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omnomnom's Achievements
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Heres what I'd do to current settings (today): -Make sure burst's damage is 256 now (just in case it was buffed back to 320... hmmmm...) -Radiating Coils is nerfed to having -100 burstdamage. -New "Burst Mount" Category, which has a limit of 2 per ship. -"Burst Mount" Category added to Close Combat, Combo Mount, and Manifold Core. -Close Combat max of 2 again to help rushers play the game. -Non-Prototype guns with bounce have their bulletenergy reduced by half. -Other guns (not above) have their bulletenergy reduced by 5. Bouncing guns deserve to be usable, their not a "broken mechanic", and bring needed depth to the zone with its interactions in base with things like recharge-heavy ships, etc. Making the whole game energy-based lowers depth, good if you hate players who play the zone, as then they quit from this thing called boredom. The answer to bombs sucking is not making guns suck too (unless you think everyone who plays the zone sucks, like me, Mr. omnomnom the great). ...
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Answer: Something they play... Amazing ain't it? So what would people who play Hyperspace, well play? That is the question. Do they want: a) Balance dev work c) Good Settings d)all the above? for if c) is enough to keep people here... than c) becomes a possible "last resort". But if and a) are whats actively required... then I think the devs tried their best to keep players around, pretty much. However, if its d) which also included a) and but c) as well... Have the Devs made sure the settings were "good" (assuming they wanted players of course)? This is were I'd say they could've done better. If the theory holds true, and Good Settings keeps players (longer)... than perhaps that is all that needs to happen, is find out what isn't "Good", and make it "Good" again (or at least enough that their happy and come back again). See, I believe in this, that it really DOES matter what the settings were.... back when Hyperspace had more people, it had different settings, no? How could we miss this? How could we not even consider it a possibly, that the settings were *toleratable* back this then, and that is why people played? If setting are now becoming intolerable, why not try something that used to be toleratable from the past settings, and see if the case still holds true today? Sometimes, we got to admit that changes do not always attract players, and realise it was YOUR change that did it (rather than using the "blame the community" card and being done with it). But, hey, maybe I'm just being too optimistic... who knows, eh?
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With Close Combat back at 2 while Combo also being possibly alongside it the question remains: how strong will bursts get? Please don't reverse all changes and unnerf bursts completely... Good Strength: a) 2 bursts, radiating coils sig 3 bursts, radiating coils NOT sig c) 3 bursts, burst damage nerfed to 2/3 strength, radiating coils sig Bad Strength: a) 4 bursts because of moreton, 2 close combat, extra mount and combo mount, then coffin field hero mode FTW LOLOL (and then say "its because your team sucks") 3 bursts and weasel with old PD flanking with TW key over and over FTW
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+------------------+ | Lancaster | +------------------+-------+--------+-----------------------------------------------------+ | Item Name | Count | Ammo | Item Types | +------------------+-------+--------+-----------------------------------------------------+ | Induction Grid | 1 | | Supplement | | Phaser | 1 | | Gun | | HE Missile | 1 | | Bomb | | Resonance Sphere | 1 | | Reactor | | Overthruster | 1 | | Sublight Drives | | Transwarp Token | 4 | | | | Summoner | 1 | | Summon, SMask, FTL | | Repel | 1 | | Repeller | | Antideath | 1 | | Antideath, Alien Tech | | Oracle System | 1 | | Emitter, Signature | | Evasion Mount | 1 | | -1 Repeller, Mount | | Radiating Coils | 1 | | Protection | | Hull Polarizer | 1 | | Addon | | Kinetic Barrier | 1 | | Emitter | | Close Combat | 1 | | Mount, -1 Repeller, -1 Bullet Burst | | Parallel Relay | 1 | | Supplement | +------------------+-------+--------+-----------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | adcooldown | +12000 | | addelay | +500 | | afterburner | -30 | | attachmask | =64 | | bombdamage | -40 | | bombdelay | =100 | | bombenergy | =206 | | bomblevel | +2 | | bulletdamage | -11 | | bulletdamageup | -21 | | bulletdelay | =16 | | bulletenergy | =30 | | burst | +1 | | burstdamage | -174 | | burstmax | +1 | | ebombdamage | -10 | | energy | +90 | | energyviewing | +2 | | explodepixels | -9 | | gunlevel | +2 | | inactshrapdamage | -13 | | mapzoom | +7 | | maxmines | =2 | | maxspeed | -2 | | minedelay | =145 | | mineenergy | =246 | | recharge | +20 | | repel | +2 | | repelmax | +2 | | rocket | +1 | | rocketmax | +1 | | rotation | +5 | | seemines | +1 | | shrapdamage | -395 | | speed | -3 | | summon | +1 | | summonmask | +191 | | thrust | +3 | | transwarp | +4 | | twarea | =45 | | twcooldown | =325 | | twimage | =100 | | twwarmup | =250 | | xradar | +1 | | xradarenergy | =0 | | xradarrange | +5000 | +------------------+----------------+
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+----------------------------------+ | Juggernaut mkII | +-----------+------------+-------+-+--------+-----+------------------+---------------------------------------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $77777 | $1 | 15555 | 12345678 | 1 | None | Ancient Tech, Alien Tech, Protection, Sublight Drive, Reactor | +-----------+------------+-------+----------+-----+------------------+---------------------------------------------------------------+ | The Juggernaut has been reborn into a mighty piece of technology that will surely destroy all that oppose it... | +----------------------------------+------------------+------------------------------------------------------------------------------+ | Property Name | Value | +----------------------------------+------------------+ | bulletdamage | -100 | | bulletdamageup | -50 | | bombdamage | -625 | | burstdamage | +1000 | | energy | -50 | | recharge | -50 | | speed | -5 | | maxspeed | -5 | | thrust | -5 | | maxthrust | -5 | +----------------------------------+------------------+ +----------------------------------+ | Revenant Reactor | +-----------+------------+-------+-+--------+-----+------------------+---------------------------------------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $42000 | $25000 | 11754 | 12345678 | 1 | None | Prototype, Reactor | +-----------+------------+-------+----------+-----+------------------+---------------------------------------------------------------+ | This technology has increased output totals compared to the competition. | +----------------------------------+------------------+------------------------------------------------------------------------------+ | Property Name | Value | +----------------------------------+------------------+ | energy | +40 | | recharge | +50 | +----------------------------------+------------------+
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Anyways this zone is forever stalled by crappy "relics", too much "great plans", not enough "balancing".... until devs see the light and remove thorstorm im through with this decadent place... that forever is stalled... Seriously it feels like some endless wait for "action"... when it could be "removing the thorstorm code"... SIGH... why does fun take so long to accomplish...? Why can't a good game be a priority (or at LEAST LEAVE IT that way)... Hyperspace was better before the mass development, unfortunately... at least then it would still have people! (Besides Continuum itself losing people... pretty much that indeed.)
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In order to develop Hyperspace into a better zone, you would want to have a good idea what makes things fun, right? So here comes my opinions. Ideas: * Good players with decent ships playing each other This definitely helps, especially when its both the case. Even just a good player, or just a good ship, can still help a bit. Good ships being, builds that are effective at what they want to do, and the best ones are closer to the best items for the situation. But to get maxiumum potential players though you'll need more than just this. * Lancaster with Summoner/Evoker Spider or Leviathan Obviously the lack of this won't help the situation, but it doesn't always seem to be enough. Its still important though if you want bigger games, or if you want ones that won't go lopsided because the other team does and you don't. * Huge massive jackpot This definitely seems to help after some undefined amount, though what that amount is seems subjective. * How fun the zone settings are The amount this is accomplished, can help with rest, but won't obviously do it alone. So what to do?: The best idea I can think of is improving zone settings, unless people suddenly get motivation... * Remove thorstorm To me, its lame and helped kill off population with its lameness. Although reps can get a few, 7+? Nah, especially if the team trys hard enough and gets more than 1 thorstormer (lol). Cobalts are more situational and aren't certain to even be that useful if the other team is cautious enough, it basically has to kill all the lancs. Thorstorm is just mass destruction. * Increase gunline length This is for a different reason than I've said before however... its so the "good ships", for gunlining at least, is more obvious. Currently high DPS gunning and and mass spam aren't much better than the other, which means other factors is more important. But with an small increase to guntime, spam gunning becomes more important again. Making at least ONE of the roles be obvious to do well may be a good thing, or at least worth trying, and it'll make beam array better again too! * Make effective rushing cheaper/ take less EXP In this case, I'm not saying make it easy (we don't want Hyperspace to lose all its skill, I just maybe killed gunlining after all...). However, the most obvious route is to put 2 close combats on a ship, which is not possible for starting players to obtain. Simply make close combat the newbie mount, lower its price to $1000, and its exp to 0, and even the lowiest newbie can rush too!
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Yeah, thors can be repeled... barely. See, I believe thor prox is 4 tiles, which is basically the minimum possible prox for level 4 bombs (at +1 ea. level starting at 1). Yeah, Gunners are "overpowered" because they still are useful... no, they're not OBSOLETED by rushers, but they are, in my opinion, not as good. What I'm trying to say is I want a 1 for 1, gunner + rusher combo to be superior to just plain rushing or gunning, and right now, rushers can ALMOST do everything... almost. Thankfully, gunners are not that worthless, and it is still possible to outgun rusher(s) without enough gunner support theirselves. But in the past, it was harder to crack a base without your gunners, and thats what I want (without it turning into gunner-line land of 5 second gunlines ofc).
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Hyperspace = Better Changes: Problem 1: Repels are too weak Reason: Thors are far too strong against repels Solution: Buff repel radius-of-effect until it reaches at least as far as thor proximity range Problem 2: Gunlines are too weak Reason: Maintaining adequete defense against rushers is now lopsided towards rushers, centralizing the game rather than providing a balance between rusher and gunner. In the (better) days of the past both was necessary, or you'd fail (as a team). Now, you can just have 5 weasels with AD/thors stampede down the defenders. Centralizing the game is not proof of strategy, but the lack of it. Solution: Increase the guntime by a half second. Remember, this needs to be balanced, not lopsided towards gunners, either. Other Comment: The game, in the past (for me), had a time where gunlines were more powerful (had basically all private teams winning too) in the most distant past for me, and now, a time where I believe rushers have that advantage, and the more recent past (a while back) where gunlines were a bit more buffed then now. The 3rd option is important for high population, in my opinion. In fact, the idea of keeping a strategy from centralizing the game is important in general, for happier population levels. Which means next, I want to give improvments based on this previous statement: Idea 1 - An item that attempts to defeat Antideath, which when activated, negates antideath from occuring, but does not reset its timer. This is so Antideath does not become useless, but not perfect, either. You would recieve a message that your Antideath was "negated".
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Ok, changed to "Hyperspace as I saw time passed". Anyways, there were clearly older days than I in Hyperspace. A money integer overflow certainly sounds... omnomnomful. I also like when priv teams could have a name tag.
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?lancs to see what players on your team have evo/summon Good one
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Within that is a not complete example of a new item set. Basically, it'd have 3 levels of items. * 1st = Weakest items, 2nd = Moderate strength, 3rd = Strong (like current signature items) A few other stuff: * Max exp requirement for non-alien tech items would be 8000. Alien tech items would still be 25000 exp. Existing items would be rebalanced to go under this amount, except for 5m, 10m alien tech. * Money and Exp is gained as fast as it does now, including the jackpot. * In the level 2 items, there would be more bouncing guns added, mainly for gunner ships.
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Now, here I'll tell you things about Hyperspace that may help you. 1. ?money Use this command to check your money level and exp. Very helpful if you don't want to be hit with lack of money/exp messages when you buy stuff. 2. ?buy Use this to check all items in Hyperspace. * ?buy [category] Use this to check a specific category. *?buy [item name] Use this to buy the item. 3. ?shipstatus Use this to check your items on your ship. For a shorter, more condensed version, use ?shipitems. * ?shipstatus -v Use this to check more detailed info, including the numbers. 4. ?sell [item name] Using this will sell the item on your current ship. * ?sell [ship name] Using this will sell that ship, along with the sell price of any items it may contain. 5. ?|[insert command|[insert command] By putting commands in this format, you can do more then one command at once. You may want to use these with macros. 6. [insert command] -c [insert number] For example, ?buy -c 20 repel, and buy 20 repels. 7. ?jackpot Check the current jackpot 8. ?flag Join a flag freq 9. /?attach When PMed to a player, attempt to attach to them. 10.
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2007 - When I first appeared. Still played Trench Wars then. Hyperspace was Brickwarp VS Lag Coma, I sat in Spec watching them and/or sucked in center. Later 2007 - Once in a while I'd get in a pub freq, but we'd lose. One time I got recruited into a "pro" freq, but I died (and had no Antideath). I began to assume I was terrible... but then I backed off, said I was good, and continued to be pro (or suck). I forget when, but more changes happened, and more people started joining the game. Privs got bigger, I still usually lost, unless the other team sucked too much that mass gunlining worked, or a bunch of (pro) rushers kept the team alive, or some cobalt or something. Then the game, for me, got worse. I liked the chaoticness of that time... basing was (more) unpredictable, most it has been (in my knowledge). Although I still lost alot, so maybe thats just some rose-tinted glasses or something. Anyways, I felt like that chaoticness made up for the "bad" people that played (because bursts were strong, repels were strong, and gunners could make as annoying of a gunline as rushers could pressure you). It was the one time where you could feel like your team was "pro" because your team's ~3 sec. gunline held off those "noobs" (who couldn't get past because they were obviously too nooby, ofc). But it wasn't to last forever. These days, due to my glasses, I feel like complaining. All the time. Because, I liked the game before better. When it was more chaotic. When your gunline being held meant you were "pro". Sure, the game has elements of the past now... but its just not the same, y'know? Sigh... I need to get over the "good old days"... that seems to gone so fast... and embrace the "bad new nights"... that seems they'll always be here.... forevermore... Sigh... the days I long for... the days I wish come back in Hyperspace... ... WILL THEY EVER BE??? ...
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We have turrets, now all we need is, like, 10 Warbird AI ships in center gunning at you for money (maybe not exp... they should count as 0 exp in their formula). They could all be on the same team (to help them out) so there'd be 10 AI ships gunning at anyone who steps out of safe. Whaddya say?