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Everything posted by omnomnom
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1. Starting Gun In the last item set you started with Pulse laser, a lvl 2 gun. Then it was in fact, the highest DPS bouncing gun in the game. Now you start with Pea Shooter, and Pulse Laser or Gamma Ray, while still strong guns, are still outclassed by Positron Gun in DPS. Now Positron Gun is a signature yes, but if you made Warbirds and Javelins start with Gamma Ray at least maybe it'd make it easier on the newbies. Of course you could then say, "But Gamma Ray is a mere 2 kills away in EXP!" Well, thats true, but we have money to consider as well. What if a newbie didn't save all their cash, and did something like buy Inertial Damper? Now they get to wait longer. Oh, but then you say, "I'll just give the newbie free money!" Well ok so you do, but does that mean you ignore this balance idea instead? Its either that or they get into a flag game, where kills are much easier. And that doesn't happen all the time. Basically, I am saying the starting gun is, at least in one way, worst then it used to be. Pulse Laser used to be both strong and efficient; while it hasn't been entirely nerfed from that status there is now signatures that may very well do better, like Trap Laser and Positron Gun, or Sharppinger in center. Not to mention you don't in fact start with Pulse Laser, but Pea Shooter, whose lower DPS doesn't exactly help a stock ship, who has little else to fall back on anyway (compared to fully built ships). I know, "Starter Kit", you say... as if that answers everything, and newbies are obviously only lacking in skill because of it. However, I disagree; I think DPS is a better fallback for a newbie, who is assumingly not as good at playing Hyperspace anyway. I think DPS is like the base defense of your ship: the easiest thing to fall back on, for I think it is the most skill less thing to rely on, and therefore, the most highest likelihood of getting a kill in. Movement takes more then one button if you wish to not fly in a straight line, guns take only 1 button to use. 2. Obtaining Repels and Bursts I think one of the keys to successful rushing, especially in a small ship with low energy (like newbies), is Repels and Bursts. It used to be, in the item set before current, that at the lower requirement of 75 EXP, and after obtaining $7500, you would be able to obtain the item which would give you repels and bursts. Now, it is $15000 and 1600 exp. The problem here is that this essential mount for adequate rushing, once possibly 13 or so kills away (and maybe someone's free money giveaway), is now at least 160 kills off. What if we had newbies who could rush however...? Instead of handing them a single repel with the newbie mount, get rid of the protect mount (has no bursts anyway) and, for example, put the Defense Mount in its place, with the same price, and the same amount of exp, as the current Protect Mount. There are no "stronger repels" or "stronger bursts" at the signature level here. Once a newbie gets their hands on this mount, they should be capable of being at least half-decent. And their lower exp in the balancing system would even help compensate for the rest, right? Or just make newbie mount have a free burst too, without changing anything else. Even that may help (although 2 repels and bursts would probably help better). If we want to promote rushing, how about we lower the EXP requirement. Unless you have another plan that makes newbies rush... --- Basically, what am I trying to say? That game mechanics may be part of keeping newbies in. Before we decide its always the community's fault, lets look at the facts: the game. Make it easier to gun and allow newbies to actually rush. Perhaps that would help keep more newbies in the game, or at least, those who stick around long enough to figure out how to buy a ship.
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You're right...shoot. D:
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So you're starting out and you want to play eh? Well, first, type ?buy. This shows a list of item categories you can buy in the zone. To see your money, type ?money. To see whats in a category, you must type ?buy category, with category being the name of the category. Then, to buy an item, do the same thing, but with the name of the item instead. First, you probably want a ship. Go into the Ships category and buy one. There are various newbie items at 0 or 1 exp, that are significantly cheaper then most items. You also may have a starter kit. To check the items on your ship, type ?shipstatus or ?shipitems. ?shipstatus -v will show the most stats. You can also type a number after the command to get a list of items on that particular ship. To check the properties of an item, type ?iteminfo. If you decide to sell an item, type ?sell. Buying does not require the full item name; however, selling does. Now, just go pewpewing, make money, and get better items on your ship! =D
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I think any nerf to bursts should be shifted to radiating coils while kinetic barrier keeps its original burst reduction rate. That way, people would have other less effective but better means of adding up burst reduction, radiating coils itself wouldn't be as powerful, but when combined they'll still be the same.
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I am Relos. I lost my password for Relos, as well as the password for the email I used. ;_;And now theoretical ways of population change based on current at the moment settings/population: (accuracy questionable, also think about what I say before implementing stupid ideas)Positive-Lower energy of heavy ships by 10%. Increase gunline range by 10%. Repels have 10% higher radius, and move others 20% faster. Increase Energy of medium ships by 5%. Lower their thrust by 5%. Make jackpot after a flag game increase by 500x number of players on losing team (not winning team). Do not warp the losing team to center, or players playing on non-flagging freqs, to the center safe.Neutral-Do nothingNegative-Increase energy of heavy ships by 25%. Lower gunline range by 30%. Make walls of all bases large and big. Penalize the losing team by making them lose 10% of their EXP if they lose a flaggame. Increase thrust of medium ships by 20%. To accomodate for the losing team losing exp, give it to the winning team, and if the losing team has more then 5 people, warp them into the flagroom of a random base, with up to 1 flag on each of them.
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Zone population help Positive -Gunners using guns in more effective ways (whatever that is, don't be sure that I know what it is) -The existance of rushers after these gunners exists (any quality works as long as the gunners have good builds, though you'll probably make some rushers happier if they see good rushers instead of bad ones) -People with competent builds (especially once they have shell/molecular shield) -Balling during flag game -High jackpot (for now) Neutral -Lancasters existing with Summoner and Antideath -Gunners using guns in less effective ways -Taking the opposing team seriously -People with incompetent builds -Not baling during flag games -Low jackpot Negative -Lancasters not existing, or existing but without the full set of Summoner and Antideath -Not taking the opposing team seriously -However, if this is not done (you take them seriously), if you then throw them out of base (you can kill the lanc though, as long as the lanc probably wouldn't retreat outside of base to stay alive) -Lack of rushers -Rushers if there are no effective gunners -Low jackpot and there is a lack of competent players on flagging teams
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If you only live for 2 seconds you are doing it wrong. My guide DOES say to live for more than 2 seconds. Why can't you read first? WHAT DO YOU THINK THAT MEANS???? EH? No it is a GOOD IDEA if you CAN. Then you HEIGHTEN your TIME ALIVE by ADDING repels and bursts. No where in my guide do I deny the use of Repels and Bursts. But by designing your ship to tank 2 seconds of 1 person 's gunline you design yourself to move faster than a repel brings you. That the key here, don't start deciding I don't even want to use repels at all, please... Well since you guys prefer to not even read by guide properly, sure. Do you think I do not play this game...? How about you just try using Positron Gun, or get a Leviathan rusher with Aphasic Plating. Now I'm not saying ignore reps, you can do both, k thx. EDIT: Although I haven't rushed as much these days, but I'm guessing that a lanc rusher also could essentially tank every gunline too, right? In fact, it was the only ship that could do that by default, very newbie friendly (2600 base energy). I'm not that good of a rusher, honestly, (and being successful at something is probably the best proof) but I can (try to) correlate... do I need to emphasize repels more, since clearly Isn't enough I suppose... EDIT2: Oh I get what cxc is saying... yes, gunners, live for more than 2 seconds. I meant the time bullets lasted before disappearing was 2 seconds, therefore, "gunline lasts for 2 seconds".
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Now changed the guide to a more real perspective of my current beliefs, and contains significantly more text, at least.
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One way to bring population back might be private teams. But I would put these changes: 1) a. freq 90 and 91 can now be switched freely up until an amount of players equal to the highest amount of people in any private freq or if you want privs to not comeback in the same way; b. freq 90 and 91 can now be switched freely up until an amount of players equal to the total amount of people in private freqs -The reasoning behind option a is to allow pub to keep up with a priv while giving privs a fighting chance. However private team flanks can easily spell a pub team's demise. -Option b, on the other hand, allow pub to effectively thwart all privates and their flanks by giving them a member limit equal to all of them. The only way to outnumber them now is to use pub. 2) When there are more than 2 teams, any existing limit to a public freq is doubled - Since the limit only raises/exists due to the number of people in private teams anyways, this is a handicap for pubs to deal with any flanks that occur. Effectively, it allows a pub team to get enough members to equal the number of two teams, for instance the defending team and the flanking team combined, balancing the odds for the (possibly squashed in) public freq. The worst case is two full public teams and a private team however, you get a chance to run the defending team down when one of the public freqs lanc(s) dies. - If this happens with option b from point 1 instead of doubling everything you could use option a only for the purpose of doubling, then on top of it add the other private freqs besides the one that was used. So if there were 2 private freqs with 8 ppl each, the limit to 1 public freq is 24. It is unnecessary to double the entire thing when you could only be flanked by 2 freqs at a time, making a case where several privs exists have pointlessly high doubling. 3) Make privs adhere to "flagging team" rules - So basically they got to flag too. Otherwise. how do these balancing idea work if they're not trying to flag? You don't need additional players on your pub if all the privs are omnomnoming in center or something... EDIT: Wait a minute, I see a problem with Point 2... make it increase by a ratio scaling higher as a 3rd team gets more people instead, up to double once the team has an amount equal to the amount in the highest member priv (then doesn't go higher than double after that). Or else the 1 man switches happen, and that should only 1 time at most before the 3rd team is forced to get additional people to hop again. EDIT2: Also if point 1 's option b is used, only count the highest two priv freqs. EDIT3: Moar Ideas! Bases with 2 openings Make them have 2 openings, but compensate by having small paths/rigged bomblines/rigged gunlines/etc. Afk money Every minute, gain $1 by gracing your presence. And every 20 min., gain 1 exp!!!! =D More Powerballs Add more powerballs when people in-game hit certain thresholds, like 5, 10, etc. This could increase the amount of powerballing, meaning HIGHER JACKPOTS!!!! ~____~ Add something with "Omnomnom" in its name Its sure to attract more people. Omnomnom approved Reduce cost of thors More thors = more fun! $50 cost thors pls. Add a rechargable "Thor Cannon" It would allow you to get 1 thor by charging a recharge gauge to full. And as we know; "More thors = more fun!" Finally, add a sublight called "Race Light" +10 maxspeed, 10 speed, good for HS racing
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That gives me news ideas! 1. Money generator system -By killing people, you randomly get a chance to recieve 1 "Fire Ball" and/or 1 "Water Ball". When you get 10 of each type and you are in a base with a flagging freq: -You can ?makegenerator, which creates a turret at your position. However, near its position in a 1000 pixel radius, money is generated. The more people in that radius, the more money. -This turret keeps generating money until it is destroyed (it has health). However, it can be moved slowly towards the current position of the deployer if the deployer uses the command ?movegenerator. However you will need 1 Fire Ball to use this command. -You can also give the turret a free Energy Infusion by typing ?healgenerator. This takes 1 Water Ball. -By typing ?equipgeneratorgun you can make it have guns. First, it is lvl 1, then each use increases the level. You need 5 Fire Balls to use this command. -By typing ?equipgeneratorbomb you do the same as the above, but with a plain, lvl 1 bomb, and it takes 5 Water Balls. -Finally, by typing ?upgradegenerator and paying 10 Fire Balls and 10 Water Balls you upgrade the turrets health, recharge, and increase the amount of money earned. This can be done up to 3 times. -You can also deploy multiple generators. You must reference them by typing 2 at the end of a command, or 3 for the turret after that, or only the first turret gets the command. This can be done indefinitely as long as you have the Fire and Water Balls to spare, but no more than amount equal to the amount of real people on your team can be deployed. -Finally, Fire Balls can be bought as an Alien Tech consumable, and cost $100 ea. (however you also need a lot of exp). However, Water Balls can not. But, Water Balls drop 80% of time (that a drop occurs), while Fire Balls only drop 20% of the time. This is when a "drop chance" happens, so it is possible to have a drop chance where you get both, or a drop chance where you get nothing. Anyways, the idea is rich people deploy a bunch of these turrets to make money quicker, keeping them in the game (to buy alien tech). The turrets themselves have very slow gun/bomb speed (equal to lanc speeds), but that is to compensate for having free extra "players". However, once dead, they do not respawn, so they are probably better off protected then off battling the enemy.
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Ok, I has a better way to increase pop: When you win a fg, you get 2 "coconuts". Losers get 1. Then, once per day, you can put up to 3 coconuts you have into the jackpot. Jackpot increase by 1k for each coconuts. However, it only applies to the NEXT jackpot, not the current one (so to prevent investing all 3 coconuts of all 20 people on a team right before you win to get a free 60k). What a good idea eh????
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I said "stop here": aka rewards stop at 39 minutes. Why would I say "stop here" and mean that the rewards go on after that? EDIT: Then all you guys go spewing about lack of zone honorability like you could only interpret my post one way. Bunch of brats. But if thats just coincidence, my bad. Me: You: See the contradiction, particularily in the "stop here before things get to high" part, y'know? - you all.
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How about this: after 30 seconds of no flags are in a base, x*2. First x is 1. So, 1*2=2, and 2 is now x. This number is added to the jackpot However the time for the next jackpot upgrade increases by 30 seconds. So: 30 seconds = +2 jackpot 1:30 = +6 jackpot 3:00 = +14 jackpot 5:00 = +30 jackpot 7:30 = +62 jackpot 10:30 = +126 jackpot 14:00 = +254 jackpot 18:00 = +510 jackpot 22:30 = +1022 jackpot 27:30 = +2046 jackpot 33:00 = +4094 jackpot 39:00 = +8190 jackpot. Now lets just stop here before things get too high. But ya see, this would probably encourage flag games within 39 minutes! Right?
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You're right... maybe raising repel radius would be a better idea then, rather than raising speed.
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Old "Guide": Ok welcome to my new Gunning/Rushing Guide. This guide attempts to be a perspective on how I see rushing/gunning in a base, while giving some main ideas on what to ensure on your ship. K, here it is then: RUSHING/GUNNING Guide (v2) basing game has two elements rushing and gunning Gunning is, in a way, under stress. I think a gunline lasts for 2 seconds. Then, highest obtainable dps x2 is 2318 with positron gun. This means Weasels, Terriers, Spider, and Leviathan can overrun it without any reps or otherwise. Then you should use positron gun IF you're a defensive ship that uses guns as your main defensive measure. This reduces the gun's stressload and even guarantee's the smallest ships (1,2, and must use repels to get past your line. No other bouncing gun can do that. Movement is otherwise key here. At all possible, when other objectives are met, add into movement. You will make it harder for leaks to get past you, and increase the range of your effective guns. Rushers will also force gunners to move back further for the same amount of energy to beat you (if you have more HP then the total damage of their 2 second gunline). And even if you don't, repels can add some extra time (though repels probably don't move others back as fast as you move). For rushing, you want to move them back. Use Repels, Bursts, and a high movement speed. The most effective way to push them back is a ship with more than 2318 effective energy against Positron Gun. Then, support that energy with repels and bursts (the gunners are disproportionately affected here, even if there are multiple of them). Your movement will dictate how far you force them back after their gunline is exhausted, so make sure you are fast. As a defender use the best options you have available; which includes the strongest gun you think fitting (pulse laser has highest non-sig dps, perhaps if not a decent gunner) and high speed and thrust. You need gunners who built their ship this way, so that you minimize the power of the opponent's rushing. However, as gunning is clearly rigged to fail, the only option left is to have retaliatory rushers, who must repel incoming rushers too strong for Position Gun, adding additional time for the gunners to defeat them and prevent a forced move-back. Your capability to do this factors both the rusher's movement and the amount of repels you possess. "Defensive rushers" should try to get as many repels as they can, resulting in adding additional time for the gunners to defeat them, otherwise a move-back must happen. However a defender can not always rely on rushers present to do this. Then, your own movement must be considered. The faster you are, the longer it takes for them to get past you (and perhaps leak, if you were the last line in this defense). This can even be prevented if you are a fast enough Warbird (at the cost of whatever ground you just lost). This effect can amplify into a relevantly occurring leak with slow enough movement compared to them. Basically, a good team has Gunners of at least ships 1, 3, and 5, using position gun, and having decent movement stats Rushers, who repel any "heavy-weight" ship rushers within your team's gunning range And rushers, who are able to overrun 2 seconds of a positron gun and effectively are able to leak, thereby prompting a moveback or other response (a rusher can do both these roles if they wish).
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Its also just as hard to recover from a large amount of bullets heading straight at you. I'd prefer a zone where bursts, energy, and PD weren't near unstoppable (except by itself ofc). Back when I last played flagging was like this: -1 hope opposing team defense isn't strong enough, so you then bring small and/or fast ships and burst away and/or PD lanc -2 have gunners supported by high energy rushers, and if your gunners + rushers > their gunners + rushers, you win However back when I liked the zone better you weren't entirely reliant on this factor to win. Yourself could also create a defense through careful repping, or your gunlines were long enough that the way you aimed it could have more effect on the outcome of the game. Now, you are near useless without your rusher/gunner buddies if the opposing team won't let their lanc die easily enough. In this time, small ships were worth more, and large ships weren't as good. Repels helped small ships stand against competent teams, bomblines were easier to break (a "rigged" bombline of today would be regularly broken), and skill generally felt like it had more outcome on the game. Now, we have to hide from bomblines, thors are just as fast yet with worse repels, and to balance everything everything was essentially nerfed. Yet the thing is, while nerfing everything would balance things, buffing everything would too... and reduce the effect of things that weren't nerfed, like energy. Plus we wouldn't have to take away the entire concept of a "rigged" bombline, as just by having skill you could make much more easier for your team to get past it. -Increasing gunlines increases BOTH teams capability to defend -Increasing repels increases BOTH teams ability to rush as well as keep rushers away And so, by increasing these 2 things, even stuff like PD weasel would be entirely beatable even if your team wasn't completely competent. Before, at least you could hide out at base front if your team sucked and had 0 rushers, instead of getting wiped. Beating PD flanking weasels reliably now basically means rushing into them (in empty space if necessary) with gunner support from behind, aka 2 people. Before, if you backed up enough, 1 person gunning was enough defense, OR a rusher could play all the roles and try to beat it too (if they were better than the flanker). Flanking was hardly as big of a problem as now, as long as it wasn't "outnumbered" flanking (aka multiple teams).
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There are 4 things I think would be nice: 1. Buff Repels Only in 1 way: speed of the repel. This mainly ties into 2. 2. Lower Cost of Thors With stronger reps comes cheaper thors (right?). So, make them $50 like in a time before. 3. Lower Prices of Items under 3000 exp Newbies need the money more than long time players, right? So, I suggest all and every item under 3000 exp have its buy and sell price reduced by 1/2. It would be like double money for all these items only. 4. Money loss from having more EXP Mostly a factor in leeching, but if this still is in effect, I think it could go. Expensive Alien Tech is enough of a goal, don't need to slash leech money by $1 for every 1000 exp too.
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Wouldn't warping only the winning team work? Then, the losing team gets a chance! Yay!
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In my opinion, ships are to an extent countered by other ships. Let me explain why and what I think they are. Warbird/Javelin Counters: Spider, Leviathan, Lancaster Average: Warbird, Javelin Slightly Weak To: Terrier, Weasel Weak To: Shark The Warbird and Javelin has high movement and gun speed/bomb speed. Against the largest ships stat-wise they have a clear edge, as energy-based ships do not help as much against fast ships, and the Lancaster's weapon speeds are too slow. The Warbird and Javelin are average against itself, with similar stats. The Terrier and Weasel have recharge in their side, but their slower movement cuts them. The Shark does not have as much as a loss in movement however, and with its top-level recharge stat would be the most effective ship as a counter. Spider/Leviathan Counters: Lancaster, Shark Slightly Counters: Terrier, Weasel Average: Spider, Leviathan Weak to: Warbird, Javelin Along with the Terrier/Weasel, I believe the first 6 ships are similar enough statwise to be grouped in pairs. Anyways, the Lancaster and Shark basically get outranged weapon-wise, their high recharge helping them little here. The Terrier and Weasel have better range (which helps), but their recharge-based stats and lower energy still keeps them down. Terrier/Weasel Slightly Counters: Warbird, Javelin Average: Terrier, Weasel, Shark Slightly Weak to: Spider, Leviathan Weak to: Lancaster For new things to say, the Shark I believe has enough other similarities to be average even though its weapons are a little slower. The Lancaster's high energy AND recharge is basically a sign that says move back or die to the Terrier/Weasel, essentially making them weak to the Lancaster. The Terrier and Weasel base stats are focused in recharge, so a ship built utilizing that is usually not a good way to effectively hold a Lancaster off. Lancaster Counters: Terrier, Weasel, Shark Average: Lancaster Weak to: Warbird, Javelin, Spider, Leviathan The only new thing to add here is the Shark, whose tactic would basically be spam Beam Array for 10 years, meanwhile, backing up a whole lot (against that large amount of bullets the Lancaster is piling up)... Shark Counters: Warbird, Javelin Average: Terrier, Weasel, Shark Weak to: Spider, Leviathan, Lancaster Nothing new to say here. --- Basically, I think you can rock-paper-scissor ships, to an extent. Skill is not a nonfactor, but you may be able to negate a portion of it with the right ship and build, allowing your less skilled self to even have the upperhand in that certain case. That is what this guide is trying to be about.
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How about a "Travel to the Area" thing. You have your whole team within a small area (say a circle in center) for a certain amount of time, then you get 1 point and it pops somewhere else. Get 10 points and you all get money and EXP. However turrets guard the circle. If you're a newb none will shoot at you, however each time you gain a certain amount of EXP one turret will decide to start shooting at you, until they eventually all do. D: So vets will have to dodge inside the circle while newbies can just run in. Also the amount of time you need to stay in the circle as a team increases with the amount of EXP you have. Say a team with 30000 EXP may need to stay in for 9 seconds while a 0 EXP team would only need to for 3 seconds. Basically its like autoturret dodge.
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Here's my idea: You donate, the money is divided equally after the flaggame. Then, there is a multiplier to the money. 2 people, +10% to the money donated, 3 people, +20%, and so on. This extra money is generated, no donation needed. Next, donators get to the extra money first, up until the amount they donated. At +100%, they'll get all their money back. Then, the rest of the extra money gets divided normally. There would be a limit to the amount of extra money generated. Say the flag game gave 100k to everyone, only +50% of that will be allowed. So if you donated 50k and the multiplier was +100% you're good, but if you donated 1000k hoping to cash in the cash you'll only get as much as allowed and the rest of the extra money will not be given, so you'll just have to be like a donation to everyone
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Lightwave Cannon bomb, signature bombdelay 90 bombenergy 160 bomblevel 1 maxmines 0 Wave Charger Addon explodepixels +20 recharge +2 Gun Superiority Addon, Signature bulletenergy -2 multienergy -2 recharge +2 bombenergy +60 mineenergy +60 bombdelay +15 speed +1 thrust +1 Darkwave Cannon bomb, signature bombdelay 150 bombenergy 300 bomblevel 1 maxmines 10 mineenergy 300 minedelay 75
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Omnomnom Alien Tech After typing the command ?omnomnom grants one random member of your team cloak and stealth and the message "omnomnom". Lasts until death. If the member already has cloak or stealth gives $100 for each instance of cloak or stealth as well as additional messages of "omnomnom". 200 second recharge.
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If devs played their zone, but tried to make sure that they had fun playing it, you could say it'd be like a self-fixing formula, right?