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Psythe

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Everything posted by Psythe

  1. Psythe

    Word Association

    brainwashing
  2. Think of it like this: You were the fail-safe, and I'm the killswitch. While you did things for the common good, I do things for my own selfish reasons (good things, though).
  3. You're probably right, you DID create HS, after all... fix'd
  4. http://i.imgur.com/L0M9bO9.png players choose what you are in the poll so we can see how much evil we have
  5. Shark's 1.375 tiles, and lanc's 5 tiles
  6. If I remember correctly, Spidernl's planning on doing exactly this. If not exactly that, then perhaps a fixed rotation speed for the turret in order to actually get AROUND the damned thing.
  7. Alright, HS players. Here's the thing. Right now, we're using the map "pspub13" - it has bases from myself, CoreX48, and Full Killer. I'm working on "pspub15" right now, because it's a big project. For pspub14, I'm probably only going to put one base of my own into it. I'm depending on submissions from others for this map. pspub15 will be all of my own work, and will set a higher standard from there on out for maps in this zone. By the time we hit pspub16, I'll be accepting base submissions again. I'm granting 50K per base used per map. Some of you have had some great ideas in the past for the way bases should be, and I think I'd like to see some of you make bases the way you think they should be. But not just that - I'd like to hear a lot of feedback here. What don't you like about bases right now? What do you like? What would you like to see in future bases? What about center? Does it promote strategy well enough, or could more be done to aid that? All feedback welcome. Just remember a few things: There are some limitations to what we can do with the map. Don't suggest something like "Make a base that rotates 360 degrees constantly."By pspub14 (the next map), we're probably going to be doing stationary turf flags, about five distributed per base. Keep this in mind, and feel free to give your opinions on that.Feel free to mention just about anything, really. If you suggest that we add another sector to the map (as near-impossible as that would be), I'll still listen.Looking forward to your feedback and ideas. Let's do this.
  8. I guess the pink is only used for the settings editor, then (the descriptions, I believe, are pink? [edit: f1 pink text, too]). While it's weird that white can be used but appear pink in the chat window, it still makes it "special", and there's probably some way to make that "bug" make sense. Or maybe not.
  9. Fuschia was a nice addition, and pink is a thing too, right? I think there is even white, but not sure that it can be sent to chat. It's just interesting, I don't see why we SHOULDN'T be using all the colors just because we can. http://imgur.com/MZlpWbZ
  10. It's a good idea, but I'm against being able to "cheat" XP in the first place. You can earn it easily enough with the way you get 10xp rewards if you're behind the curve, anyway. I think it should remain very separate from currency.
  11. The goal here is to change the gameplay of a flag game, not keep it the same. By distributing stationary turf flags throughout the base, both teams can be constantly rewarded for their effort, plus everything else mentioned elsewhere in this thread. One lone turf flag accomplishes very little in comparison to what you can do with 5.
  12. If I remember correctly, Dr Brain wants flagging in Hyperspace to happen quickly, in terms of how often flag games happen, and how quickly they end. We don't need a super-base that would take forever to navigate through. And I agree completely with that concept. This kind of thing would work very well as an event, though.
  13. Very true. The flag locations will be kind of like "boss battles," in a sense - you'll have to try a particular tactic or just try harder in general to overtake that boss (the flag) in order to move on through the game. There are many many different ways to make the flag "slots / obelisks / holding cells" provide a different challenge. However, I still want to give players the ability to cheese their way into claiming control of a flag... just not quite as cheesy as it is with our current system (accidental flagger deaths, thor spam, etc.) That's right. That's why I'm going to start creating bases that are "tighter" and a little more defense-oriented (to a reasonable extent). Lancs need to actually TRY to live. Rushers need to have more than one tactic for attacking the enemy (alternate routes, and other tactics that these new bases will provide). Flagging has become too automatic. I'm trying to bring back a way to reward skill and effort as much as I can. While we're talking about automatic: That thing where the turf-flag module will "decide" which base gets the highest reward. This is awesome because it forces diversity in basing, but its downfall is that it eliminates choice (I want to get rid of the automatic part of flagging). Obviously, having each base have its own jackpot, some high, some medium, and some low, still allows choice, but I'm wondering if there's any way at all to make it all seem less automatic. This is where I'm stumped. Automatic is boring. Choice is what makes this game fun. --- But that's enough about how the bases will be. We need to keep thinking of ways to make turf-style flagging in HS very fun. I think it was cxc (?) who mentioned having a flag timer of 30 minutes, and you get +1 minute toward your 30 minute cap every flag ding, per flag held. So if you hold all five flags, you win the game quicker. That seems like a great way to keep the attacking team on their feet - as long as the attackers are doing something, the longer it will take for the defenders to win it. And, I'm sure there are other ways to "weaken" the defenders in order to encourage people to not ragequit.
  14. This is a very simple example of how flagging will work by the time this "turf" system is implemented. Spider can fill in on the details, such as why there are stationary flags, and how that will affect the jackpot and other rewards. http://i.imgur.com/KxU1q.png Sorry if this image comes out huge; I was expecting it to re-size and be zoom-able.
  15. I'll probably need SpiderNL to chime in ifor this thread, he knows the details of this idea better than I do. I just figured it's about time ot haven an organized discussion about it all. Basically, there may be a "turf" style flagging gametype implemented into the zone. For the most part, this isn't going to affect basing, but who knows - that's why this thread is here. In this new gametype, there would be approximately 5 flags distributated evenly throughout each base. The jackpot reward would be based more on, "Which team did better," as opposed to "which team overwhemled the other, first." I'm completely for this change. I think it has a lot of potential. This thread is here for a more organized and extensive discussion for the new concept. We've got plenty of time to brainstorm. Please let us know any ideas you come across to make the system better.
  16. Are you serious? I'm sorry, I lost it when I read this. Good work Spider.
  17. That's why I was going to chime with with the suggestion to make'em look half-cartoonish like they do now. As in, more "2d": Keep the shape but flatten it a bit? This is a 2d game after all
  18. I would argue that you deserve less credit for your creations when the ideas aren't your own. But I'm not going to act like you're a bad person for it. Everyone can run things however they want. Not taking everyone else's opinion into account is a shortcoming, and I know it. But it reduces a lot of drama and certainly reduces the workload when it comes to this sort of thing. Considering this is the opposite of a real job, I don't feel obligated to listen to anyone else. I think that's a very realistic way to go about it. My function in this zone is a very vague one, and I like to keep it that way. Besides, I had my run of some great creations for this zone, anyway. As did nolan123, also a mapper. I might be able to say that I've already been satisfied with my work, and the rest of it is done only as a hobby.
  19. The same reason I map. No fame or fortune involved. I do it because I enjoy it. I don't do it to please a single player in the game. I am influenced a bit by players' expectations, but the decision is always mine. If I ever leave, it won't be because of you people. It'll be because I find myself un-impressed with my own abilities as a developer.
  20. http://i.imgur.com/M2gcQ.png (Warning: Racism) Just to show the extra spam and aliases to avoid ignore.
  21. Could always use a spec timeout for the ?changeteam module. If not in center, sector 8, or the hypertunnels for one minute, spec for assumed interference.
  22. Yeah, the boxes fit rather nicely in sector 8. @Spider: My guess is that squaddies would arrange flag games in the subarena, and hell, there probably shouldn't be flag rewards in an arena besides pub. Bragging rights, though, yeah. I dunno, I figured that an "exclusive" basing arena would be used more sparingly than religiously. And I thought a lot about how to give "competitive players" fun in the pub arena, I still haven't thought of anything aside from private teams.
  23. A while back, Hyperspace lost private teams because of the issue with 3- or 4-way flag games. Such flag games are simply too chaotic, and lead to one of two results: 1. The first team to get all of the flags defends the base for free because the other two or three teams are too busy killing each other. 2. Entire teams quit, and they either merge in with the rest of the players (Still, a minimum of three teams if the private team is still on defense), or they just plain rage quit. Hyperspace went from being a competitive zone to being a newb-friendly zone. We need both, but they need to be in harmony with each other. Eventually, duel boxes will be introduced to the public arena to "publicize" dueling, an obviously competitive part to the zone. Squads can be introduced, but they can't be there just to pubstomp people all day. Still, though, squads need things to do, without ruining flag games for non-squaddies. "Exclusive" bases dedicated to the squad in the public arena "Exclusive" flag game arenas with two or so bases, made especially for the competitive types, probably for 4v4 and up Private teams in public (though, without the ability to enter basing sectors) And, lastly (for now), with public duel boxes and the re-introduction of squadding (or, at least to start, private teams), Hyperspace will... Re-introduce the concept of competition without over-the-top pubstomping Give competitive players a place to go (and, in addition, I was wondering what happened to all of those competitive players) Leave casual players with the ability to remain casual So, I wonder (and this is why I post): Will changes like these harm the population at all or possibly start a gain in population? Also, what are other ways that competition can be implemented into Hyperspace without it ruining the game for casuals?
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