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Everything posted by Nude For Satan
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	The map that was up when this thread was commenced was a mystery. It was an awesome map that everybody told me was provided by RenderGod, yet nowadays whenever I say "what about RenderGod's map" I get stared at as though I'm claiming I can speak to spirits.
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				now for something completely different
Nude For Satan replied to Gruntster's topic in General Discussion
Thread needs more caerbannog! - 
	I'm not sure how helpful that would be as nobody has access to the eMail database or the rights to mail to it. Maybe I'm wrong? I'm still much keener on spreading news via in-house mailing lists and social media. There are a number of Facebook pages and groups for Subspace as a whole or various zones, etc. Hell, a number of 4v4 l33ts had their own group once, not sure if that's still running. TW and EG have big facebook communities. I manage one for Alpha West tragics and have another one for Chaos although I've never really pushed it on anyone (I need help updating it as I struggle for time and I feel its a letdown of a page while its so little managed). I have 3 mailing lists - one for any alpha west player who gave me an address (sadly two more addresses are now Return to Sender), one for dropships and one for ex-Alpha reunion players. I wouldn't be surprised if people like Hamburglar have contacts for some of the players on their squads. Others Skype each other when they play, I am pretty sure Gad did, That means they have contacts for those players. I'd take the risk of lame running and mine-repping turrets in CZ if it meant averting empty servers 24/7. Some people use that shitheap Steam as a social tool and would have some players listed as contacts. Various squads have mailing lists. One very long-running 4v4 squad - from reports - has a very massive one. As soon as the proper servers go green I'll be letting everyone, that I can, know about it. I can't guarantee the population won't take a considerable hit, but I can urge that there are options out there for keeping a whisper in the ear of players who are drifting loose. - Nude For Spam Refugees of Alpha West - https://www.facebook.com/groups/121271761234869/ Subspace Chaos Zone - https://www.facebook.com/SubspaceChaosZone
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	When it's back up and running, your eMail contatcs. social media links and whatever you can, to tell everyone it's back. We should be right.
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	Ahh I'm thinking of !bonus Devour.
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	Regardless of the pricing and limitations, the chasers and the chased both will lament that the system favours their opponents. Bonuses have been tweaked to somewhat lessen their impact on both camps. That their usage is now publicly announced is imo the most positive change. Most of the hit and run F3 hunters actually cycle for their toys. Those using bonuses for rockets are usually the more regular - or 50/50 - pub players. Rockets, bursts used to be bonusable in packs of three for - I can't remember - some pittance. And reps should never be cheaper than they are. Reps are life-defining. Agreed that the zone shits greens. Was refreshing when the interim zone first started a few days ago and there were less of them. Awesome terminology, too I hear a lot about it but was not in space when it existed. What about the other one ... can't remember it's name, something like !bonus demolish ... ? How was that received?
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	The grass is always greener ...
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	Looks really cool. I like how it's a little smaller, but not much. Map size reduction has reportedly failed in the past but I don't know how massive a snip was made. Yeah I'd play on that without a second thought. It's probably about time I played with a first thought, though ... Good work GC6
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	Haha not too far from the mark. As an SVS player I'm just flying around (way too fast) in the centre, dying over and over, scoring an off random kill, and muttering WTF under my breath. On rare occasions I have answered the baser's call for attach and, believe me, it just got a whole lot more WTFer! Oh and I forgot to mention the rockets! I think I took out half the furniture in my loungeroom trying to turn full circle with the rockets on!
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	Yep Powerball and Devastation both just went red.
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	T3 doesnt appear for me.
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	It was working not that long ago, but yeah almost everything looks down now, Chaos, EG, HS, TW ... I note Devastation is up, and the old Powerball. svssubspace.com resolving really slowly. subspace.co is ok.
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	Work out a way for flag-holding bounties >?target to be a brighter shade of red on radar ... and I'll stop hating the flag game
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	That's a lot of bots!
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	Looks like we'll be taking care in that switchback under the maze from now on.
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	Been a while cap'n!
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	Yes he's speaking of Cosmic Rift. In today's population climate, I wouldn't be discriminatory of where the numbers came from. CR players are more than welcome.
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	GC6 please keep in mind that serial flaggers might very well be in favour of removing the bounty prize because it makes them a target to bounty hunters. Many big game hunters in chaos will target the big bounties regardless of whether or not they are carrying flags. Removing the bounty hike might work very much to a flagger's favour.
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				its time to change the safezone timer.
Nude For Satan replied to Axe Demento's topic in General Discussion
I prefer 15, 30 or even 45 mins. If 15, streak timer should not apply. Iffy about whether it would expire if 30 or 45. Undecided. - 
	ZigI struggled to follow your post because the prologue was so weird! The last half makes more sense on second reading but only if I skip the first half! GC6 The biggest issue with changing the flag game is there is often a direct exploit exposed for each one fixed. 1. If you make the timer shorter to stop flag-holders engage more, then people will just stop engaging with the flag-holder instead. They'll deliberately stay clear so his/her timer will run out. 2. Not sure how raising the timer reset kill threshhold (I don't know what it is, maybe around about 100). Quite a few effects. Low population times will produce so little opportunity to reset with kills, that flaggers will be even less likely to engage. On the other hand, the ships hassling him/her can be more powerful. (Yes, opposing freqs will actually deliberately not green enough to become a resetter. They'll suicide until they hit 100(?) and then shipchange so as not to become a potential reset risk. I'd like not to believe I've seen this, but I have.) 3. & 4. Complex stuff, but with some real potential. Depends on some good thinking through, and of course what the bots can even do.
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	Quoting is difficult here, I've got these out of order. Continuing to green share past 100 is an option we all would agree would be silly. So the only alternative in this specific is to reward-share from the flag game to those holding flags only, For eg: you are on a three-player freq - you have 7 flags, two teammates hunt down the last flag and 1 of them kills the flag-holder. You could get 7/8 of the rewards and the other killer 1/8.. Equal share of flag points but porportional share of 'greens' or whatever calc is used to retoy the winner. Maybe with a 1/8 or 2/8 baseline so that that third players still gets something although not much. The biggest issue with the flag game is how it can be won without engagement. I doubt anyone could argue this, although finding the answer is much tricker. Do you try to include a requirement that the last flag can never be just found, but must be killed for, if your freq already has 7? Probably impossible to code anyway. But even if so, then you'll find opposing freqs simply refusing to grab the flag, leaving the 7/8 team stranded while their timer runs out. Exploits everywhere. No answer I can see. What if gaining a flag (without killing) always warps you to a central part of the map (hopefully providing risk of discovery and maybe even the risk of appearing in a dangerous spot). Problem is, a player with high bty running for 2 hours without any interest in flags will use them to warp from hunters. It'd be like 8 more wormholes. Two points you make: flags too easy to find, and rewards too high. Can flags be made harder to find? They are already invisible on radar. Maybe have their languish-time be shortened? It might make things trickier. Just sitting around them waiting for kills, before claiming the ?jackpot would be arrested a little. Rewards too high : There needs to be some sufficient reward (and don't get me wrong I don't like the flag game at all). But can it be toned down a little? Maybe share the retoy rewards over the players same as sharing the ?jackpot? See above.
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	Minecraft $ Only game that ever threatened to vie seriously for my playtime versus Subspace. or I dunno.
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				its time to change the safezone timer.
Nude For Satan replied to Axe Demento's topic in General Discussion
Yes the doctor I want to put my life in the hands of is the one screaming LET'S SEW THIS FUCKER UP ALREADY I HAVE A SHIP IN J12 AND PEOPLE ARE STARTING TO GATHER. - 
	The point of exiting game from safe and retaining bounty for when you log back on is a great point - the premise is there - but falls down in execution. Firstly, you have to leave the arena. Go to another arena or Esc-Q. If you spec, you lose the bounty. Second (correct me if I'm wrong anyone), there is a glitch in the system that causes the bounty-retention feature to be unreliable. If you trust to this option for retaining a bounty, you're essentially playing russian roulette with it. A forced freqchange to a private freq (after 15 mins in safe) sounds like a plan, but like all things, its problematic. - It sounds very much like a pretty tricky thing to factor into bot coding, if its possible at all. - To what freq number? An incrementing set from 1001 onwards? First one goes to 1001, if its taken when next one is forcefreqed, they go to 1002? Third one goes to 1004 because 1003 was already in use by an active squad turret freq? Or all to one locked freq (say, 1001), which lol could thrust arch-enemies into the same freq.