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spidernl

HS Staff
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Everything posted by spidernl

  1. I'm pretty sure Dr Brain realizes that. I'd guess his point is that the font isn't the most readable you could use. The N does look more like an A than it does an N, the only reason everyone reads Node is that they EXPECT it to say that.
  2. Yeah, fewer doors wouldn't hurt. Mainly the door at the "base" of the goal can be very annoying. Doors might not be necessary at all if the 'mini sweeper' (good name, good job ) gets implemented though.
  3. Letting players hop to stop hopping seems like a roundabout way to fix a problem. What'd be better is to "lock" a player on their team. Basically, they wouldn't be completely locked on their team in the most literal sense, as in, no way to get on the other team even if it's 10v1 and you're on the 10-player team. It'd be more of a heavy bias of the evener, meaning that if you get on freq 90, and the teams are somewhat even, there's no way in hell you'll get on freq 91 until freq 91 is significantly disadvantaged. To be fair, the balancer needs a pretty big overhaul for even the smallest improvement. Experience is a crude but remarkably effective balancing method considering the amount of time spent creating an experience-based balancer (not alot). But since I'm pretty much 'solo dev' (although Cerium's freq evening bot was very useful in some boosted jackpot flaggames, and is close to what I intend the balancer to do) I don't really have time to work on a more advanced system
  4. Yeah, I've pretty much got this idea fleshed out through input in this thread and ingame. For now, the idea is this: Balling will be fleshed out. The reward for the entire team will partially depend on the player who scores. The lower the scorer's exp, the higher the total reward. This effect won't be drastic, but it'll be significant enough to stimulate 'vets adopting newbies'. It shouldn't be so big that people start aliases for it, however. Finding the balance here will be tough. On top of this money reward the player who scores will also receive a decent amount of experience depending on their current experience. New players will probably receive something in the 20-40 experience range, whereas 2000+ experience players will likely not receive more than 1 or any experience at all. Besides both of these reward changes, there'll be a "Periodic destruction" in minibase. Every "x" time, an effect will fill part of the minibase (Down from the goal, to be precise) and kill anything in its way. However, this 'time bomb' can be reset by scoring a goal. This should prevent campers holding minibase to prevent goaling without scoring goals themselves. Also, it'll be possible to take down campers by pinning them into minibase and then keeping the ball under control long enough.
  5. See my point about additional public arenas. We don't have the population to support it.
  6. Well, I do agree that part of the problem is the fact that newbies start out with underpowered ships when they're not starting at the exact day of reset. Then again, the whole "climbing up the ladder" part where you grow increasingly powerful is part of Hyperspace's charm. Which is why I'm mainly looking for something that doesn't penalize a "worse ship" as much. In fact, it should somehow be pretty much only possible with an underpowered, underequipped ship. Which would be the new player's job. Edit: Picture it in your head it like this: a new player would be like a mouse, protected by cats (vets) from other cats. This mouse can fit through a mousehole and complete an objective that helps both himself and the cats protecting him (vets on his freq). However, the cats COULD probably do it with some incredible agility, but they're at a distinct advantage due to their "size" (or exp, advanced items, etc.)
  7. Well, first of all about the "starting with ships", that's quite viable but not really the kind of thing I'm looking for. I'm looking for something that's more like a.. side game. A bit like balling, essentially. The job of balling however is primarily jackpot boosting. I'd rather not saddle that up with yet another role (balling doesn't really fit the "Don't need a tough ship to have a chance" condition either). A seperate zone isn't Hyperspace, it's a seperate zone. Go look at Everspace (it has forums somewhere around here too), it's in development and far from being done, but it has mining and all that cool jazz. A seperate arena isn't something I think would be a good move when population is just about enough to cover one public arena. I'll let that slip, Silverbullet, because it's the first post Edit: Whiskey's getting closer to what I'm looking for, however KotH wouldn't really stimulate vets helping new players, it's more likely to stimulate vets teaming up and owning everyone else.
  8. Yeah. The title is weird, I know. I just thought of this after talking to Cool-Mint for a while, and the idea was also sparked by a 'newbie' coming into the zone and being scared off by the 'unfairness' (as usual). Basically, I'd like to use this thread to get some direct but preferably 'targeted' feedback about a certain subject. The first will be getting newbies to stay and play. I need a system that has roughly the following characteristics: It should be fun. It has to be something that new players can instantly get into, in other words, no ?commands they have to look up, no tough ship required to have a chance, etc. It has to "feel natural"/integrate well into normal gameplay, so: no (complex) ?commands, no 'experience loans', no 'good ship loans', etc. It should (preferably) stimulate teamwork between new players and 'veteran' players. Both should have something to gain from teaming up. This could be money for the veterans, and a combination of money and experience(!) for the 'newbie(s)'. It should (preferably, again) be possible at low population (3-4 players). These are in order of importance. Conclusion so far: Note that I'll be strictly moderating this topic. Any (off-topic) posts that deliberately start flame wars or steer the thread away from its purpose will be promptly deleted. I'd like this topic to remain useful. Edit: Lol, I just read my post and it feels a little "Slaves, get to work on suggesting things I need! Now!". The idea was more like "This is your chance to influence how the zone will end up being". So yeah. The high jerk-factor in this post wasn't intended.
  9. If
  10. Peace
  11. Fear
  12. Nightmare
  13. Such as? How much of the jackpot is made up by goals? That'll vary game-to-game, but generally the first fg won in a row has a pretty nice jackpot thanks to a day's worth of balling.
  14. spidernl

    DX 10,11?

    DX11 here as well. Well, not on this laptop, but as far as I know my desktop at home's sli GTX480s should be dx11.
  15. I'm more for a natural progression of jackpot values. Like I've tried to achieve with the new goaling system. $200 a goal should be significant enough to get worthwhile jackpots. The last few days I've been on a $10,000 jackpot (not the total winnings, just ?jackpot, that is) wasn't all that uncommon. Once I've made the minibase a little less "campable" goals will likely be more frequent, leading to faster jackpot increases.
  16. Meh. The only reason I can think of where a donation system makes any real sense is if it were, as Toxic said, player-run. Some guy uses a command, buys an item, whatever.. and the jackpot is boosted. That'd require a significant collection of conditions under which you can('t) donate to prevent abuse - and even then people will likely find ways to abuse it anyways. If you require a host the only difference that's made is that some really rich guys try to boost their own jackpot and may or may not succeed. Might as well just let the jackpot be boosted by the 'host' (who is a staffer and can do that anyways).
  17. How's that work? The host repeatedly buys and sells until the money is gone? Lulz.
  18. If you ask me this is rather pointless. Hosted jackpots work just as well, and they're probably more fair. Knowing the jerk-factor of most of HS' population, they'd "donate" only to stack one freq and ensure they make money off of that donation. I don't really see how this is "player hosted" if it requires a staffer to do it anyways. Also, yeah, where does the 'donated money' go?
  19. Make sure you're (you=whoever the "setjackpot" guy is) not multiplying people's "donated money" -> give 3000, 10 people recieve +3000 -> total of 30(-3)k generated out of nothing. Although I assume sri discussed this with fellow staff.
  20. Yes, your importance increases with post count. Although there are exceptions, of course.
  21. Bird
  22. Catalyst
  23. Shrapnel
  24. Bomb ask myollnir
  25. Twitching heartbeat planet deathstar?
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