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Everything posted by spidernl
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I still don't get what you mean. What actually happens ingame?
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What? I don't follow.
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They might be fun, but have few practical uses. Maybe giving them a second ability where you can place entrance/exit at two locations anywhere within a certain range would be interesting. I.e. put down one end, leak, put down other end, team can leak en masse. This would of course require a lot of balancing.
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Except that if both teams use bricks to their maximum capacity (which means blocking movement into the base entirely by spamming them), whichever team happens to be defending and is dropping flags will win.
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Fixed. Also, Ripper Turret's awkward firing habits have been fixed. Odds are some other fairly quickly-firing turrets will fire a little more constantly. Edit: Reference for those who care: https://bitbucket.org/drbrain/hyperspace_modules/changeset/6e3813ea6b0725ff8ecb5248b918204e7a5f9a4f
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A higher skillcap in things other than dodging and aiming would be interesting. Toggles are a bit of an issue though. The only real ways to do them are through commands, bricks or something like stealth (see: Energy Infusion, Chargeables). Damage into heat is already being added through shields. Essentially they'll function as top-notch armors, but every time they block damage (as in, every time you're hit by the damage type they shield against) they generate a certain amount of heat. This means that despite them saving your life at times, you also risk getting overheated (and thus very likely dying) by an aggressive enemy. Heat into damage is more difficult, as manipulating energy is a pain. I'm not sure if negative drain stealth is possible, so you'd generate heat by toggling on stealth but gain recharge in return.
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What if bricks were fine as-is and should be left alone?
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Ignoring Cheese's usual useless trolling comments - it might be that I messed up the timestamps on the packets. I'll have a look.
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Jumpdrives are fairly useless as is. I have a few ideas to make them more useful, but nothing final. ID drives need a few advantages over TW, but I'm not quite sure how either.
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Correct. That's because four repels on one ship without even dedicating a signature to it is brutally overpowered.
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I think it's actually just a matter of a small check or lock somewhere, judging from the backtrace. Probably won't be hard to fix.
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Odd. Does auto spec not send a shipfreqchange callback or something?
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Too bad that analysis doesn't apply to the actual game. It's funny how people think they know just how good or bad an item is a day after a buff or nerf, when it took 6 months for people to find out the Kinetic + Coils setup was really, really good. So what should we be doing to ensure optimal balance? Wait, and let the metagame adapt.
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Damage dealt with burst if all bullets hit (unlikely scenario, people, please remember) against unarmored lanc: 4160 Damage dealt with burst if all bullets hit against lanc with Radiating Coils and Kinetic Barrier: 1560 Conclusion: Bursts are still easier to protect yourself from than any other damage type in the game (other than (Inactive) Shrapnel, which Radiating Coils also happens to be really good against).
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I dislike cartoonish, however*. Look at the graphics of the larger ships like Terriers. They're quite realistic looking. Also, have a look at JabJabJab's warbird he once made. Realistic, gritty and fearsome look with.. very few pixels. Edit: Linky: http://www.subspace...._20#entry279023 *) Not that I'm saying you should make what I like, it's just what I would personally like to see in HS.
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Not quite the look I'd personally be going for, to be honest. I'd prefer a more "realistic" look myself. Although that's hard with such low resolution images, of course.
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There'll be no split between shields and 'hull integrity'.. for practical reasons mostly. And because this isn't EVE Online. Subspace lore I believe claims Energy is effectively your shield. When it goes down, the first hit will be to your hull, immediately breaching it and killing you (which is why you don't die at 0 energy + emp, but only at -1 energy or less).
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Right now it's set to shut your ship down entirely for about three seconds. It works intuitively, really. A full systems shutdown to ensure the ship cools down seems 'realistic' enough.
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AB will still use your ship's energy, most likely. That's mostly because detecting afterburners accurately is nigh-impossible. Lag, sudden movement due to items like repels.. all those things would make calculating whether or not someone "must have used" afterburner for a specific movement very, very difficult and likely far from perfect once complete. Similarly, cloak, stealth and xradar will most likely use energy still. Aggressive actions (think of it, in a lore-like way, like having to generate an incredibly powerful bolt of destructive energy, in very little time, making it a highly heat-generating process) will remain the only source of heat. As for engine shutdown, I'm not sure of that either. I might *just* disable weapons. However, that might not be enough of a drawback to make players really want to avoid overheating. Adding the engine shutdown makes it riskier.
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As some of you may have read during conversations in public chat in Hyperspace, I'm working on a new mechanic for a new item set. Heat. So, what's this heat? As of my most recent revision - revisions happen practically every second, so this may not be up to date by the time you read it - it'll be similar to heat in Mass Effect, for those of you who've played that. Instead of Subspace's typical "Energy is used both to shoot and to survive", heat will replace energy costs for shooting. Why? Because I think I can do interesting things by having a serverside variable with that much influence on gameplay. Now, some of you might dislike this idea for the simple fact that it's a step away from 'vanilla' subspace. But let's be honest - Hyperspace is far from your average SVS zone. I don't think this step will take it too far from the game's roots. So. How does heat work exactly? It's fairly simple. As you gun, bomb, use bursts or thors, you build up heat - displayed as a percentage on your screen through new graphics. Heat automatically dissipates over time, but if you hit a certain cap, your ship will be temporarily disabled. You won't be able to use guns or bombs (or specials - if I can get that to work), nor thrust or rotate. In other words, you'll be easy pickings if someone takes you down before you regain control. Now, don't think Heat and Energy won't be intertwined to some extent. A fair few items will restore some of the 'link' between shooting and energy in various ways. Shields, for example, will build up heat as they block damage, thus giving up some of your offensive power while increasing survivability. Other items, such as a unique reactor might increase the rate at which you dissipate heat if your energy is at 100%, increasing offensive power if you're good at keeping your ship 'healthy'. Note that a change this big will mean the settings will be changing quite a bit too. Recharge will be going down, to compensate for the fact that the only way to lose energy is being shot. Feedback is welcome. I'm obviously leaving a lot out here, because a large part of this is just conceptual, so don't hate on me for that. Edit: Forgot to put an important disclaimer here.. THIS IS ALL JUST A CONCEPT. AS MY TIME IS FINITE, I MAY NOT BE ABLE TO FINISH ANY OF THIS FOR PUBLIC USE.
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Most of my modules weren't loaded. They are now.