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Unix

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Everything posted by Unix

  1. I'm currently attempting to do a survey in an attempt to gather data about trends in regards to the video game console industry. Please feel free to participate, and thank you.
  2. The problem with run winning is that anyone could do it and it was utterly lame. Get a ship with a port or two on it, fast enough and run around HT. Running in this game is incredibly easy and killing a runner in this zone is incredibly hard. Cloakers are still effective in this game, limited number of players use aw or x. Even if you account for the gunlines, cloakers still have the element of surprise.
  3. Doesnt matter who you are, a valid point is a valid point. omonomnomnomnn could've been cheese, but if he had a valid point it doesnt matter.
  4. Consider what I defined as 3 full bursts. Those are the most ideal and most effective type of bursts. Let's face it, those dont happen, and 3 of them in a row will never happen. Have you gone up against a decent radi lanc in an 8v8. I've taken out radi lancs in a multitude of ways, but no matter what, they are without a doubt an extreme challenge to the point of near impossible on a competent team. It's too extreme of a defense against rushers.
  5. The problem with Radiating isnt that it has no weaknesses, but the weaknesses it does have are EASILY moot if you have either, a decent enough team or a large enough team. Consider, a radi lanc with +2 energy and kinetic can easily survive 3 "full" consecutive bursts from the same person (salvo delay) and still have about 600 energy to spare. And when I mean full bursts, I mean all shrap pieces hit at the same time when you release your burst, and then times that by three. It's lack of bullet protection is neutralized given it's mass of energy plus the fact that the team will eat up the vast majority of bullets. It's only weakness was point defense, but it's gone now.
  6. I think if you ask anyone here, they'll say that they dont wanna be on a team of dead weight. This is the main reason for hopping, the main reason for such lop sided games the majority of the time, and why the population is shrinking. The reason for the current small spike in population is primarily because of the ?jackpot. Not because you've done anything to actually improve it. There've been committed players who have been balling to increase their own ?Money and increase the ?jackpot at the same time. My theory for priv freqs and newbs is this... Right now, newbs dont wanna get better and they dont have to. Aes is a good example, if he actually wanted to, he could be better, but realistically because he doesnt have to, he will play his way, even if it costs his team the ability to win. He would rather rush in a shark without a lanc and fly back every time he dies rather than get in a small or med that would be far more effective to helping the team win because they have an evoker instead. Give them a strong motivation to improve. Priv freqs gave them that motivation. Obviously I'm not suggesting to allow 8-player privs constantly, what I'm suggesting is more along the lines of 6-player privs and allow the pub freqs to mass together with a +2 advantage. In other words, the most it could go would be 6v8 in favor of the pub freq. Players who want to improve and get better will be identified and picked out to go on the privs. This has happened many times over the priv freq eras. They will learn from the veterans of the zone and that is how it works. Right now the essence of flagging has been watered down. Limited to no virtually no strategy, newer players dont know how to handle odd situations, nor do they listen to the players who do know what to do 85% of the time.
  7. If you truly want Hyperspace to stay alive, then take the feedback and suggestions then run with it. Channel it, dont simply dismiss it. I get that you're the lone developer and you can only do so much, but let's try to maximize efficiency rather than work without direction. Your last item set is a prime example, how much work did you put into it and in the end, will anything come from it? Your "mass" for ships from a while back, same thing. I'm not saying you're not working, and I'm not saying you're not overloaded, but you're a developer that's trying to be a manager at the same time and doing poorly on the latter. Hyperspace hasnt been well populated for quite some time now. Obviously your view, your wants arent what the populous want. I know there's some mantra out there along the lines of not developing for the people, but for yourself, but realistically you need to consider the population because the people and keeping the people in here is what matters. You understand that there's a problem, try to fix it before adding more variables to make the balance even worse. Dead weight is here, and it's not going anywhere anytime soon given the current environment. I get you want to make Hyperspace fun for everyone, but you're not making it fun for everyone by letting the team with the least dead weight being the winner. That is the state of Hyperspace at this point in time, even if you have a perfect evener, in the end it's about which team has the least dead weight. This zone now fosters dead weight, this is what Republicans in America have feared, this almost makes my liberal view points want to switch to conservative view points. First, find the problem - Second, try to fix the problem quickly and effectively. Point Defense was a problem for how long before you "finally" came to your senses after Death's Embrace non-center pd wzl was dominating you in your center WB in the duel arena. Even then you wouldnt openly admit it was overpowered, you made minor tweaks to it. Point defense (especially in center) didnt need a wooden gavel to dent it, it needed a sledge hammer to fix it. I agree that you shouldnt use that approach all the time, but come on, look at what you did to buff PD, even without calibration chip, it's aim was far superior than it ever was. Right now the main problems concerning Hyperspace: 1. Radiating Lancs 2. Mass lancs (This goes in with part 1 slightly) 3. Certain items still just arent worth the sig spot 4. Runners in center 5. Bombs/Guns discrepancy (just weaken both and make it harder to simply run away) 6. Dead weight players
  8. Which is why the zone is dying rather than thriving. Players have limited to no ability to play who they want to play with. Idk about you, but I dont wanna be on a team comprised of players who play like Cheese.
  9. Key to winning in a lanc is to have a competent team that will use their reps to save you and die to get more reps to save you. Lancs will have limited reps/bursts to save them, but if their team is willing to die for the lanc, it wont matter. Especially if they're repping the impact players from doing anything
  10. I've personally given up on suggesting things, it's rather pointless and in the end no matter how good or reasonable the idea, we all know that in the end spidernl will just do whatever he wants. Whether or not it's good or bad for the zone.
  11. Climbing the ladder is fun the first time because it's fresh and new, however, after the second or third time it becomes redundant and rather annoying. No matter the item set, it'll be like this. Why not base an item set around paths? In which you choose a particular path (item) to start off with, and you work around that item? In that case, once you finish, you can either restart your name or restart a new name. It would be nice to see a reset in which you dont have to reset it over again, but instead can simply restart your own name, and actually want to because it's a new way of playing. Of course there would be benefits to starting over yourself vs starting on a new name, such as unlocking a key item for the new path (item) you're working around. Developing a ship rather than building would be the key to this concept. I know the concept is very vague, but I cant really get into exacts seeing as how this hasnt really been done or suggested and I just thought of it.
  12. To be fair, this zone is far more newbie friendly than ever in the history of Hyperspace. If you know what you're doing and you're not concerned about your record, it's incredibly easy to climb up the experience ladder quickly and easily when there are flag games consistently. That said, at the same time with the current population the way it is, it's not possible to climb up the ladder when it's 1v1 and you are up against a near complete ship. When there are semi consistent flag games, it's easy to earn experience, but when there are few and sparatic flag games, it's much harder. Given the circumstances, doing away with some of the experience/money requirements for some items, especially since we're so far into this reset, might do some good. As for "fair and balanced" games. Not possible given the players. It's not that players dont want a fair game, but they just dont want to be on teams where they have to do all the work to even have a chance of winning. Dead weight is the cause of the problems. It's not who is an impact player, but more about which team has less dead weight. Realistically, what player wants to be on a team where they have to do more work because other players are either just bad or useless? Players dont get an option to play with their friends and are forced to be on a team which they dont want to be on. How can you not expect these kinds of situations from happening?
  13. Unix

    Word Association

    crabs
  14. Unix

    Word Association

    hill
  15. Would be better to get a warning FIRST then specced
  16. Unix

    Improve the zone

    Cannot with inversion
  17. Unix

    Word Association

    up
  18. Unix

    Improve the zone

    The problem is if you charge it less than full, it will start shrinking. So to store the inversion matrix, you need to keep stealth on, which for some ships can be extremely costly. It would make more sense if you can stall it at a certain point then recharge it the last bit when you do need it.
  19. Unix

    Improve the zone

    To charge you need to have stealth on To place you need to turn stealth off after it's been fully charged You cannot have stealth off while having a "stored" inversion matrix ready to go. A bomb you can shoot whenever as long as you have enough energy.
  20. Unix

    Improve the zone

    Bigger problem is you have to keep stealth on even after you have it full charged, if you take stealth off it releases the inversion matrix you saved up.
  21. fag is censored hence a warranted fine.
  22. Unix

    2m Squad FG

    Reset just happened, so this isnt going to happen any time soon
  23. This seems to be the biggest issue at hand in regards to keeping the zone sustainable throughout the day, not being able to continue flagging after a flag win. The largest deterrent to why flag games just simply stop more often or not is simply because people dont want to gather flags again and go to a base. Solution? Put flags in the flag room after a flag game ends if certain conditions are completed. These options could include... -Time of day -Players playing -Previous flag game amount win -Mix of them, etc Also you would need to energy drain + engine failure greens. That way players cannot simply run out to HT.
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