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Dr Brain

HS Staff
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Everything posted by Dr Brain

  1. I've heard worse ideas. If we don't manage to get a freq balancer in the next couple of weeks, I'll probably implement a solution like this.
  2. It means you need to aim better.
  3. Third rule: no spamming. It's a rule you should know, so I saw no reason to warn you.
  4. Dr Brain

    Turf

    I've implemented the code for checking how much time the player spent outside of the center sector (and empty sectors). I still have some tweaks I want to apply to the imbalance penalty though.
  5. http://www.ssforum.net/index.php?showtopic=20518
  6. I fixed the issue. But the bug was such that it should have NEVER worked. So I don't know why some of you were saying it did.
  7. Dr Brain

    Turf

    There's a far easier solution to most of your issues: players in the center sector don't get flag rewards. Probably have to exclude sector 8 and the empty sectors too. Flag rewards come often enough to not hugely effect players respawning. A more permanent solution can also be found where you get a % of the flag reward corresponding to how much you were out of the center. There's a reduction in reward money for playing on an unbalanced team already in place. You're probably confusing it with a pop based reward. Seems like there are better ways to solve the "issue". I'm not really sure it is an issue, though. Lets get it working at higher populations before muddling the issue? My solution above doesn't have this issue, since they can't collude without idling in the bases (possible but much less likely) See above. There's already a factor for unbalanced teams. Too easy to abuse. Get on a priv team of 1 and play in an arena of 30. Grab one flag and you've got 30x your normal reward.
  8. This (or something functionally similar) will be implemented on the new system.
  9. With the new system, there will be items that are per player rather than per ship. There will *not* be insane abuse items. The idea is for things like TW Key.
  10. Anitwarp should work fine. It's in the code to check for it. Let me know if you still have issues with it.
  11. Except this one, right? ; ) It went up right after the reset, like it always does. Stayed that way for about a week.
  12. Shows what you know. Every reset in Hyperspace history has increased population significantly.
  13. Mods don't update or control the development in any way. Exception is Sharpflame, who has become the official unofficial map dev. Other than that asking the mods to do development will get you no where.
  14. They're talking about the bug where Lancaster cant detach their turrets with an ?attach. I'll fix it when I get time.
  15. 1.) That's not something I have control over. It's also fairly insignificant, so if that's your #1 problem, I'd say we're doing pretty good. 2.) It's true that we could be more professional in some cases. The counter arguments have been made by others. 3.) I'm sorry if you got the impression that it would never be added to F1. I didn't have a lot of time when I put it in to update either the news or the F1, and I've been bitterly disappointed with people not reading the news in the past anyway. 4.) We've been trying to get an evener for... 6 months? 8? 5.) We have absolutely no control over the internals of other bots. None. We can mandate some rules like !shutdown, but beyond that we don't control and can't control them. Because they are run from the player's computer, even a manual code inspection would be useless (not to mention impractical in every sense). Also notice that it's called ?give. Not ?bet, not ?loan... ?give. 6.) There was also a lot more people getting repelled into corners for a few minutes because everyone was spamming repels. It may not be perfect, but it's better than what we had.
  16. The commands I've developed so far with the new system are: ?inventory ?iteminfo ?compare (suggested in another thread, I think) ?buy (menu only, so far) ?shipinfo ?ships
  17. Just because you shut your eyes and hum really loudly doesn't mean all of the HS population ISN'T like that.
  18. I'll try to fix that tonight, so /?attach will detach all turrets if you've got any.
  19. Indeed, no hostility was intended. I just meant to close the inquiry as efficiently as possible.
  20. I pondered this back about two months ago, but I came to the conclusion that it doesn't add anything to game play and only makes the zone more complicated.
  21. I know, D1 knows, and Rare knows. None of us will divulge the story, because it's unnecessary and unprofessional for anyone else to know.
  22. We've wanted to do this for a long time, really. Only thing that changed was I sat down over the weekend and wrote it. Why disable F7? Because they don't use energy the same way, and supporting both opens the door to people comparing the fairness of the two. If everyone HAS to use /?attach, then there's no one complaining. Also, we can support turrets on the other ships if we so desire. The final thing is that I didn't want newbies attaching to lancasters with F7 and never realizing that they could attach to other ships. This way they ask the question right off the bat. I put a lot of effort into making Shift+F7 (macro) work just like the F7 does, so it should only be a minor change for most people. It also frees up the ?away of lancasters with summon, while still making the summoner item highly useful (I'd say it's more useful now than before, actually).
  23. If there was one (and I'm not sure there was), it's now over.
  24. Level 4 guns and bombs aren't really possible at the moment. Sorry.
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