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Everything posted by Psythe
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We really appreciated your contributions to the Hyperspace communtiy and your Minecraft server was a blast. In Hyperspace, We Care!!! http://i.imgur.com/uFCFS.png
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No kidding, these people, really man. http://cdn.memegenerator.net/instances/400x/16580704.jpg
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On the other side, a turret with Positron Gun on a rushing lanc can mow right through the enemy team. Just wanted to point out one of the reasons people might want to stay attached to their lanc.
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Charts, and discusison about ship roles, ship usage, and the like
Psythe replied to Psythe's topic in Hyperspace
<3 Also, btw, I was a bit intoxicated when I made this topic, so it's pretty much full-on retard. Regardless, there might still be some decent points in the topic, haha. -
Here's a photo album: http://imgur.com/a/RPALH#0 (Edit: Those charts are horribad, but the first image should be perfectly legitimate. These graphis are probably inaccurate, because I'm really bad at mathematics. Putting that aside, I'd still like to address a few things. If these charts are even remotely correct, the first one with the excel document is certainly right. The highlighted boxes indicate that that ship has the highest stat of that category. So here's some tipes I learned from Dr Brain a while back. Imagine geting a -10 bomb cost for a TacNuke. It isn't going to do much of anything. If you had a -10 bomb cost on a bomb that already doesn't cost too much to shoot in the first place, you get a higher percentage of benefit. This strategy can be fun (if annoying). Now here's my advice: Look at the chart with the highlighted boxes (the pie graphis are probably wrong, I'm terrible at math, really. The highlighted boxes show which ship is strongest at which stat. The Warbird and the Lancaster have four stats higher than the rest (four points). The Shark has two points, here. The Shark has the highest rotation, which is nifty for such a small ship. My point here is to encourage players to take advantage of the ship statuses (?shipinfo). Don't get a -10 bomb energy item if your bomb already costs a LOT of energy: There will barely be an effect, percentage-wise. Now, if you were to be using Tau Blaster, you'd have a bit more of an effect. Same with low-cost guns. If you can reduce the cost of a low-cost gun even more, it gets rediculous. >>> Ignore here if you don't feel like reading my reviews of all of the ships; they're quite boring, trust me. On another point, players sould take advantage of each ship's proficiencies. The Warbird has the highest speed and thrust: Why not buff those stats up even more to make use of the boost it already has? I'm contridicting my previous point here, but if you're provided with a ship that has a few higher-than-average states to begin with, you can either A) buff that state even more, for a ship that has a great single power, or you could balance the ship out and recover its lower stats, leading to an all-around decent ship. The Javelin has equal thrust as the Warbird, meaning that you may not have to boost your thrust to win against a warbird, part of the time. Again, you could boost the hell ouf of the Jav's thrust and have fun with that, but eperiment: Try different builds and see what works best for you. (Personally, a Terrier with Disruptor and ZPM is pretty damn strong). Of course, the Spider has the highest bullet fire velocity.Think of what builds you could base about this proficiency of the Spider. You could be lame, and strap on a Gauss Cannon or a Trap laser, and rocket through center! Or, you could even chase down fleeing apponents with a plasma cannon, and they'd never get away from your bullet speed. The Leviathan, predictably, has the highest bomb speed. From my experience, the Levi takes a lot of great aim in order to survive. One miss, and you're screwed. I almost wish the Leviathan came packed with extra shrapnel, but I don't think that's even possible. Personally, I think both the Spider and the Leviathan need a boost, since a big slug with lots of energy doesn't nearly qualify as a "tank." The firepower is a disappointment, and the Levi is even more miserable than the Spider, that poor guy. TL;DR: I want Spiders and Levis back in action in center. I'll come up with simple solutions later. The Terrier has no stats that surpass the rest of the ships. However, it's fairly balanced, stats-wise, but it's a gun ship, meaning that it simply has a better chance than bombs. Guns almost always outlive bombers, because they can affor to spray or pew a few bullets slowly until the enemy can't do a damn thing. The Weasel is unique because it has EMP bombs. Unfortunately, either it's just me, or I just can't get a hit iwth its bombs without smart bomb -- I'm guilty of that. And I don't like it. Otherwise, the weasel is a great offensive ship because with the right setup, the attacking weasel can slow down the entire time. The Lancaster has four points: Two for Energy, one for Initial Energy, and one for Maximum speed to get to the flag games faster. This is good! Unfortunately, the ship is huge and vulnerable unless there are teammates defending it. (I know that I'm going to attempt a center lanc once I get the energy. The Shark is tiny. It has two point for the highest Initial Rotation and Maximum Rotation. This is good for a small ships, really. It can maneuver well, but it's small and fragile. (I want one.) >> Enough of that << My main point is for players to take into account the stats of their ships. There are two options: Balance out the ship, don't mess with its proficienc(y/ies). Max out the ship's proficiency: You're almost guaranteed to win at a battle that your ship is already built to handle. Semiwarp + Maxwell infuerse + Whatever else? You can get away in a twitch, and come right back. I found that this combo worked great on the weasel, I don't know. Player of Hyerpsapce, if you wanna be a true virgin, hear me out! If your warbird can reach the highest speed in the game, go ahead -- make it super fast, but make sure you know what you're doing! This is how I've always made my ships. I also take size and mobility into account, but in Center, that isn't too much of a problem unless you're bigger than a Levi. I'm done.
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Wait. Is it possible to change the flag gametype on the spot? Or even have two gametypes at once? That'd be sweet, if so
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I've come across a few more thoughts. Self-resetting is a tough decision for anyone, given that they have to get everything once again. There would have to be some kind of compensation, such as starting off with substantial money and XP, or something else that would make it worth earning that secondary warbird. As a novelty thing, I thought that maybe we should separate the stores like in the old days, with a guns shop and a utilities shop, etc. It just seems a little more fun that way, I can't explain why, but it's just... interesting, I guess. Making various versions of parasites could be a great way to provide goals for players to complete. Maybe not as harsh as the current ones, like nerfing your ship until you finally get it over with, but such a system (I would imagine) could be easy to modify. I mised the part where cheese mentioned that bounty should be implemented in basing to some extent. Bomblines made for bounty-whoring are a definite no-no. But, in all honesty, if a team's players survive more than they die, this could give them the upper hand. However, it could slow down flag games a lot (would that be a good or a bad thing?). Anyone got an idea on how to make bountying become a part of the zone like it used to be? I miss turretting, a lot. It was a blast hunting down turrets and being on the turret, but then again, it was also a blast being on the defense in the classic base 3, lol.
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@ Spidernl: Fair enough, I agree. All I can say is that resetting in order to gain more ship garages would be a great solution. Of ourse, I'm neglecting the fact that such things require development. Trust me, if I could, I'd get right on that to help out. Right now, I'm stuck with making bases and fantastizing about a hyperspace utopia. @Cheese: I haven't thought about how badly selling items can eat your wallet, and I think that's a huge problem when it comes to customizability. Perhaps there should be a consistent buy/sell percentage among items; why should the epensive items be not worth as much as face value, anyway?
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TL;DR at the bottom of the post. Alright, here's my standing on this, and I'd be happy for debate and hearing others' opinions. A couple of sections here that I've thought about. A ) Keeping interest in the zone and eliminating the possibility of getting "bored." Personally, I've found it very easy to get bored of playing Hyperspace for several reasons: It takes a long time to maximize a ship, let alone all eight ships. It seems that whenever I am playing, there are flag games only about 25% of the time. Balling in center isn't a very effective way to keep non-flagging activities entertaining. B ) As I pointed out in my this thread: http://www.subspace....to-think-about/ Keeping a dedicated player's interest should be more than just saving up for a super-item. That's a slow process, and I'll be damned if I ever make it that far before a reset occurs (though, maybe I'm just lazy or have other things to deal with in real life; not to diss the dedicated players). If there were a way to get there faster, or even, not have to get that far to get to "the top," I think that even the dedicated players would be appreciative. tl;dr: It takes a lot of effort to get to "the top," and I can't be the only one who doesn't feel like putting that much effort into it. As I mentioned in the other thread, challenges that can be completed to boost one's progress would not only be fun, but provide a feeling of progression towards the ultimate goal: Having a maxed out ship. Instead of resetting everyone's accounts in order to re-balance the zone, somehow promote a way for players to self-reset themselves and allow newbies to be on a playing field that isn't damn-near impossible to make progress on (This is an exaggeration of course; I realize that it's still possible to get kills with a stock warbird). --------- ------ --- - So, I'll provide some suggestions, though they may be radical, that could make the zone more enjoyable for regulars and casuals alike. Going back to A ), there are a few things that come to mind. Make profit, HSD- and XP-wise, quicker and possibly easier. Perhaps there's some way to make flag games much more frequent, basically, "all day, err' day." Higher rewards? At the least, higher loss rewards? I do commend the fact that loss rewards are relatively decent and boost the Hyperspace economy quite a bit, but still, that hasn't turned out to be enough for me to buy but one decent item per flag loss, while the winners can immediately afford a multitude of items for their ships. Balling in center, right now (and I apologize for the brutally obvious), is boring. Sector 8 has been adulterated by this new balling system. I'll try to elaborate on each point after a few more summaries of what I think, so this post may end up being long -- you can stop here if you wish to contribute some ideas of your own, as the rest will be my own ideas on what we can do to make the zone even more fun. And now, back to B ), involving the effort requried to reach "the top." What if getting a maxed out ship, or eight of them, didn't take quite as long? Personally, I'd have a blast if I could customize my ships easier -- customization is what of the most appealing factors in any game I have ever played. However, in the current state of Hyperspace, I feel like it still takes too long to get to that point. Challenges (such as mentioned in the other thread, while they may be rediculous), would be a fantastic way to keep players encouraged to keep playing. Imagine... "Oh man, I have to complete this challenge! I'm so close! I can't wait to get that boost in order to further customize my ships!" Challenges would be a whole new element of Hyperspace, and with Hyperspace being a constantly developing zone, I think such a thing would be worth implementing, at least to test the waters to see how it would work. As for self-resets, I'll just elaborate on those in a minute. Effort to get to "the top." In all honesty, I've only witnessed around three or four players who have reached the point of getting all maxed out ships before the inevitable reset occurs (I might be wrong, as I'm not a dedicated regular on the zone like I used to be). I truly appreciate the dedicated players like this, and it would kill me to get rid of the reward for being so dedicated. A way to remedy this would be to allow any player, newbie or casual or veteran or regular, what-have-you, to have to power to reach a higher power without having to put hours upon hours of effort into the game. Note that it would probably be catostrophic to have newbies become what we now have "regulars" and have "regulars" be just that: regulars. We'd need to allow the regulars the ability to surpass anyway, while avoiding super-ships. A fix to this would be garages (something that has been romanticized for quite some time). WIth ship garages, this would allow the regulars to further customize ships and and have more versatility than the casual players, without allowing them to have super-ships. Sorry, went on a tangent there. My point was to be that it should be easier to get to the point where you have at least one or two "good" ships. Promoting flag games. The first thing that comes to mind is that, from what I've witnessed recently, the winning team will have something like eight players, and the losing team will have 2-4 players (not every time, but this does happen.) Whle providing loss rewards was a great idea, and certainly prevented ragequitting en masse, well, I'll be completely honest: I could join flag games just for the loss money all day and still only have enough cash to buy three or four items for my ship. I'm not entirely sure what could be done to fix this, as getting higher loss rewards would certainly lead to flag game winners not really feeling like "winners." However, this would certainly promote massive flag games because both parties would have fun and get a reward out of it just for having fun. It woulnd't be anything like, "That flag game sucked! I'm out, see you guys tomorrow!" However, the idea is iffy, but it's all that I can think of at the moment. That's why I'm game for hearing others' opinions on these things. Again, back to the self-resetting theory. My original idea for this still remains: When players hit a certain amount of XP, they are allowed the ability to self-reset. Upon doing this, they open space for a new garage. Perhaps one could choose which extra ship they would like... which provides two things. 1) The player starts anew, allowing them to be somewhere near the same playing field as people who don't have excellent ship setups. 2) By allowing only one ship unlock per reset, this promotes resetting multiple times in order to have accomplished a truly full garage, allowing the dedicated players an advantage that doesn't necessarliy give them super-ships that stomp on every other ship. Making profit in HSD and XP easier. Some would strongly disagree with this, and honestly, I'm willing to listen to proof that this could end up being a bad idea, because, in all honesty, I can't think of a way this could end badly. By allowing players to "level up" faster, this keeps players interested and, as I said before, allows them to customize their ship more and more -- the element of Hyperspace that is most appealing to me. On the other hand, this also lets players be less careful about their purchases and sells, and could backfire into a cycle of getting money and going poor again. ... now to think of it, if challenges required that a certain weapon be used in a certain way, one would likely keep that weapon in order to further boost their progress. Just a thought. Challenges. With challenges, well, it's quite obvious what would happen if challenges were present in Hyperspace: People would be even more addicted to the zone. They'd probably crave to complete all of the challenges they can. Perhaps there could even be weekly challenges to keep players on their toes. I don't mean to treat the player base as animals who think, "Ooh, shiny! Must have!" but I'm just trying to think of ways to keep the most interest in the zone. See the other thread for some lame ideas of potential challenges one could complete. Balls I forgot to mention an idea about balling in hyperspace. The first thing that comes to mind is that that the one holding the ball gets leveled up weapons, but I guess there could be a lot of possibilities (though, I don't know everything about ASSS and its limits). First of all, the current method of scoring the ball is, for lack of a better term, stupid. The small balling arena that has been shoved into sector 8 is a mess and I didn't like it the second I saw it. To be honest, I can't think of a way to make balling fun aside from somehow making it a strategic part of gameplay or possibly integrating it into challenges. But, first and foremost, I really wish that the "balling arena" would be fixed up, pronto. Another thought: XP more important than money What if money were easier to get, but XP just the same as it is now? Here's what I believe would happen: Generous players would donate to those in need more often than they do nowadays Having more money will allow one to customize a ship, but regardless, they must still earn XP to earn more customizability. If the super-expensive items are kept around, perhaps more players would be able to afford them because they'd have saved their cash rather than being forced to spend it immediately in order to keep up with the regulars. TL;DR: Does it take too long to reach "the top" when it comes to maximizing ships? Should challenges be implemented to keep players interested, not to mention a whole new element of HS? Balling is mediocre at this point, in my opinion. Flag games should be more frequent, be it higher rewards for both the winning and losing party (and an easy way to boost the HS "economy." Ship garages to promote self-resets and keep the playing field a little more leveled out. I'd be happy to hear any argument or debate or suggestions involving these subjects. In all honesty, I'm not too sure of them myself. The general public's voice is a great source of knowledge.
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You make a good point with the whole "allowing ship capability but not power/overkill" thing. Definitely something to consider. I had thought about the whole "ship garage" thing that was supposedly going to be implemented in the future. I figured that a self-reset account would gain additional space in that garage, or something.
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Yeah, unfortunately the rate of development in HS has gone down aside from work on items and maps. Regarding the "code work," well yeah, of course it takes work to code anything that resembles some kind of system. If anything, we can all just fantasize about the zone being perfect while it sits and rots as development declines... maybe I'm just not caught up with things in the zone as much as I used to be, but it seems like the "constantly developing" aspect of HS is dead. Depressing. I think both a matter of manpower and willpower for development. As stated earlier, we've only got a couple of people actually doing anything for the zone regarding code, and I doubt either of those really care enough about Hyperspace to work on it. Rather, instead of work, it has to become a duty -- one has to be inspired to create and to put forth the effort in order to reshape and improve the zone, which is hard to come by considering a lot of us have "real lives" and development on Hyperspace seems to be tentative unless it's simple stuff like base-making. Hell, maybe we're all trying to improve the wrong game, here. I've been developing for other games lately. I haven't even considered contributing a base to the zone for quite some time now. I'm lazy, but at least ideas can be thrown out onto the board and we can romanticize about them until the idea is born or until it dies.
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I completely agree that it takes too long to "max out" a ship nowadays. Addressing "how" promoting self-resets would solve the problem: Long buildup times. Players will be vulnerable as a newbie from the get-go -- they won't be super-powered just because they self-reset in order to get an item or some other kind of compensation for having done such a thing. Why don't we have a shorter buildup time for ships while we're at it? Those $5M items? Come on, now. I got tired of spending a week on Hyperspace and making about 10% progress on my ship builds, so I sold everything and handed the money out for simple trivia questions. I can't even fathom making it to a signature item within a month of playing, because some people do go out of the house sometimes. My apologies for "dissing" the players who probably already have every ship maxed out, and dissing the current state of the zone, but it's so dull and frustrating at this point that I had to throw some ideas onto the board here. Anyway, challenges are one solution to quicker buildup times. Some challenges I thought of were simple things like Grudge Holder: Kill the player who last killed you 20 times. Spray and Pray: Get 100 long-range kills with the Mass Driver. MVP: Be the MVP on your team for a flag game. Wallbomber: Kill 20 enemies with bombs, not direct impact. etc The possibilities are endless (well, they end when we realize that there are a lot of things that simply cannot be measured by modules in this game) and having a list of challenges would certainly keep everyone entertained. I like this idea.
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Ceiu mentioned a good point involving leveling up in the zone. Whether or not "levels" will be a big thing or if we will just stick with good old XP is a different thing, but anyhow: If you were to reset at "level 20," and hit "level 20" again (total of level 40) after resetting and stayed at that level, you'd receive less XP for killing somebody who is a total of level 1 (newbie). This way, the "veterans" of the zone can't keep leveling up at lightspeed by beating up newbies; rather, they'd have to choose to beat higher level players or complete challenges. and also, somebody think of a neat way to allow players to show off how big their e-penis is depending on how many times they reset their account. It's already been established that we can't do much involving having an icon follow a player, and all I could think of was to have different colored shields when hit depending on how many times you reset (then again not everybody uses shields). Somebody think of a way to viagra this idea!
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Change (hell yeah, Obama [okay maybe not]) I've been brainstorming on things that could potentially be improved for the next reset in Hyperspace. Now, I've been playing a lot of Call of Duty lately, and the game has inspired me to suggest changes to Hyperspace. Please, ignore the stigma of "he got that idea from somewhere else, it's no good!" and just hear me out, here. First, personally, I believe that our current system of resetting the entire zone a couple of times a year is horribly unprofessional, unpredictable, and has a lot of potential to make people ragequit when they find out that all of their stuff is gone. What if we could find a way to promote players to reset their own accounts whenever they want to instead of resetting everyone on the owner's command? I'll elaborate later. Second, it's kind of dull to gain XP on the zone. You either kill things or try to win a flag game. I hardly pay any attention to my XP gainage at all, personally. How would we promote players to keep track of their XP and, basically, be excited whenever they win a good chunk of XP? Again, elaborating on next section. Third, well, I'm not going to lie, I haven't been actually playing Hyperspace much lately... but from my far-away perspective, it seems like the items are too balanced. I truly miss the days when you'd be like, "Damn, that guy always outruns me!" or "Ha! Bet you didn't expect my super stealth ship to sneak up on ya, did ya?" ... it just seems like ships just don't tend to have any strong suits aside from their general ship roles. Amendments are in the process of being thought out, so to the next section where I elaborate on these points. Resets Stop resetting the entire zone every so often. This is only done because everybody gets too powerful and newbies can't stand a chance against the other players. Instead, promote players to reset their own accounts. Yes, make them want to reset. How? Simple: Once they hit a certain amount of XP (let's just say by the time they hit 20,000 XP), they're allowed to reset. As a reward, a capacity slot, for what I'm just going to call a "relic" for now, is opened up. This allows the player to choose which relic they'd like to put on their ship/all their ships. These relics can't be sold for profit and boost certain stats for the player as a reward for having reset their account -- giving them an advantage depending on which relic they choose. There would be about nine relics to choose from, each having different effects ranging from larger map size to increased thrust. See the spoiler for a half-@&$ed brainstorm for such "relics." Experience Points / Challenges In all honesty, getting XP in Hyperspace is dull and boring. You either get it from killing or from winning a flag game. It's a dreadful process to get enough XP to finally get a certain item. I'm not saying that we should go back to double-XP or anything; rather, I'm saying we should add challenges that players can complete for some extra XP. For example, let's say there's a challenge for the Mass Driver, like "Get 100 long-range kills for 100 XP", and maybe even after that, double the challenge's difficulty for even more XP so it can be repeatedly completed for XP. This way, the zone will be all like, "Good job, you completed that challenge! Here's your reward XP!" rather than, "You received X XP for killing X." Not that I'm trying to emphasize the slight dullness of gaining XP in the zone, but rather I'm trying to emphasize the fun factor of having challenges to complete to get XP faster to reset your account faster and get relics faster. Let's get those players even more addicted to the zone, eh? Lastly, let's unbalance the itemset a bit. Crazy idea, right? Like I mentioned earlier, it's kind of dull that everybody has pretty much the exact same ship with maybe a barely noticeable difference in speed. Honestly, all I ever notice is the weapons that the enemy happens to be using. I'm not saying that we should turn the zone into Super-Slow-Tank-Rape-Ships versus Super-Fast-Can't-Touch-This ships, but to some extent, it's just plain dull as it is, honestly. I figure that with an addition of "relics," the signature items may or may not need to stay. I haven't thought about that much yet; I'm just throwing this idea out here and I'm curious about what the population thinks, and especially what the "higher-ups" think of this system. Mainly, finding a way to promote self-resets in the zone rather than just resetting everybody no matter how far they've come along at a seemingly random time of the year is just plain annoying and unprofessional. This is all just my opinion, though. I'm open for some arguments. So, thoughts?
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Ah, I didn't know some of those things Uh, for a better tools layout, I was going to suggest keeping them all on the top in one line, and then a divider, and then the other features, and then a divider, and the toggleable things like grid and regions (switch that order of dividers around until it makes sense) that way it's all in one place at the top.
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I'm not knowledgeable on things like languages or libraries, but I'll suggest features. The current DCME features are good, minus a few things overlooked (I think the shape of a circle wasn't that smart, but who uses circles anyways), I'd like: fully-functional test map feature, but I think you said something about using discretion to test the maps? That'd be good. an option to make the tileset a separate window that can be quickly opened and closed with "T" Different sizes of autotiles (for thicker walls of 2x, 3x, 4x, etc or for small tilesets that are only corners and straights) More grid options, like how many lines Improved layout of tools Export a selection as a picture for sharing on forums as screenshots Split rotating tool into buttons for "rotate 90*", "rotate CC 90*", etc After making a selection, options to translate (as in limited to four directions, would this be necessary at all?) and resize (drag corners of selection to resize it, autotiling keeps it clean)
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so do you guys like these bases or what? Post what you think or somethin' >
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So as long as the player couldn't physically "touch" an antibrick tile, they shouldn't interfere, right?
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well it can, if you download the file and check > btw doing multiple changes on these right now so expect those screenshots to be outdated slightly
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I like your idea on having bricks disappear when the owner respawns. I disagree with some other parts of bricks though: They drop stupidly. Bricks used to drop along your wingspan (if you were facing north, the brick dropped horizontal, etc), and now they're harder to get to drop how you want them. FURTHERMORE, a majority of the time, you get ripped off. Your brick doesn't even show up. If it does show up, it'll probably be placed in a stupid direction or something. Can we have them be dropped right? Please? Can we have them brickwarp people like it used to be? Pretty dumb that bricks got nerfed to hell because people wouldn't use their repels wisely. Hmm, I wouldn't bet that bricks could be made to disappear at a certain time, protocol. As far as I know, they live as long as the settings say they do. (Otherwise, wouldn't we have bricks that last longer than others?) err - just realized that PERHAPS a brick could be dropped by a fake player in the exact spot where a real player "placed" a brick. Make it drop that brick over and over (about 5 second life... could it drop a brick over a brick?) until it would've normally timed out or until the owner of it respawns. Hmm...
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ya i need to antibrick them. They all need tuning up (this isn't final is what i'm saying)
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In order: center safe, sector 1, 2, 3, 4, 5, 6, 7. http://img220.imageshack.us/img220/7825/98001113.png http://img220.imageshack.us/img220/4530/64079141.png http://img220.imageshack.us/img220/7824/91327917.png http://img220.imageshack.us/img220/8776/16228747.png http://img220.imageshack.us/img220/8654/61875259.png http://img220.imageshack.us/img220/5444/76794154.png http://img220.imageshack.us/img220/598/81242665.png http://img220.imageshack.us/img220/6387/15465185.png ps4.lvl display my images, dammit
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http://img90.imageshack.us/img90/5397/43928333.png