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9vgnc3eZ01

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Everything posted by 9vgnc3eZ01

  1. Hey Acer, what do you think of this build? http://img13.imageshack.us/img13/1833/rwb.png
  2. Nerf everything. Cut the value of everything with a number in half, if possible. Fields also need a severe reduction, at least to 25%. With these fantastic nerfing ideas Hyperspace will become better than ever before. --- Actually, I think privs need to come back, at least to two or so. If 2 players can fend off the flags they very well can have them. I believe privs help the zone, so long as it doesn't allow the players with AD ships to assemble a a monopoly over a flag game.
  3. There has not been the same amount. The base games are shorter, indeed. But those long games used to outnumber today's games. Today there is more centering. Honestly Emit, you're right when you refer "amount" to a frame of time like 1-5 months ago. Further then that, your fact is false.
  4. Basing is like a side game that is sometimes played these days... The main attraction of the day is everything in center. (No wonder the minibase is used so much...) If anything, devs need to put more emphasis on basing. I've never thought basing was that bad, even though it had problems like stacking and such. It was a lot more fun then getting in my WB (or Spider in the minibase) and shooting things to slowly collect extra cash. Basing gets money quick, it often is a lot more fun, and it even gives prizes to the winner. If devs want to do a change that works, then bring basing back.
  5. I am sure that if the jackpot is restored, basing will come back to life in Hyperspace. Note that people love winning high jackpots, and the result is regular basing everytime the jackpot increases to a irresistable level.. Also note that: Bountying is gone. Stalling the flag game for THAT reason won't happen anymore. Flags can't all be held by one person. Higher difficulty to runwin just from that. Also we have lots of flags that must be collected. Privs are gone. All runwinning will have to be done on your favorite public frequency. In all likehood, the factors add up to more profit in center flights than getting your divided jackpot that you somehow run won, despite the odds. Of course, this course of action brings up a certain major issue: lengthy flag games due to rising jackpot. I don't remember if lengthy games bothered me that much, but if it really was a problem of the past then a possibility is to restrict the maximum jackpot. 100k-200k for example. And then, if flag games would still be better off shorter than that, increasing the rate the jackpot goes up, still using a maximum limit, will encourage players to attempt to win that specific flag game before the maximum limit is reached. With a balance, this could mean the desirable shorter flag game yet with the major incentive that a respectable jackpot brings. Thats just an idea I had, here.
  6. Gun: Water Gun Bomb: Tidal Splasher FTL: Infinity Vortex Addons: Launcher Cannon Negation Systems Mounts: Fish Mount Complexion Emitters: Strange Scanners Armor: Pristine Beauty Reactor Plants: Gravity Core Alien Tech: Finishing Striker Unknown Lifeforce Final Flash Sublight Drives: Optimum Streamer
  7. Maybe we should just have 1 flag... but make the timer 1000... however at least with 1 flag, we won't have difficulties "getting motivation" anymore! And plus, runwinning would be difficult with such a high timer! And since the timer would be so long, people would win sooner! This could be an effective solution! How about it?
  8. Here's my opinion on this stuff. Sharks Pros: -Top-notch recharge -Small -EMP Bombs Neutral: -Good all around capability, but they don't excel very much at anything either Cons: -Not up to par in well, almost any situation anymore -Item choice is obviously small Though for me, these ships can still work out and be useful. It would be nice if they have more bomb speed. Minibase This I don't really care about, actually... Basing Well, I hope you devs know how important repels are, and why they are forced to be important. The power nerf (which I thought was a good idea and worked) and a price tag act in two different ways, especially in the case where there's only one way to play. In the case where there is no other option to begin with, putting a price tag is like saying; "don't use repels".
  9. Right now bricks are in the grey area between balanced and broken. If there was to be an Brick Generator for Lancasters (as an alternative to Summoner) current bricktimes should be reduced.
  10. Ok I'll do that
  11. If we want that result we could take the cost from repels and bursts. There was more basing then and why you ask? It's because something called rushing constantly took place. So why does HS discourage rushing? You can't break into a freq without bursts and repels, so the last thing you do is decide HS needs less of it... Rushing is good in basing, after all. EDIT: Well, at the very least we need a better form of rushing. I just don't think rushers (that aren't Lancasters) make enough money at any rate.
  12. Just give everyone a "present" of $100k ;D
  13. 9vgnc3eZ01

    Changes

    Good point with the flanking issue. As it stands that is the bane of the 2 locked pubs and an encouragement of the privs.
  14. 9vgnc3eZ01

    Changes

    how about we give PUB freqs a higher max than one... EDIT: What I mean by this, is that we should all be able to hop to 1 pub freq (to a basic limit of 7)
  15. Good point. And I'm just going to take off ship size all together since we all know how big they are to our own eyes anyway. Alright.
  16. RATINGS OF SHIPS STATISTICS LAST UPDATED: November 9, 2008, 3:10 PST Introduction: What this guide does is calculate the stats of a ship and rate how good it is (from 1 to 10) based on how close a stat is to the maximum level. For instance, the Warbird energy ratings mean that it can have about 20% to 40% to the maximum amount, the 4250 energy of the Lancaster. (A 10/10 would mean the stat is at least within 5% of the maximum). Basically, what you could see is how the ships compare to each other statistically, and perhaps decide on areas to improve your ship in as well. So here they are for the 8 different ships. Warbird ENERGY: 2/10 to 4/10 RECHARGE: 5/10 to 7/10 SPEED: 6/10 to 10/10 THRUST: 5/10 to 10/10 ROTATION: 7/10 to 10/10 Bullet Speed: 10/10 Bomb Speed: 6/10 Javelin ENERGY: 2/10 to 4/10 RECHARGE: 5/10 to 7/10 SPEED: 6/10 to 9/10 THRUST: 5/10 to 10/10 ROTATION: 7/10 to 10/10 Bullet Speed: 9/10 Bomb Speed: 8/10 Spider ENERGY: 5/10 to 7/10 RECHARGE: 5/10 to 8/10 SPEED: 4/10 to 7/10 THRUST: 2/10 to 4/10 ROTATION: 4/10 to 7/10 Bullet Speed: 10/10 Bomb Speed: 5/10 Leviathan ENERGY: 5/10 to 8/10 RECHARGE: 5/10 to 7/10 SPEED: 4/10 to 7/10 THRUST: 2/10 to 4/10 ROTATION: 4/10 to 7/10 Bullet Speed: 8/10 Bomb Speed: 10/10 Terrier ENERGY: 3/10 to 5/10 RECHARGE: 6/10 to 9/10 SPEED: 5/10 to 8/10 THRUST: 2/10 to 7/10 ROTATION: 4/10 to 7/10 Bullet Speed: 9/10 Bomb Speed: 6/10 Weasel ENERGY: 3/10 to 5/10 RECHARGE: 6/10 to 8/10 SPEED: 6/10 to 9/10 THRUST: 3/10 to 7/10 ROTATION: 4/10 to 7/10 Bullet Speed: 9/10 Bomb Speed: 9/10 Lancaster ENERGY: 7/10 to 10/10 RECHARGE: 6/10 to 9/10 SPEED: 6/10 to 8/10 THRUST: 2/10 to 4/10 ROTATION: 3/10 to 6/10 Bullet Speed: 5/10 Bomb Speed: 3/10 Shark ENERGY: 2/10 to 4/10 RECHARGE: 6/10 to 10/10 SPEED: 6/10 to 9/10 THRUST: 4/10 to 9/10 ROTATION: 7/10 to 10/10 Bullet Speed: 9/10 Bomb Speed: 6/10 Extra Note: Due to the many items the Shark misses out on many of the maximum levels cannot actually be achieved ~MAXIMUMS FOR ALL SHIPS~ ENERGY: 4250 RECHARGE: 2100 SPEED: 5000 THRUST: 46 ROTATION: 309 Bullet Speed: 3850 Bomb Speed: 6100
  17. 9vgnc3eZ01

    Mad money

    Now lancs don't get any leech money? o_O
  18. What I liked about the resets before ammo was that there was more chaos in ship sets. Nowadays it's a controlled environment with the ammo system, and generally all items having less impact then they had back in the day. Pretty much every part of the game got nerfed in some way, as if it magically made games better. Now I'm not denying the idea behind it, but nerf too much and usually the game just gets less fun. I mean, there were some changes that made good sense (making bricks consumable). But nerfing turrets? Nerfing bountying? Making repels and bursts consumable (even though rushers still use them anyway), discouraging rushing? OK so bountying may have its reasons. But otherwise, its almost like someone was nerfing just for the !@#$%^&* of it. Again, as if nerfing solves all problems with Hyperspace.
  19. Quantum Bot System $500000 [Alien Technology] Description: With this high tech storage system you can now deploy 2 SharkBots per life, who will charge and attack the enemy! Other Info: The bots are not smart nor well equipped; they are just stock ship sharks that use PD's aiming system except they now home their movements to the nearest enemy. They randomly switch from pea shooter to impact bomb, and have infinite ammo.
  20. Chargers Signature Item Command: ?changemode Description: Type ?changemode to activate. Either gives +2 Energy, +2 recharge or +2 speed, thrust and rotation. Is bydefault set to one of the mode, command changes it to the other.
  21. Arctic; the point of life is to be happy. If you find Hyperspace an intolerable place, why be here? If you like something about Subspace, just do whatever that is. Otherwise, move on to what you're happy with.
  22. Lol looks like I had to butt into that picture But yes, I don't see why there's any limit at all. Just make the max freq size 200...
  23. Well sinc Rare locked the most recent thread she must refering to this... anyways I have a new opinion on thors nowadays... GET RID OF THEM Or 2: Restrict thors to Lancaster, make thors cheaper, and lower price of siege mount, something along these lines here
  24. Obviously I know THAT isn't the case either (or this zone would have never got off the ground, right?).
  25. I completely agree with his point; I'm not a dev or anything but seems like a good way to think. Successfully working things out with this idea in mind=happy people which in turn=less angry people
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