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Everything posted by spidernl
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I agree if only because I could use some extra coders that could work on their own thing (or work together with me on one thing). However, I know it's fairly unrealistic. People log in to play the game, not because they're talented coders looking for a place to voluntarily spend their free time working on. As for the - 'scuse me - morons who can't help but criticize everything I do.. They're probably the reason people say I'm 'bitter'. You just start reacting negatively to every suggestion or piece(?) of criticism - even if well thought through, honestly - after a while of developing for HS.
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Bring Subspace to Consoles (Ps3 / Xbox 360)
spidernl replied to Succeed's topic in General Discussion
Last post was in June, damnit. -
Cheese is just hatin' on everyone related to Hyperspace, let him be. Plus he's mad that his damage.c module "improvements" turned it into a mess.
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Make an experimental base with two attack paths. Like, a front and back door. Might want to balance out that 'disadvantage' with relatively powerful and plentiful choke points.
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I'll likely be making a new item set based on a new idea, which this time around won't be as much of an unnecessary overcomplication as 'mass'. Plus I'll have more time to churn out the set. Part of that new set's philosophy is to have a greater selection of potent items available at low experience levels.
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And remove the part that a substantial number of HS players (as far as I'm aware, anyhow) find most enjoyable: the climb up the ladder, rather than being at the top.
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I played the demo (which is pretty damn long - haven't finished it so far), pretty good stuff I'll admit. Fun to see how Subspace skills carried over: I played on the second hardest difficulty, and still got the "Why don't you die?" achievement in one of the earlier levels . I'm still not sure I like the targeting lines, although I guess they're necessary on the smaller ships to really see where you're aiming. I find it makes aiming quicker projectiles a bit too easy, though. You just overlap the lines and voila. Anyhow, well done. I've played around with an XNA 2d spaceship game for a bit myself, too, and it's fun to see one this far into development. Not sure just how relevant this is to Subspace, though. Let's be honest, it's a whole different game. Much more RPG-like, much less "The community can create entirely different games using configurations, bots, modules and whatnot" which in my opinion defines Continuum right now, and which is what I'd put focus on for a true Subspace sequel: modular client, modular server, highly customizable gameplay. Nevertheless it's an interesting game. Put it on Steam and I might just buy it.
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Looks interesting, but I wouldn't call it "very" subspace-like. It's 2d, it's in space, and it's a shooter. That's where the similarities end. Not that it doesn't look fun, mind you. Although the gameplay looks sort of confusing to me - but I'm assuming it's a lot less confusing when you're playing it, rather than watching a trailer. I dislike the lines on screen a tad, too. Sure, they might help with aiming, but they're also rather.. in-your-face.
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I've pirated it? Most I've done is download it, look at your version of damage.c, see how full of weird debug code and strange ?attmod logic it was, and deleted it again. Why can it only attach to 1 arena?
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I'd love to not have resets, but it's rather difficult to come up with something that'd make them obsolete. And then code it, of course.
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I figured you meant "let's stop the example here", not that the actual system would stop there. Anyways, it seems arbitrary. Could just make the jackpot higher in general, instead of making ?jackpot rise in a strange way. Which is the same thing as just doubling money overall. It's not a different way to bring the cash into the game, which is what I said I was considering.
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No it wouldn't. People would just wait until 4:00:00 and win an 8 trillion HSD jackpot.
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unrestricted flag freqs and rare item drops.
spidernl replied to spittnacid's topic in Zone Development
I'd be amazed if you found one player in HS who would put fair teams above personal gain. Even harder to find multiple of 'em. -
unrestricted flag freqs and rare item drops.
spidernl replied to spittnacid's topic in Zone Development
I wish I could 'hire' more devs just like that. There's been a few people lately who offered (coding) help, but I don't think any of them even stayed around for long. And no, freely hopping between frequencies is terrible. Just think about what a flaggame would be like. People who know which other people are good will join up and become an invincible team playing against a bunch of people who don't know who's good and who isn't, or just don't care and want to play a flaggame. Letting private frequencies rock 'n' roll against public ones is even worse. You get flankfests where the only reason the defending team is holding the base is because the attackers are being flanked by another team (which is being flanked by another team..). Items that you can't "just" buy are interesting, but simply making them 'drops' is not an ideal solution for a variety of reasons (one being tradekilling, the others being specific roles getting far more kills than others and such). Not to mention that I'm looking to replace the flagging system we currently have by my take on Conquest should I find enough free time. -
I had no idea how to rush or gun, but now that I've read this it's all clear to me. Thanks.
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Replacing them by prettier ones however I'd love to do, if someone with the talent made some fairly-true-to-the-original-but-prettier ones.
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It just does lastfield = current ticks, so yes this would be very much doable.
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Tough. Zone's not balanced around it at all. Please explain why people not having millions in bank should permanently reduce population. Yes, right now there's just a backlash because suddenly "it's not worth playing anymore" and "rewards were halved". Once people realize that in fact rewards were returned to normal, things will probably improve again. If I were to increase rewards, I'd rather add in new methods. Some sort of bonus system, maybe - kill the enemy anchor for $x, drop flags for $y, BE anchor for $z..
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There obviously is. But it gets awfully boring to see the same ideas/requests over and over, every time posted on the forums, PM'ed or ?messaged to me as if they're new ideas. Not that you can be blamed. I don't mind feedback. It's just that this isn't a new issue, and I already know of a few ways I could at the very least improve what we currently have. However, this requires time. And more importantly, it requires motivation. Sometimes I have time. Great. But at those times, I often lack motivation to do something like this. Things are looking up, though. I've been approached by a few people capable of coding. We might just have a new dev sooner or later, and I'd probably ask them to fix this first. Edit: For those interested in the source who can't find it or don't want to look for it on the repositories: ?flag module https://bitbucket.org/drbrain/hyperspace_modules/src/8390afe57648/hs_pubarena/hs_flagprivs.c Eh.. There's also a balancer that uses experience in hscore somewhere. Couldn't find it. Maybe freqman?
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Money and exp weren't nerfed. They're back to how they were, and to what the item set is balanced around.
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C. And think before you start suggesting things. Assume it has been considered and thought about by me. For example, a "full lock" of flaggames is a bad idea. Imagine a 5v6 flaggame which is fairly balanced. Two players on the 6-player freq spec. It's now 5v4, but the evener still considers the two specced players part of the now smaller freq. Two new players join, and are put on the 5-player freq. Teams are now 7v4. Not exactly an improvement, is it? Edit: Players coming up with solutions would be great, but is not realistic.
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I know. Feel free to rewrite the module so it's better. If I happen to feel like it, and have the time, I might just do it myself. Might take a while though.
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It works fine with extraweapon. hs_antifastbomb, on the other hand, it doesn't work so well with. Forgot to remove that module from modules.conf. It eats every bomb that's fired faster than the bombdelay property.
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Anyone who would even think about this possibly being against the rules is just an idiot. What a coincidence.