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spidernl

HS Staff
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Everything posted by spidernl

  1. spidernl

    Hosters

    The staff list is in news.txt. No1ButU was recently hired and has done a few jackpot boosts. Noldec is still mod, doesn't host much but sure is active. I do the occasional jackpot boost myself. Rivel's around, not sure what he does. Psythe's also around, and I know for a fact that he did something that seemed like hosting (as I had to clean up some 50000 ?quickfix changes left in the configs that he undid with more ?quickfixes. Do me a favor next time, Psythe, and just delete your changes instead of making more changes to put things back to how they were ).
  2. Don't really find this amazingly good, honestly. I think taking away from what HS "is" through greens is simply.. unnecessary. As for team elimination, I believe we have an elim arena for that that still works.. Or worked.
  3. I asked for good solutions, not "reset some players earlier so they have absolutely no motivation to play anymore" or "let players reset themselves for a bonus". The latter is particularly problematic. What do you do about players who play so much they'd have reset themselves five times by the time the more casual player does it once? They'll have a significant and unfair advantage. Doesn't work, needs better solutions. Other MMORPGs tend to use money sinks. Maybe look into that. Money and EXP sinks..
  4. Not necessarily. It's because a large percentage of the zone's population will be at a point where they don't really have anything to work towards as they have their "ideal" setups for the most part. To keep it enjoyable for everyone, a reset is necessary. I'd love to make resets obsolete, but a good solution (i.e. one that doesn't involve self-resetting) hasn't really been found by anyone I know of.
  5. Tomorrow, 2:00 PM. Spend all your money on Cobalts now, as this is 100% legit. Yep. Trust me on this one, lads.
  6. Yes, because letting players have input into when resets happen would prevent it from dying.
  7. I voted "don't care", which should tell you all you need to know.
  8. Mass driver to me seems very powerful in the new set. Consider not taping your ctrl button.
  9. They're gone. Mass Driver still exists, but it's a high firerate, multifire level one gun which generates substantial amounts of heat. Not quite as spammable, but worth using nonetheless.
  10. spidernl

    Greens

    Indeed. Making it completely risk-free to gobble up greens was one of the advantages of Radiating Coils. Shows just how overpowered it was, no?
  11. Signatures are gone in the next item set, so that's fairly irrelevant. As for turrets.. The only way to really explain the mechanics is to write a wiki article on them. The way they work is fairly complex. If you'd iteminfo'd the items that unlock them, however, you'd have seen exactly what you needed*. *) Just noticed that isn't actually true. The heavy turrets' descriptions could use a "Uses four turret slots" line.
  12. Both for myself and so you guys have a clue what I'm up to, here's a simple to-do list, now probably in chronological order:Multiply 'afterburner' property on all items by 10 to go with the new 'max 100' system (thanks for pointing this out, cxc).Make the flaggame shuffler work.Make use of the new system to balance out some items.Replace warp flash graphics by a blanked out lvz to make it possible to 'cleanly' use selfpos w/ warpflash (which reduces strange jitter, twitching and whatnot when accelerating or warping players). Might have to write a new module which plays the old warp flash as an lvz at certain moments. Might not be necessary, if nobody misses the flash.Change flagging to turf - very similar in terms of gameplay, but gives me a 'fairer' way to rewarding players and monitoring team balance.Update hs_util_energy-dependent modules to use hs_chargeables. Modify chargeable graphics to 'charge up' the stealth icon, rather than have a seperate bar. Would hopefully make them feel more subspace-y.Fix remaining instability issues. The server once reached 14 days uptime, has to be possible to get that as average uptime at the very least.
  13. spidernl

    Hosters

    I've always said that the number of bases we have is higher than it has to be, so I agree with you there. Not only would it open up the map for other interesting things (could be events, could be 'gameplay elements' yet to be developed), it would make it easier for mappers to set up a new map if they'd only have to replace 4 bases. Easier to balance them, too, and not have one out of 7 be awfully over- or underpowered.
  14. If mods have to approve or disapprove, you might as well just give them exclusive rights to ?rate players. Either way, it's not the solution. A good way to just 'calculate' how good a player (approximately) is would be a far neater solution. I personally think "Savage 2" does a pretty good job at this. Depending on how you perform in the game, you get a certain rating. That rating is then used to balance teams. The issue is figuring out which things to measure for this rating (and how much they 'weigh'). Coding it would likely not be that hard at all.
  15. spidernl

    Hosters

    A major problem is that "subarena events" tend to require quite a lot of people. They also tend to kill the zone for a couple hours after being hosted.
  16. You're supposed to say "No we're not". Wow.
  17. You're all wrong.
  18. Did that before, never committed changes. Making it show evokers again requires a ?putfile, pretty much.
  19. Except everyone else knows that answer too.
  20. If there is anything I hate, it's security questions. The ones I might remember, everyone else I know also knows. Which is when you decide to make the answer to "what's your favorite animal?" '&:3&84&+%-' instead of 'dog'. At that point the security system might as well be "write down this code to recover your password later". [/rant]
  21. I have 3567356 sets of macros so I can't be bothered to post those. My settings are defaults with minor modifications: num0 = repel (to allow afterburning + gunning), alt is mine (to allow afterburning + bombing).
  22. You don't, actually. Being in a sector, even if it has no flags in it, prevents you from being specced. At least, that's how I believe it works. The only sector you get specced for being in is center.
  23. That's how it was originally, actually. It does kind of make centering ships a no-brainer emitter-wise: energy scanner & scrambler
  24. You know, I used to fly Solid or Mezon lancs for a couple resets. I still survived most Coffins. If you can't survive them with a setup that more than halves burst damage, you're doing it wrong. Maybe consider not floating around, but actually thrusting in a direction away from the coffin. Edit: Fields no longer fire on dead players. Enjoy.
  25. Radiating plus kinetic still take a huge bite out of bursts. Some of you people are acting like I removed burst damage from both items entirely.
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