Jump to content
SSForum.net is back!

Dr Brain

HS Staff
  • Posts

    3480
  • Joined

  • Last visited

Everything posted by Dr Brain

  1. That's a problem. I don't want the flag game to go to the team that can successfully talk one of their lancs into earning nothing by sitting at an ammo depot for the whole game.
  2. We used to sell ammo only at the depots. It made no effective difference in buy time. Players would just leave a lanc near a depot to facilitate item spammage. We're working on solutions to all of these problems, but none of us (Arnk, D1 and I) have had much HS time lately.
  3. I'm not going to "fix" the current balancing system if it's not broken. Logarithmic is a terrible idea. It means that someone with 2x as much exp would count only slightly more (how much depends on the logarithm base). There's not a large enough range of exp to make logarithms behave the way you want. Similarly, the gripe that exp stops being useful at 13000 has no bearing on relative player worth. Players that play more often typically fare better.
  4. I'm not asking if you think implementing it that way would be a problem. I'm asking if you think the system we've got (without telling you what it is) is a problem.
  5. Without getting into the details of how it's implemented (since that will bias your opinion), is the current system giving problems? If so, why do you feel that it is a problem?
  6. You're correct. I never noticed that part before (it is called the title of nobility clause, after all). I guess he had to have the consent of congress to accept it, unless it was a gift to the United States, rather than to the President himself.
  7. Dr Brain

    Sig Slots

    There's a difference between item variety and ship variety. Right now we have ship variety (maybe not enough, but that's another discussion). Sound's last post would change the ship variety that we have into item variety. Yes, there would be a lot of items, but each player would have pretty much the same ship. We used to have a item system like that, where each "item" was a single stat, like Thrust or Recharge. The problem was balance. It's very difficult to make a single point of energy worth the same as a single point of rotation (or a single decoy worth the same as a single repel). That's why we have our current item system: so we can bundle upgrades together to make them balanced.
  8. Bad example, since it's illegal for a public servant to accept a title: Not really... If he became a UK judge (as I said) it wouldn't be a title of nobility granted by the United States. Stop being a pedantic mofo trying to be smart <3, i picked a random name Americans would (hopefully) know. Either argue with me, or tell me not to be pedantic, but don't do both. Read the second half of that clause. He can't accept it while maintaining his office. Bak, a gift is totally different than a title (at least as far as that part of the constitution is concerned).
  9. Are you handling information hacks at all? I mean specifically someone disabling enemy stealth+cloak on their client.
  10. Bad example, since it's illegal for a public servant to accept a title:
  11. Dr Brain

    Sig Slots

    Problem with this setup would be finding sigs to take only 1 sig slot. The sigs taking 3 slots would make up the majority of the existing sigs, with maybe a few 2s.
  12. Yes, clearly. It's a wonder you quit.
  13. Yeah, I was only suggesting TCP for chats, bricks, maps, arena changes, etc. Definitely not position packets.
  14. You mean down, right?
  15. With reasonable connections, the TCP overhead is minimal. On connections with a lot of loss, the TCP overhead becomes greater, but UDP won't be doing much better in those situations anyway. The reason to use TCP is to reduce programmer burden. It's less trouble to "make a separate packet stream for them" than to make (and debug) a reliable UDP system.
  16. Why not leverage the accumulated knowledge of thousands of engineers and use TCP/IP for your reliable packet stream? Reinventing the wheel is fun and all, but it's still reinventing the wheel (and the existing wheel is pretty damn good).
  17. Dr Brain

    Ship Records

    Corey was his name.
  18. Watch long enough and anyone will screw up.
  19. Since we're posting useless links to irrelevant things, I figured I'd chime in. http://en.wikibooks.org/wiki/Circuit_Theory/Fourier_Transform#Impedance_and_Reactance
  20. The people isn't the biggest problem, it's the weapons. At least you'll get updates on the people after a few hundred millseconds. The weapons would be terribly out of sync.
  21. It would be cool, but it can't be done with Continuum. Sorry.
  22. Of all the complaints, I didn't think "too fair" would be one of them. We'll work on some way of fixing the issue, though it probably won't be jackpot related.
  23. I'm looking for someone to maintain the ASSS documentation. Specifically the user guide and command lists. They've been neglected over the years and are now horribly out of date. If anyone is interested, let me know.
  24. Added exp based balancing. So players can't switch teams if the new team has more exp than the old team. Flags don't drop owned outside of a flag room. They always drop neuted outside of the flag room. Attempting to change ships to a ship you own will not spec you. It will just give you a message and keep you in your current ship.
  25. I fixed the bug with sectors displaying incorrectly with //?target. The '?target is still broken (j/k). I'll add support for specifying different sectors in the future.
×
×
  • Create New...