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spidernl

HS Staff
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Everything posted by spidernl

  1. Molecule
  2. Source
  3. Since I never really replied to all the points: Possible. But it might be better to have a splash screen explain how to buy ships when you first enter. Might as well introduce players to the buying mechanics of the zone right away, as it's a fairly big deal. That would kick them off into spec rather frequently. Not a good way to be introduced to the zone. I tried something similar to this, and it isn't really possible. Certainly not since I moved some turreting settings from arena settings (which the client cares about) to item properties (which the client doesn't care about at all). I made the "Starter Kit" item because giving them Ion, Fusion, Ablative, Gamma, Impact and more would make warbirds cost over 20k (otherwise you could make a profit buying and selling starter ships). Raising the starting money would also imply a raise of the 10k "give minimum" to something like 30k, which isn't as preferable. A balancing nightmare. Disruptor should not be allowed on Javelins, but Arcfire is a very commonly used item on them. Particularly signatures and capacities should remain at high experience. Maybe not all signatures, but definitely capacities and some of the more exclusive items. The grind is necessary to keep "hardcore" players interested for the duration of a reset. Being maxed out isn't all that much fun - just look at how the zone always slowly dies before a reset, and then gets a large population boost for a while. In the next item set there'll be more "item unlocks" in low experience ranges, however. There'll still be high experience items, though.
  4. Immortal
  5. spidernl

    new evener

    Meh. It's powerful, but not drastically overpowered. I remember when nobody even used PD weasels to rush with as they weren't "good enough". Guess what - all that's happened to PD since then is a speed nerf (as the aim improvement isn't a big deal in base).
  6. spidernl

    new evener

    Don't see why you would limit PDs on a freq. If you consider them imbalanced, you nerf the item. You don't put some silly cap per freq on them.
  7. I suggest going with a subspace clone with a client-side module system which is synchronized with the server like maps are. You'd get a download when entering the zone where modules are downloaded and loaded into the client. Then you don't have to "hardcode" this kind of stuff. Someone wants to make a zone with 16 ships and each ship has 18 different skins buyable with points? Let them code it themselves.
  8. Limitless
  9. spidernl

    Reset!

    I'll probably be doing a few more "item spotlights" in the news. And it's not really "the new items". There's hardly any items that are the same as old items.
  10. spidernl

    Reset!

    Yesterday, all ships, items, money and experience were reset. This reset, all money and experience gains are doubled. This is mainly because this reset might end up a little shorter than previous ones*. The extra money and experience might also come in handy for a public new item set beta test*. *) Might not actually be true. Real life has this habit of consuming far too much free time. I sure hope it'll be true, though.
  11. Tires
  12. For the next item set, I'm making the initial 100-200 experience more "rewarding" in the sense that a larger number of items will be "unlocked" in that experience range. A cap increase to 20 exp/kill wouldn't take more than a (few) minute(s).
  13. spidernl

    new evener

    I asked how, not how easily
  14. Car
  15. spidernl

    new evener

    How do you intend to fix the inevitable issue of freq locking: players in spec who previously flagged? It's so easy to trick the system by getting a few friends to spectate with you and completely mess up freq balance just to be a jerk (and HS players are great fans of ways to be jerks). Making the lock 100% strict will lead to frequent 5v15s if the "5" freq had a few people who spectated/left. Making it "looser" will make hopping more difficult, but certainly not impossible. For the flaggame win:lose ratio you'll want to also alter the system that tracks wins and loses and make sure that not-being-on-a-flagging-freq doesn't cause people to get a "lose", therefore making their win:lose ratio fairly unrepresentative of their actual ability. Might not want to count ragejoins of < 2 minutes either.
  16. Not really. Needs quite some changes to work.
  17. I was personally considering a field system where fields are emitted around the player's ship rather than as a seperate entity using Utilities in the new item set. Probably less overpowered as you'd have to stay near enemies but still stay alive.
  18. game
  19. $5000 worth of donations? Holy peanuts. Better hope there wasn't some jerk who decided he could use some extra money on his own bank account.
  20. I'll make a news post, because honestly I just forgot to. That should help inform people.
  21. The fact that I'm not a mapper? Unless you need modules done for elim (and I don't see why you would), it's currently Psythe you should ask.
  22. Or you try to convince me that it's worth spending my - limited - time on. The no-turrets-unless-you-have-item-x idea is actually pretty interesting and possible to implement.
  23. Ah yes, my bad. That does make a lot more sense.
  24. Well, the OP is asking for this to prevent "missing an item". Not listing item types the guy doesn't have wouldn't work so well for that.
  25. Didn't the OP already suggest that?
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