Jump to content
SubSpace Forum Network

BZAP

Member
  • Posts

    101
  • Joined

  • Last visited

Everything posted by BZAP

  1. Come to think of it, not one HS event utilizes pub ships. A "playground" akin to ?go events, but with public ships, would be great. Mass duel is just my suggestion, and I believe it is the simplest.
  2. I suggested a 2v2v2v2v... event awhile back, but the thread didn't get responses. Here's another idea that requires less work and I think many will prefer to our rather uninspired collection of events. Players keep their center ships. One simple arena. No bots needed. Ingredients: ONE event moderator. TWO frequencies. TWO spawn points. ONE oversize duelbox, obstacles if desired. Or use Namp's league map. ONE turf flag in middle of map, dings every 20s (optional). Map limits players to ships 1-2. Map specs players upon ONE death. Simple, since lagout = death and antideath nerfed (eliminated?) How to play: Both teams are split at random, placed on opposite sides of the map, and let loose on one another. Carnage ensues. If the win condition is total elimination, all survivors win money. Repeat! These rounds should be quick. Optional variations of this event are easy. Win conditions are up to the moderator who hosts. Some examples utilizing the turf flag: - First team to claim 3 flag dings (three uninterrupted 20s lapses) wins. - Team holding turf flag for 2 consecutive dings (40s) wins. - Team holding turf flag revives a player every ding. etc, etc.
  3. A veteran may find this attitude easy to hold. However the problem is not a newcomer's ability to learn but his willingness to stay. I held off on HS for a good while, I admit, because ESC+1 didn't get me in and I wasn't keen on figuring it all out. I picked the next zone down my Continuum list. For all the zone's complexities, we have a very dedicated player base. Imagine if we were able to hook more from the start! Good point. What about throwing non-flaggers on freqs 0-89, rather than spec? I suggest this because I think it is better to place beginners close to the action, where they can gather cash and kills. Better than being placed in a shark pool, fighting on a lone frequency. What's the harm in lowering the buy/sell values of these items? It can be implemented in the same way a lanc comes with starting items (though not very good ones).
  4. HS is a tough zone to learn due to all the new commands and the sheer number of items available. It takes hours and hours to acquaint oneself with the itemset - partly due to its extensive nature and moreso due to exp requirements. I think our system can use some additions and streamlining that will encourage more people to come and stay. The idea is to simplify features and itemset to encourage, rather than limit, build experimentation. In regards to flagging: - Automatically place warbird and javelin on new accounts. This will curb the constant "how do I buy a ship" or "how do I get in" asked by newcomers. - Automatically place players on a flag team when they enter with a ship rather than forcing them to type ?flag - Enable F7 attach but always make it sap energy. No more "how do I attach" in chat In regards to items: - Starter kit is confusing since it is unclear which slots it occupies. Replace it with a competitive "stock" setup instead (ion, fusion, ablative, gamma, impact bomb + supplements for instance) - Remove: Reinforcement, Fission Reactor, Alpha Drive. They are inferior items and only add to an already lengthy items list. - Combine ?buy armor and ?buy shields into one ?buy protection category. Right now it's confusing since the layout implies you can have both. - Collapse the guns list by combining single and multifire guns. For example, Disruptor will fire as normal on singlefire but act like Arcfire on multifire. Phaser/Gauss, Beam/Pea, Pulse/Gamma, Positron/Proton are other possible combinations. I think the whole zone would have alot of fun with this idea as well. - Reduce exp requirements for all items, especially signatures and capacity. Starting out is - and has always been - such a grind.
  5. Some feedback and opinions on balancing. - Restrict signature PD to large ships or tone it down; fast weasels have gotten popular as there is no true counter to them. - Inability to quickly toggle xradar feels more like a bug than a feature. Even Oracle users "flash" xradar to identify cloakers for teammates. The current process feels sluggish. - The signature gun Proton, as it is currently, seems underpowered. That's all for now.
  6. Reward players that give up their mounts and reduce item spam: Auxiliary Shield +2 Mount -1 bulletdmgup -10 burstdmg -10 bombdmg -10 empdmg
  7. I say any ship combination, anything goes - but no items. Map is okay, but I rather use the largest box in ?go boxduel Duel can be similar to 1v1. When a player dies, he stays out until the next round. You win a round by eliminating the other team. First to 5 wins match. Thx for hosting these.
  8. I always felt that both were equally spammy guns. It's odd that you buffed one yet nerfed the other. But I suppose getting beat in a duel by a sharp user causes one to think like that.
  9. BZAP

    newbies

    This is an excellent idea. This zone can benefit from new faces, but figuring out ?buy, ?sell, and their restrictions can be a daunting task for the beginner. You can scream "READ THE F1" but at the end of the day many folks won't bother. I admit that the HS buy/sell system kept me away on my first few visits. I went to the next zone down my list - they had more population anyway. And I doubt I was alone. When the item statistics were online, I noticed a huge presence of stock warbirds and javs. They were the most popular ships in fact. What if we hooked these players earlier? I think it would be helpful to retire inferior starter items (pea, alpha, reinforcement, fission) and replace them with the basics (gamma, beta, ablative, fusion = 1 exp items). If bots are no-go, give every new player a basic but mostly-equipped warbird. Cash and EXP should allow for customization, not air superiority.
  10. All zones suffer from dropping population, and many have made changes to retain gameplay. DSB moved its spawn zones into base, and Trench Wars removed its 40 player cap in Public 0. I don't see a plan for "getting population back" and we're barring new players as things are. It's easy to continue playing if you began earlier this reset, but it's too much for anyone who started late or started now. The grind is impossible. I'm not asking to make things easy-peasy. I'm asking to make progress reasonable. And I'm not the only one who sees the need for this. Why is adjusting prices so much to ask, when all I suggested has been done before? Well, I tried. If Hyperspace too proud to "surrender" then so be it.
  11. I can't tell if you're trying to be sarcastic.
  12. Bump. Honestly. How can you expect new players to make any progress as empty as the zone is now? How can people continue to experiment and customize with nothing going on? You're losing your old players and you won't be getting new ones as things are now. IMO, Dropping sale penalties is the very least you can do. Slashing price and exp requirements on top of that would be even better. It won't cost you much time, and it'll make your zone more enjoyable.
  13. That is a problem we can afford to live with. The bigger problem is running short after experimenting with sigs or selling one ship to try another. Axing penalties and 1/2 price reductions have been done before and for once I feel the zone needs it.
  14. EDIT: I meant to ask setting sell price = buy price. In other words, drop all sale penalties. The zone has gotten quiet and there aren't any flag games to make money off of. Axing the sellback penalty will let players continue to experiment and maybe even revitalize interest. There's nothing to lose.
  15. BZAP

    Link Drawing

    Just admit it, you are. The eyes need work. But hey - I didn't cringe. Keep practicing and keep it up
  16. BZAP

    Events

    http://forums.ssgn.net/topic/25159-hosted-2v2v2v2v2v-arena/
  17. How about a mount that provides a small bonus but no items? It will cut down on item spam and should appeal to the dueler types. Auxiliary Battery -2 mount +10 points of health -20 antiwarp cost -20 xradar cost Might I also suggest adding a small negative bonus to energy scanner (-10 health, bomb damage) to reward pilots who duel without it thumbs up on the new additions by the way. I like them.
  18. BZAP

    New Content

    I feel that the itemset we have right now is well thought out and for the most part, balanced. However new items would be a blast to play around with. The changes don't need to be drastic. An idea mentioned before were signatures guns that combined 2 non-signature weapons. For example, toggling multifire could switch between beam array and shredder. I also think it would be great to have mounts that acted like mini-addon slots rather than item slots. For example you could sacrifice a repel mount for a VERY minor boost, like -5 bombdamage or a few extra points of energy. It could reduce "item spam" and would make playing on my netbook easier.
  19. what a dick
  20. agreed, however, unit average dmg:unit energy cost would be easier to grasp =DPS/(REU/10) this statistic is about proportional to aileron's 'range' values for single shot ships. Multiply 2x for double barrel, 3x for tri-bullet, 4x for quad-bullet But range based on energy exchange isn't intuitive. It'd make more sense to chart out DPS for varying distances, distance in shiplengths
  21. edit, relos got to it before me. And I forgot about gunlevel
  22. BZAP

    UB-HyperBank

    I lold. To be fair, I don't think anyone could have foreseen this. But the fault is yours. It sucks but man up and take the blame.
  23. Can we get a 2v2 (or 3v3, 4v4, etc) arenas for hosted events? It'd be a nice break from rabbit and the map should be easy to do. No bot required, unlike elim. Just design the arena to cap freqs at 2, randomly spawn on map, lock scorereset, and spec players at 5 deaths.
  24. Quoted for emphasis. What we're trying to tell you is: simplify, don't complicate. This goes for your scoring system, too. I'd also like to see player-formed or squad based teams. Players without a squad can enter a draft to supplement already existing teams. I've mentioned this before, and I have a hard time seeing randomized teams working because of a lack of motivation and varying timezones. You want 5v5, yet recall how we had trouble forming even 4v4 plays last league. Squad based teams will have a better dynamic and more reason to meet. Balancing could be an issue but isn't the point of league. Throw out the points/bonus points system (you can reward attendance by prizing after matches). Throw out the minimum player requirement (use a maximum instead). A team too small should still get the chance to play at an inherent disadvantage. The point is to keep things simple - feasible to manage and simple enough for players to wrap their minds around. No offense given, and I see your point. But at least open yourself to critical comments and advice.
  25. I don't get why you're complicating things so much. Design the map to prevent wallneuting and let everything else go. The team that holds the most flags gets to defend, or better yet have ONE flag. For limited bricks/fields, exclude B8 safe. No flanking... honestly? Sorry if it annoys you, but it's a legitimate strategy and the first step a defender takes when breaking through an attacking line. I'm in if this somehow gets going
×
×
  • Create New...