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spidernl

HS Staff
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Everything posted by spidernl

  1. You'd be buying moderator powers. It's not a donation when you demand something in return. Plus, as I've stated when you started trying to troll me in private messages, you'd be able to do damage using your moderator powers that would take a lot of work, or may not even be possible to undo. And I'm quite sure your involvement in the community is much greater than it should be. It'd be best when limited to the very minimum we can achieve. It's arguing, by the way, not argueing.
  2. Looks like most if not all of his suggestions are perfectly viable. The "EMP Wave" one might be a bit tough, the closest 'approximation' would be the existing EMP Field. I assume he means 'engine shutdown' rather than 'engine failure', though. Doesn't make a lot of sense to make an armor that has a 50% chance to blow you up.
  3. Lowering inactshrap and also bombdamage to some extent isn't bad. It'd just mean bomb delays go down and bomb energy costs go down. Aka bombs become more like bullets.
  4. I could use the source. I've been brainstorming about new gameplay types. Conquest has some of the (potential) characteristics I'd like to see, one being rewards for small objectives. Capturing a point on the map could 'instantly' reward a (couple of) player(s), meaning that you don't have to stay in for the entire game to make money. It also encourages not "stacking" frequencies, since there wouldn't be a heck of a lot to do if you're one of the many good players on a team fighting mostly new players.
  5. Most of these things are already being worked on. That's all I'm going to say, first because I don't want to get people's hopes up and then end up dropping the project, and second because the specifics are supposed to be a surprise
  6. That's not donating, that's either bribing polix or simply making an online purchase. Edit: not to mention the fact that the forum would be better off gone than if you became a forum moderator.
  7. Or to allow abuse, really. It works both ways.
  8. I'm going to stick to suggesting gameplay 'upgrades' as well as these graphics changes. I'd like to see DS do well for a while, y'know. Anyways, nice to see you at least trying to get the zone back online. I'm not sure why you didn't just go with an SSC slot on an ASSS-hosting server, but yeah, your choice.
  9. Combo breaker.
  10. I figured that would be the case, but it was converted to 'just another flagging zone' because it was dying as a turf zone as well. It's not like people went "hey, the zone's been going strong this way, let's overhaul it and see if it dies!"
  11. More != Better
  12. He can't possibly look that good.
  13. Well, that's an impressively defeatist attitude. HyperSpace has been managing quite well so far. Although the 25v25's of old hardly ever occur (read: annually if ever), we still get 15v15 pretty much daily. Once population picks up, it's also fairly stable. I think that a new, well-built zone which is basically a refined version of the old turf-based Desert Storm, which would probably be easiest to develop on ASSS, has a good chance to survive for at least a year. Maybe it'll have worthwhile population for say two years.
  14. obvious troll is obvious
  15. Mounts are for 'specials'. Period. It's simply part of the item set's design. Then again, you're just trolling so why am I even bothering to reply.
  16. There is no correlation between server and population decline. The fact that it died, like so many other zones, is due to inactive development and failure to promote the zone. My point there was that switching to ASSS would, by itself, probably stimulate development. Therefore, switching to ASSS = development = no pointless resurrection of DS only to watch it live for say a month thanks to nostalgia and then die again.
  17. The Starter Kit takes up most slots on your ship and comes with a newly bought Javelin or Warbird. It's approximately the equivalent of a ship with Ion Drive, Fusion Reactor, Parallel Relay, Induction Grid and Reinforcement. Unlike that combination it also takes the Addon slot, however. Since Parallel Relay is the highest experience requirement for that setup at 800 experience, a good time to get rid of Starter Kit is when you hit that amount of experience. You could, in theory, build the exact same ship without it, then. Of course, customizing it to your liking would make more sense if you're going out of your way to sell the 'kit in the first place. The differences between Gamma Ray and Pulse Laser are trivial, whatever others might say. Gamma Ray deals slightly less damage per second for a slightly lower amount of energy. That's it.
  18. Elsweyr
  19. You need higher standards.
  20. The answer to this is so simple I almost feel like I'm trolling. Here goes: because DS didn't work fine in subgame, remember that it died? Edit: Also, why are you so opposed to switching to ASSS? I believe it even uses less CPU powah and memory than subgame. What more do you want? It also has these things called modules that basically work like bots, but that aren't hacked together. Edit2: Oh, Cerium already said that kind of stuff. Never mind. Anyways, if you want to see what ASSS can do, just come into HS. You might not actually like the gameplay, as a lot of players seem to dislike starting at a slight disadvantage compared to other players, but that's just how the zone works. That part has very little (read: nothing) to do with ASSS. HS' (in)famous crashes are also likely more related to 'dirty' modules used by it than they are to ASSS itself.
  21. Shields
  22. Tsunami
  23. Haha. A two player difference? Have you even thought this through before posting it? A two player difference is pretty much the average required to hop right now, although there are exceptions. So other than those exceptions (which are a small minority of all 'hopping cases') this wouldn't even fix anything. And no, a three player difference isn't a solution either. To me it just seems like you're trying to get us to develop an anti-hopping system that you yourself already know is broken so that you can continue to hop. This is even more obvious when you consider the fact that something that would hurt your hopping, as in my 'plans' for time-based rewards, do not seem to interest you. Anyways way, this topic is off-topic now. It started with a complaint about staff which shouldn't even really be posted here, and is now about team balancing systems. If you wish to continue that discussion, post it somewhere else. Topic = closed.
  24. Feel free to let us know. You're forgetting that even if there is/was something that'd be effective for this without issues, my post above applies. It'd be abused because the evener would count players in spec/players who have left the zone as part of a specific team, because they could come back and join their old freq. In other words, enter one team over a few minutes with say 5 players, spec, and teams are off by at least 5 for that flaggame. I.e. 10v5, 6v1, etc.
  25. Fischer-Tropsch
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