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spidernl

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Everything posted by spidernl

  1. ftl
  2. car
  3. +5/+5 is just too 'ideal'. There needs to be a penalty in the base stats of the item, or it has to be a signature. Plus that would make Quad Core look rather bad as a +5 +5 reactor, despite having no penalties. @Cheese +------------------+ | Sensor Disruptor | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $61300 | $23000 | 7150 | 1234567 | 1 | None | Signature, Addon | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Sensor Disruptors allow free stealth, prevent enemy energy scanners from working and provide several other bonuses. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | energyscrambling | +1 | | stealth | +1 | | stealthenergy | =0! | | cloakenergy | -270 | | antiwarpenergy | -108 | | xradarenergy | -74 | | energy | +1 | | rotation | +2 | | thrust | +1 | | ebombdamage | -64 | | ebombtime | -49 | +------------------+----------------+ lets take a look at other addons +------------------+ | System Optimizer | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $59000 | $22200 | 6900 | 1234567 | 1 | None | Addon, Signature | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | The System Optimizer offers small upgrades in a wide variety of areas that normally are overlooked. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | energy | +1 | | recharge | +1 | | thrust | +1 | | maxthrust | +1 | | speed | +2 | | maxspeed | +1 | | rotation | +3 | | afterburner | -2 | | stealthenergy | -103 | | cloakenergy | -383 | | antiwarpenergy | -144 | +------------------+----------------+ +------------------+ | Stealth Shaper | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $10000 | $6600 | 1150 | 12345678 | 1 | None | Addon | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | The Stealth Shaper is for those who want the benefit of a cost efficent stealth but do not need the capability and liabilities of cloaking. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | stealth | +1 | | stealthenergy | -272 | +------------------+----------------+ Not to mention having an emitter and its own 'counter' in the same category is just weird.
  4. A 5/5 reactor that is NOT a sig isn't too likely.
  5. Is it absolutely necessary that we turn this topic into a trollfest? I figured it might be useful for possible future jackpot events.
  6. Lol @ sneaky attempt to force weekly 100k jackpot.
  7. Ignoring the ban nonsense that really shouldn't be in this thread.. I could've told whoever decided this that 3 flags would cause a rather quickly-ending flaggame. I imagine it was 1-flag-per-person? So essentially the only difference between this and a regular flaggame was a longer drop timer? The point of a larger number of flags with a smaller number of droppers is that the defending team has to make a huuuuugeeee sacrifice in defending players if they want to quickly drop and win the game. I don't really see why this number was chosen either. Even the poll is biased towards a larger number of flags (if you count all the ones including and above 7 flags as 'quite a few flags'). Anyways, I wasn't there, but I guess we could've "learned" this without hosting a pretty failing flaggame.
  8. Daylight Saving Time (DST)—also summer time in British English and European official terminology (see Terminology)—is the practice of temporarily advancing clocks during the summertime so that afternoons have more daylight and mornings have less. -Wikipedia
  9. It's still possible to wallhack 2 tiles the"traditional" way, but much more difficult. Like, a 1 in maybe 25 chance. With dili? Because post-fix I haven't managed to wallhack with it even once, nor have I seen anyone else succeed.
  10. Have you tried asking Dr Brain? That'd be a more logical first step than "panic! ask players because it's gone!".
  11. spidernl

    Top 10

    Spidernl Nobody important Nobody important Nobody important Nobody important Nobody important Nobody important Nobody important Nobody important Nobody important Obviously.
  12. He is rather entertaining to watch, but I'm afraid few here on the forum can hold themselves back and not reply to his posts. And if someone replies, whatever topic it happens in, everything will go downhill from there and the topic might as well be closed. Which is why paying him by the pages is probably the way to go.
  13. After your edit, you kind of answered what the result would be if I made those.
  14. They can't pick up flags, but ?flag does consider them flag freqs.
  15. If he's being such a dick for not paying 300 bucks to write an iphone app, what are you for not being willing to pay him 300 bucks to do it for you?
  16. spidernl

    Zone Down

    Clearly.
  17. Lol. Those 'priv freqs' you changed the limit of aren't what you think they are. Reverted changes. Flagging freqs (the ?flag ones) are back to normal (90 and 91) rather than 90 up to 9998. Corey, ask me ingame if you need details.
  18. How did Cerium get Dilithium in the first place. Also, that's an easy fix. Just a matter of making the collision detection grab the end destination a little further from walls. Wallhacking 'my' way? Rockets+ports seem to work fine throughout the entire base. Anyway, I'm incapable of fixing the crash myself, which is why I messaged Dr Brain. But since you can't objectively look at my suggestions (you've held a grudge against me for SOME reason for a while anyway) and you seem to be steering towards a flame war, I'll leave you and your thread to people who only post things you like to hear. Edit: btw it helps if you don't lie or twist facts in your argumentation. You are fully aware the crashes during balance were caused by Pointdefense (not through coding error but simply incompatible methods). Not to mention I already fixed it. Keep up.
  19. spidernl

    Zone Down

    My fault. Messaged Dr Brain about it. Not entirely sure what the cause is, but enough so that Dr Brain will certainly be able to bring the zone back up without too much hassle.
  20. Delay has already been changed to 2 minutes, with a 1-minute reduction on omnifield to keep it useful.
  21. Yeah, yeah. Basemaking is a skill that requires years of experience which you have and I don't (at least, that is what you assume), therefore you are right and I am wrong. Protips: stop taking this personally, and I didn't say ALL your bases are too narrow. I said some are, and that games in wider bases generally: 1) are harder to brick entire corridors in, 2) allow for more dynamic, back-and-forth flaggames, 3) favour fielding less as fields are more easily moved out of. What's wrong with all those benefits that makes you attempt to avoid them as much as possible? And yes, my definition of 'old days' is more recent, because I prefer sensible comparisons (similar settings) over silly ones (the start of the zone vs now). Edit: if you want personal bashing, I'll mention base 7 is wallhack heaven due to the 1-tile walls. Fix it.
  22. Sigh. Nice way to interpret things badly and be hypocritical at the same time. First you claim your bases are fine and are boosting pop, and after I tell you some aren't, you defend by saying heavily defense-oriented bases cause quick flaggames (which Doc wants, we all know that) because of their sheer riggedness. I'm sure when Dr Brain told you his goals for the zone he didn't mean you should make flaggames so unfair due to base design that they end quickly.
  23. Your inactshrap calculations are incorrect. If a player has -10 inactshrapdamage, ALL inactshrapdamage is zero as it's a multiplier. Just an example.
  24. Except for the games in narrow bases like base 3. Those always lead to a quick, easy victory for the defending team, unless the attacking team is remarkably stacked. If you want defenders to have such a ridiculous advantage that only heavy stacking can deal with it, I guess your 'formula' is working well.
  25. [quote name=kevinz ' timestamp='1310110051' post='276171] noone reads mine Clearly I do, and nobody else matters anyway.
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