The team module hasn't changed. So any problem with teams would have been present on the old setup too. No one likes HS until we change it. In a year, people will whine about how awesome things were on the "old" item set, and ask for us to go back. That's how things were during the times you are asking us to go back to.
I'm in the process of rewriting the hscore modules from the ground up to fix some fundamental design flaws that have been causing crashes and also to add various new features. I don't think anyone out there is seriously using the modules, but I figured I'd post this topic and give people the option to suggest features. So, what is it that you would like to see added to the hscore that would make it more useful to you and your zone? This is co-posted on http://forums.minegoboom.com/viewtopic.php?t=8081
They've obviously been too incremental for you to notice. I've seen him do it many times. Usually because I'm discussing it with him and know where to look.
No one here grasps how subtle changes completely change the balance of the game. Demanding quick and decisive changes are a sure way to get your ideas ignored, Unix. Arnk has taken a different approach than I have when changing settings, he feels that incrementally changing things over several days will help reduce the impact while still getting things balanced. I usually would just throw the final settings in during the middle of a flag game and watch the chaos ensue.
There have been so many "old hyperspaces" that have come and gone that it means nothing. Your old hs was someone's new hs. Change has been the only constant over our 8+ years in operation. Vets retire, vets return, some newbies grow into vets.
Personally, I think they SHOULD use pub ships. It wouldn't be be a true hyperspace tournament if it were just stock ships. Any zone can host one of those. Fairness isn't the same thing as fun.
I kind of figured you'd solve it on your own. That's why I didn't reply. The database has yet to lose anything besides money. Every case over the past three or four years of someone losing an item was them overlooking something simple. Glad you solved it.
1.) They should always be present when you respawn. We've been having some issues with the code behind greens, and it's possible that it was broken when you got the repel that didn't come back. 2.) I'm not sure exactly what the limits are, but generally speaking the capacity items only add extra capacity in one area. A close inspection of the ?iteminfo for each item will reveal exactly what they do (check the "item type" section).
We've got some sweet new jump gate graphics in now. They're the work of Aquarius and myself. Aqua did the cloud graphic, and I did the outer structure and opening flash. There will probably be minor tweaks to them over the next week. I've got a couple of ideas to improve their overall looks. There is still an issue where they look bad when you ?jump in to or out of the hypertunnels. We'll probably wind up redoing the hypertunnel backgrounds. Additionally, there will probably be a similar map change to fix the overlap issues with the gate's outer tiles.
I know nothing about how the ships currently play, but it could be just that the majority of players have a style that is more suited to certain ships. Doesn't mean the other ships are worthless, it means that it takes a certain kind of someone to be successful with them.
Added ?killmessages to toggle all kill rewards. It's currently all or nothing, but we have plans to make it more flexible in the future (meaning months, likely as not).
The results of a failed fusion test would be no worse than any random thermonuclear bomb test, of which there have been at least a few. Yeah, California might be hit pretty badly, but the rest of the earth would be a-ok.
If you call competing one team holding all the flags and holding off the other until the JP gets high enough, yeah they're competing. Because having no chance of winning isn't fun. Most vets probably like flagging now because they win and make a tidy profit off of it. I'm *not* trying to make flagging make any less money. I'm trying to open the doors for the newbies.