. Two spots still remain open. These bases have yet to be choosen/ made. Once we establish precedent for HSFL, I'm sure more and more 'HSFL' maps will be made, creating brand new bases to be critqued. Eventually we can narrow down the 'best' possible combination of bases that favors everyones needs and concerns maintaining great time for everyone. Cheers {To S!@#$%^&*: Feel free to delete these last few posts.}
  6. On an irrelevant digression, I was thinking something along the lines of typing '?ad' during the 3.5 second death timer we currently have. If the cool-down rate is clear [ AD has not been used for 60 seconds] , AD would activate accordingly. Dr Brain has kindly stated parts of the disadvantages of manual AD for us. I don't think it will not be as godly as [what I think] Aceflyer and Firefox imagine it to be, but will be to some point deadly pinpointing precision rather than accuracy.
  7. Antideath is 'worthless' if spawned at the wrong time. Manual antideath may be too powerful, if anything else. 'Worthless' would be an huge underestimation. Almost in essence, controlling time, would be the byproduct of this addition. At any given time: -Team has two lancastors, one could rush while the other would anchor. If something happened to the 'anchor' the 'rusher' could use what would almost seem like a trump card saving the whole team from having to respawn at center-safe, travel back to enemy base, and regain lost grounds. -If you're rushing and you make it past defenders but get thored, again- Trump Card. -If you're holding flags on a ship with AD, and someone dies and gets a double-kill from you [ wielding flags from killing after player has already died ]: you can respawn at center-safe instead of having to deal with respawning in an empty base. Respawning at the right moment, in the right area obviously can alter the entire course of a flag game. As firefox has so kindly stated, correct timing would be deadly, and possibly overwhelming. The tradeoff would be, AD used less [ Most likely once every 2-3 Minutes? ] , as players would be waiting for a specific moment. Cheers.
  8. Would be nice, perhaps, if we implemented an ?ad feature, where the person who died, is able to ressurect themselves accordingly? The 60 second cool down timer, of course, would stay. Flaggers would be able to use their 'ad' life when needed rather than left guessing at a rough estimate.
  9. It is, but naturally the fact Lancastor can not get the item 'Salvo', presents a drawback to rushing. That has always been the main difference between Lancastor and Leviathan rushing. I would actually like to see 7 become more of an anchoring ship. Perhaps 'x' amount of bounces on the bomb, increase manuverability and such would actually promote people to anchor for anchorings sake.
  10. As do I. Making leviathan dominate in all quarters of close range combat would be an interesting concept to play with. Perhaps nerf the speed a bit more since Levi is already slow as it is, and give better guns, better bombs, better recharge, even more overpowering objects. Although overpowering, it's a rock. That should be considerable tradeoff. Again, another concept we can twist. Nothing concrete.
  11. Whimsical. Might as well start bringing the axe down for 'Auto-Antiwarp' and 'Auto-xRadar' users. I think I saw a couple players using those too. People who use 'auto-cloak' are obviously not as stupid as staff deems them to be. No one uses that program anymore. Seriously. All players who used to use 'Auto-Cloak' [Mostly Safe-Laming Purposes] don't use it anymore. It was a joke: Flashing like Christmas lights during the middle of summer. It was created by a friend of mine who was new to the zone at the time. It was given to two other players. While he was away, one friend who had recieved this program gave it to a 'vet' member, where it was contained in that population. Amusing, until staff took it very personally. Honestly, Long-Term Ban/ Fine on Money or Exp/ Getting Account reset isn't a risk sensible players are willing to take. Common Sense. What do you know, now it is Christmas time. However these days, players getting fined for this past legendary program is the real joke. This issue is stupid, being: 1) Consider the amount of new players in this zone, few know about the 'auto-cloak' mishap or the program itself. 2) There are alternate versions of 'Auto-Cloak', made by a ex-ss player, who no longer plays. These newer versions, have options, in which you can set cloak-delay and buttons, where this program will not cloak when this 'x' button is pressed. 3) There is no official way to regulate this program, and it is impossible to delever sentences in uniform. As in the rules, we, the players, are at the full discretion of moderators.
  12. Happy birthday man. Hope Temple isn't working you too hard.
  13. You're right. We're not here to 'flame' each other, but for bettering HyperSpace. However, we must not confuse dissent with 'flaming'. When loyal opposition dies, so will community itself. We would not play HyperSpace, because we wouldn't give a !@#$%^&*. Somehow, I doubt defense will be crushed as easily as you assume it will be. Again, these bases will favor attackers, but will not leave defenders in an empty box. As you stated before with population, perhaps a mixture of flagging should be introduced. We could have Pub Flagging, and HSFL. I am currently working on the map with a few others. As 3vil has already stated, most ideas are great arrows, but there has to be a bow. And action is that bow. Hopefully we'll be able to test some of this stuff out soon.
  14. Sorry do to this to you 3vil, but I'm going to take your arguement apart. I'm really touchy about what steps will be taken for HyperSpace in terms of flagging because this is a crucial topic on what goes on when the game does become fully developed. I am not determining the valadity of your opinion, but rather stating why mine is better. Feel free to 'argue' back. Ah..Rushing Attackers. This is what creates a dull stalemate, where the bombers and gun-spammers are gathering bounty and collecting cash for the team, while the rushers make sure the offense doesn't advance. Even if you are rushing attackers, it's the same as if you were bomblining. Same short repe!@#$%^&*ion of movements. Most likely if the bombline is too strong the offense will quit anyways, meaning it might be 'fun' for one team, but the other team is suffering. Centering: Are we not talking about flagging? Even if most of the team does go center, I know from personal experience I hate being the lanc stuck at home, just in case base comes under attack. And aren't we 'ideally' supposed to be encourage flagging? The 'If no-one is attacking we'll do something else' approach doesn't appeal to me very much. Changing to the losing [Offensive] freq. Well you see, we need more of these people. Who attack for the !@#$%^&* of it, not just basing for money. Rev, Domio, Levicutus, BloodVenom to name a few. We need more people who are willing to switch to the losing [Attacking] freq, just because there's more action, and the game will become more exciting for all players. However, as we all know, most of us, myself included at times, have a common disorder called greed. This hunger for money makes us want to be on the defending team because yes, the defending team does make more money. This thirst for money, makes us enjoy stacked teams even though the other team is clearly not. I'm pushing for a flagging system, where players will enjoy the game for the fun of it. And lets face it, time isn't worth HS dollars. First off, there is a misconception with these 'EG' style bases. Yes, they're favoring offensive players, but NO the offense does not always win. You're !@#$%^&*uming you will win without trying. Obviously the defense will provide resistance. Another point is: What happens once you turn from offense to defense? You will be the one defending. Since attacking is so 'easy.' Won't defense actually provide a fun challenge for once? Again, I'll stand by my opinion of 'EG' style bases. This does not mean there won't be bomblines, and tough parts for offensive teams to get through. It means there will be less, and they will be a bit tougher to keep for extended periods of time. The best way for us to try which bases people enjoy most, are through hosted flag games. And this is what 'easy-to-attack/tougher-to-defend bases will create. More thinking, more strategies on how to defend. In turn, to break defense, more ways to attack may become developed. Who knows?
  15. As you know, I'm all for turning HyperSpace into a fun, fast-paced flagging zone. Longer games, less quickwinning, and perhaps a skill-base touch. Smaller private frequencies, and large public frequencies. I prefer easy to attack, harder to defend baes such as 2 and 6. The old base 3 was good. An 'EG/ RS' style-type flagging you might say. Base 7 and 1 do not appeal to me as much. No reason, just personal opinion. As many of you know I do not like base 3, 4, 5 because I find defensive bases have a tendency to ruin good flag games. Everyone loves to gather bounty. After all, more bounty equals more money- and who doesn't want more money. I find that after a few games, bomblines, and sitting/spamming gets dull and find it hard to keep playing. Cheers.
  16. Lol.. With my idea: You would be able to thor flaggers to death because you could get two thors, but you would have to choose between a thor or a repel. I'll stop trying to help you understand. It seems pointless.
  17. Mmm, money sinks. Sound tasty.
  18. And the attacking team will easily tear through them and flags will switch back offensive team. Then the process will repeat. Players who do know how to keep a base usually don't want to win anyways.
  19. Ah..Well that eliminates all 'potential' skill from the zone and ultimately gets boring in the long run. Personally I would like to see some traits of EG, RS stle flagging introduced to HyperSpace. As in dueling, LAing requires something money can't buy. Strong defensive bases make the game a bit dull. EG, RS, FZ bases are favored towards attackers. I like this because it requires a good team to defend the base, and obviously, runwinning, quickwinning of any sort a lot harder. However, S!@#$%^&* does raise the correct point.
  20. Way to leave out credit for Levicitus and me. Lol, I remember when Aoi was like, "Is got bounty? dumb? Why did he buy antideath on levi?." Sention, and Suicide: hurry up and sit down, everyone else is. Otherwise they might chucking popcorn. I'd have to agree with Cerium for the most part however. Flagging in HS is merely F7, Alt, Shift-Delete, Ctrl-Shirt, Wait 3.5 Seconds; Repeat. Probably could create a 'rushing' bot. Mmm, introducing a new flagging system would be interesting. Seriously though, scorching irony, not a convincing arguement is needed. My opinion? Remove ship 4. While we're at it, lets remove 1, 2, 3, 5, 6, 7, 8 as well. Nothing to complain about.
  21. First, count. It takes 3 seconds for a weasel (higher recharge than majority of ships) with compression core to recharge 400-500 energy. As Mook has pointed out, normal ships (majority) can not recharge 750 energy in 3 seconds. Well we can't all have everything can we? I want jump portals, ID, TW p!@#$%^&* on my weasel, doesn't mean I can. I want Anti-death and Field Launcher my weasel, doesn't mean I !@#$%^&* can. There are limitations on what we can and can't do. It seems you are arguing on the fact that you are afraid of losing power. If this is implemented, one thor will make a huge difference. Take into account the other 20 players on your team who might be thoring/ fielding/ bursting/ spamming guns or bombs/ wallbombing. Believe me, it adds up. It is enough to take out ships more than two tiles. Three small points: 1. You ignored the fact that an extra burst does make a huge difference which Aceflyer has reinforced. 2. You evaluating this on the terms of one player, not 'the big picture' Masaru, Mook, and Aceflyer seem to be trying to contribute to. 3. This probably isn't going to be implemented anyways. LOL. Wait, Wait, I know this question. What is SSCE Hyperspace?
  22. agreed. if siege pack only have 1 thor then no matter what u cant really hurt the enemie anymore, so there's almost no point of getting a siege pack You guys are really starting to make me irate. If Doc, doesn't want to cripple siege pack that is his decision- I respect that. His opinion. But some of these claims are a bit ridiculous. In my suggestion, I clearly stated you could buy 2 siege packs instead of one, meaning you can still have 2 thors. It's a choice you have to make, extra repel or extra thor. What the !@#$%^&* are you talking about? 1 Thor can deal up to 750 damage. That seems like 'damage' in my perspective. You are also overlooking the fact that an extra burst does make all the difference.
  23. What the f--- are you guys talking about. I'm talking about an event called 'pub day'. If 'pub day' was treated more like an event we wouldn't have to deal with all the sh-- you guys are talking about now, because it wouldn't happen in the first place.
  24. Dude, I brought this up ages ago, but apparently people only listen to mods. Take Siege pack apart. 1 Burst 1 Thor - 12.5K you can have 2 of them. Rushers can choose the extra rep or thor. Wbs can still be nailed down. All problems solved.
  25. True that brotha. Haha, yesterday 7 man freq took down two 15+ player public frequencies. Public ended up winning, but barely, with private freq sandwiched inbetween two flanks pushing them into the last corner. We didn't win, but it was fun. That's whats up!
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