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Unix
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What a lot of people are forgetting about zones with two pubs is that often times, the pubs were near identical. However, one pub was always the pub players would always try to get into, there was no differentiation between the pubs. This situation is different. There will be two pubs, but unlike other zones, there's going to be a vast difference in the pubs which will differentiate and allow both pubs to prosper. You have pub 0 which will have centering (which is big imo for bringing up games), balling (which will increase pub 0 jackpot constantly), you can have games with 20v20 and freedom to normally do whatever you want. Pub 1 on the other hand will have disadvantages. Smaller jackpot rewards, simply because teams will be smaller more often than not than pub 0 and also there wont be nearly as much balling as pub 0 will have. There wont be any centering in pub 1 either, so people wont just be doing whatever, there's going to basically be continuous flag games with experienced players. If you want to make this more exclusive, you could pay for "membership" to pub 1 so that way not as many players will stay in or constantly be in pub 1, and you need to play in pub 0 to get a higher cash flow so you can keep your pub 1 membership. There are lots of ways to make this work. This isnt supporting two pubs, this is bringing something into the zone that is sorely missed and wanted.
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A second controlled pub is extremely plausible given our population. If anything, this idea will increase the overall population of the zone. You will have vets who want small organized games in one pub and a second pub where anyone and everyone can play. There are advantages and disadvantages in both pubs. Pub 0 will have the ability to go beyond 7v7, well beyond. Many players actually prefer to be able to play when it's 15v15 and they still have that option. Right now there are about 30 players in pub. That can easily sustain pub 0 and pub 1 together. If you're really worried about population going from pub 0 to pub 1, you can always make the limit for pub 1 smaller. For example 5v5 or 6v6, and have a fee to enter the arena and play. This will help keep everyone from entering. Also a spectator fee, etc. There are ways to make sure players dont simply stay in pub 1. Whether or not this is harder than privs in pub 0 is debatable, seeing as how people have asked for privs over the span since privs were disabled, and nothing has been done about it. Players cant even go on their own freqs away from everyone else since anyone can enter your freq.
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7v7 will hardly make the other pub empty. This is to make well organized flag games instead of two pub freqs where you'll be lucky to have someone competent enough to help and people who will carry their weight. edit: If you are good enough and can contribute to the team, you will be picked. It's not about cliques or whatever, it's about making it so players that know what they're doing arent subjected to always having to play with players who dont know what they're doing or are just dead weight to a team. If you are any good, you'll get picked to play. Newbs will try to get better so that they can play in pub 1 over pub 0.
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You can enter the other arena, you just cant play, unless you are invited by a player that can invite. Yes we can. Besides, it's not like a pop of 40 needs to have one pub only. A pop of 30 can easily sustain two pubs. Especially when the second pub is mainly for players who want to play a more organized style. I would imagine that this style would bring back players who quit because they were forced to play with newbs no matter what. If anything, this will boost the overall population. Idk, this is a pretty good idea. There are plenty of people who have liked this idea. I'd be all for privs as well, but this is a quicker fix as well as being something that would still let pub be newb friendly. If it's elitist maybe that's the way it should be? Many other zones have similar styles in which they exclude players who dont know what they're doing because it ruins the fun for other players. We're simply separating players who dont know what they're doing to players who do, if anything this will encourage newbs to try to get better faster. The last flag game you were in, a lot of the team you were with was useless. In a 15v15 game that it was, you could easily split it into two pubs and also have much more organized playing with players who will carry their weight. Who wants to be forced onto a team in which you have to carry someone else to win? A lot of the zone's issues are due to large flag games. Thorring, fielding, bomb lines, gun lines, etc. The point of a ZB is to make things a little easier in terms of having a population of people who could make the bot vs people who can make a module.
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Nope, nothing would change - If anything outside of ballers, nothing would really go on in center. This arena is meant more for nonstop organized flagging with ballers being the icing to the cake to help boost the jackpot reward.
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I understand the population concern, the thing is that this is for 7v7 "max". You can have a team of 5v5 or whatever and still play. The key is to make it so players who know what they're doing can play with other players who know what they're doing and not be interfered with by players who dont know what they're doing. If anything this might boost population by bringing back older players who didnt like the fact they had to team with players who had no idea what they're doing. I'm sure this idea will keep veterans playing rather than making them leave. Hyperspace vets tend to leave. The problem isnt evener, the problem is that players dont wanna play with certain players for whatever reason. Whether it's because they dont know what they're doing, or because they just suck and dont get better, an organized pub will definitely fix that.
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Wondering what you guys think of a secondary pub for smaller more organized games with more constraints than Pub 0 which would be left as is. The idea is basically to restrict Pub 1 to players that want to play on an organized team. There would at least be a ZB needed to help organize. Similar to how Hockey Zone is ran, but instead a bot would handle the features instead of a module, the bot will restrict players based on several things. -Player experience (Minimum 8000 exp) At this point in time, not only will a player have Antideath, but at the same time most players will have learned how to play properly if they are completely new to the zone. There is also the ability to bypass this requirement if someone who is over X amount of exp or some other requirement, such as having won 10 games in pub 1, they can then "invite" the lesser exp player onto their team. -Team sizes (7v7 max) After a certain point, team sizes are just obscene and actually hurt the game. The point of this pub is to make it more organized to the point that it's a clean game and not a ton of useless gun/bomb spam and what not. -Fields (One per team at a time with delay) Pretty self explanatory, one field by a team at a time and there's a delay. Since this is an organized pub, the chances of a player simply trying to hurt the team by fielding whenever will greatly lower. -Captains (Two captains) At the beginning of a match, a captain will be chosen by the bot or module. The best and easiest way to do this will just be first come first serve. Obviously this might hurt sometimes because of a player being bad or choosing poorly, but overall this will help weed out players who dont know what they're doing. This works extremely well in Hockey Zone and there's little to no reason why it shouldnt work in Hyperspace. The captains will also choose who is on their team and at the same time captains can !kick players for whatever reason. Again, HZ has this feature as well and it is extremely effective and is abused sometimes, but more often than not works out in the end. This is to keep players in line who are not helping the team. -Ballers Allowed, as long as they do not interfere with flagging. This will boost the pub 1 jackpot and at the same time give players who wanna be in this pub something to do. If more than 3 ballers wish to play, they can fight among themselves.
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That's what antiwarp is for - It makes it so you can recover from the first wave - Rushers are going to get the brunt of everything, not just thors, but bombs as well.
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Yin, what I'm saying is you dont need to necessarily have a ship strong against thors. My lanc is actually weaker against thors because of increased bomb damage. I dont have any problems with thors. People need to learn to play better and keep their energies higher. Most people who spam thors do it because the enemy antiwarp isnt on. My spider doesnt have any particular affinity for or against thors, and it does perfectly fine in base against them as well. Other than a well coordinated thor storm, there's really nothing to fear. Mass thors are one thing, they dont do anything and they probably wont kill the enemy, however, a mass lanc tactic requires little to no coordination to be effective, if there are 7 lancs, one of them is bound to have AD. That is a major difference between mass lancs and mass thors.
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A tau jav with that setup would have 10 shrap at level 4. A harpy jav would have 5 shrap at level 4, and let's not forget prox. Smart bomb anyone? - Lots of options, and also I'd probably make it so entropy CANNOT get it. Otherwise it'd be op.
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+------------------+ | Shrapnel Enhancer | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $60000 | $18000 | XXXX | 1234567 | 1 | None | Supplement or Addon and Signature | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Combines the aspects of shrap booster, shrapnel shell and shrapnel multiplier. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | shrap level | +1 | | shrap rate | +1 | | shrapnel | +1 | | defshraplevel | =4 | | initialbounty | -1 | | bombdelay | +45 | | bombenergy | +60 | +------------------+----------------+
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I agree that there have been an excess amount of thors, as there once was an excess amount of lancs. There is a distinct difference between the two though. Lancs were essentially not able to be countered by any other means, other than cornering them into one spot and having a coffin there or having your own fleet of lancs to counter it. I think the nerf on ?attach for lancs was a bit drastic, however, it has cut down on mass lancs as being a viable tactic. Thors on the other hand are easily countered and have penalties for trip thor builds. Trip thor requires two siege mounts which increases delay heavily, thorrers must also go to ammo depots, and the cost for thorring is relatively high in comparison to other consumables available in ammo depots. Thors are also drastically slowed down by antiwarp, even more so because of not being able to ship change. One player with antiwarp changes the thor landscape drastically. There's also some armors, such as wave and faraday that decrease the splash of thors, which is the key for thor damage. I use a metaphasic lanc in base, and I was thorred at. I did not have much of any issue and I have increased bomb damage. My other two big ships, spider and levi both dont have many issues against thors, and only one has wave disperser.
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I understand you're not going to develop much on this item set, but to take care of the PD being so op, can you just bring it back to how it was before and keep calibration chip as it is as well? I'm sure it wouldnt take that long to bring back the old PD and it'd help the zone.