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omnomnom

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Everything posted by omnomnom

  1. One way to promote games would be to make the zone better. I get different ideas thinking different ways, this time this would be what I'd do if I copied Hyperspace but as my own zone: - EXP ≠ better items. They would simply be a way to get different items. That means at the start, your starting money and/or items would allow you make at least 1 decently equipped ship. Newbie items obviously worse than other items (Fission Reactor, Alpha Drive, etc.) dropped Next items up (Fusion Reactor, Beta Drive) the new newbie items In the mounts category Protect Mount removed, Defense Mount would be the newbie item I would also remove signatures. Such items would be rebalanced to fit as a normal item (or just removed). ... Or you could get one of the signature items on your ship until you can get others, maybe something like System Optimizer. Parasite-like items removed, unless there was something to fit in the same slot you could immediately buy. The power strip could be moved to there. FTL I'd leave as it is, except for Summoner. Antideath I'd slide too. The 5m alien tech signatures would already be removed. Some item based changes: Deflector Shield the newbie item or remade without +rep Capacity Items removed or buyable quite a bit sooner (like when you make your first ship kind of soon) Combo Mount is either another newbie signature item or it gets named in its category a Repel and Thor Mount Summoner would not take such a price... it be more like a newbie item I might have a "Startup Shop" where people can easy find the 0 exp items. Or put most of these on their ship to begin with. People may start with more money to afford these items too... unless newbie items get really cheap I suppose... - The Shark would either get Stat Buff or better item choice, including sigs. - Consumable items like Bricks/Fields need to made sure people with money to spare don't get too much advantage from item spamming them. For instance, limit the amount of bricks/fields that can be placed by one team... or nerf them.
  2. The Shark The shark has a stat distribution on par with the rest of the ships yet is blasted in the item department. This, in turn, makes it weak. In the past, its starting recharge was very high: 1500 compared to the more balanced 1300 of today. That is like a +6 Recharge WB to a +10: that IS a noticable, effective difference, especially to have as a starting. With the 3% Energy nerf and 4% Speed nerf it also acquired it is no longer the statically superior ship in any stretch of the imagination (even if it was mostly in recharge). This makes it a balanced choice to have sigs. The Shark currently is also completely shredded in reps/bursts. 1 barrel gun with 3400 bulletspeed. EMP Bombs with 3990 speed, but with a lvl 1 max. So that leaves it at reps, which is maxed at 2 rep 2 burst. The Warbird (and every other ship for the matter)...? 4 Reps, 3 Burst. That is DOUBLE the amount of reps, and 50% more bursts. That takes a sig? Well, the Shark gets no sigs, and look at their stat distribution... The Shark's current lifeline is the cloak shaper. I consider that a flimsy lifeline to base a ship upon. Make it comparable to the other ships. I thought of the Shark's role as a ship specialized in rushing, but where it is now is hardly that, more like "plz enemy dont have x on!"... type of role. To Fix: Either Buff its current stats, leave its items alone Or make it more comparable in the item department, keeping its current stats about the same. When the Shark doesn't involve itself with cloak shaper, other ships have the upper hand (particularly in base). Get Oracle, goodbye shark. It would be nice if the Shark's role wasn't to have cloak and be otherwise worse. Well, I wanted to say this for a while now. I think a good shark is not a bad thing for the game.
  3. What's that supposed to be? The idea is that it functions its antiwarp by warping time itself (to a small degree). It is difficult to control its effects and it leaks around the host ship, warping the time around it. The emitter, however is designed to control this leaking by stabilizing and creating useful effects out of it. Pilots inadequately equipped to control this were known to spontaneously com bust or other unfortunate effects.
  4. +------------------+ | Timewarp Disabler | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $65000 | $23000 | 7500 | 123456 | 1 | None | Emitter, Signature | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | This antiwarp's increased strength tends to send effects to the owner's ship. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | antiwarp | +1 | | bulletenergy | -1 | | bombenergy | -10 | | recharge | +1 | | maxspeed | +1 | | thrust | +1 | | maxthrust | +2 | +------------------+----------------+ +------------------+ | Ghost Mount | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $69000 | $24500 | 7900 | 1234567 | 1 | None | Mount, Signature | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | This system allows a large number of decoys to be deployed. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | decoy | +6 | | decoymax | +6 | +------------------+----------------+
  5. - Make it so you only get a percent of the reward money proportional to the time played on a freq until a point; say, 5 minutes, which is how long it currently takes to drop 4 flags + 100 seconds on the floor. Then, you would get 100% of the reward. It might help demotivate last minute hops. - Also, losers could get a time played on freq bonus, as well as the losing reward. Something small at first but piles up, say 1% of the winner's reward money per minute?
  6. O Yeah double barrels... maybe this time we could lower its gunspeed if we do that, but I think thats one way to make the shark more useful
  7. I think you're right. However I see long bomblines mostly avoided in mapping, which I think are the bomber's time to be more useful. I thought this was due to HS staff thinking those options weren't enough, so I tried to think of another. However, I forgot about that part of repels when making this idea... Then they could shipchange, avoiding my antiwarp. If they have 2 ships and alternate antiwarp don't do a thing. Maybe if a priv was made, the ?flag command would stack on freq 90 if the priv had all flags carried/dropped. Desperation attack! =D
  8. Here I think of ways to make HS more fun. Center - Make Turreting better for pub freqs It is hardly worthwhile right now, why do it with only 2 people attached? Ok, maybe some would, but if pub freq limits were raised to 5 turreting would happen more often. Sure there's been problems with turrets before, but all people had to do was make another lanc turret to counter. That or have a bunch of people fire bombs at it. - Allow Summon and flags to work in mini Basing in mini is more stupid idea than picking a sector base, considering how small it is and all. Why not have it be a possible base for flags? Letting people "base" in mini, with working summon, could be nice during times less people are available. Basing -Repels and bomblines If repels moved stuff at a faster speed, good bomblines would be less "rigged", and could be more implementable in bases. This is because rushers would be able to travel it faster, as pure ramming is not so useful when bombs area of effect the people behind it when they hit, unlike guns. We could buff guntime a bit to compensate for the stronger reps. -Make sector 8 safe in a mini base Brick/Field spam just waits to happen right now. If it were more possible to stop people from entering it, then thats a way to deal with fields/bricks. Maybe it would better if bricks/fields have you go through it, and leave the current safe there for other things. Also, if the mini-base buying spot was not a safe, but a marked area, then lancs would not be able to sit in it without being able to get hit. Other -Privs If privs could not pick up flags, then we could bring them back without flanking problems for flagging teams right? omnomnom
  9. Basing has its quirks and appeals but one thing is certain: its balance is in question (by me). I, the fantasic omnomnom of the omnomnom citadel, will help try to solve this lumbering problem that omnomnoms me day and night. The Ship Balance: Rushing A problem of omnomnomity is a somewhat slight but noticeable disbalance of ships, particularly in rushing. In Large Ships Lancasters face various advantages: they got summon, the got the most HP, and they're the only one who can hold Resonance Sphere, too. This makes them have significant HP and tactical advantages over other ships. The other large ships are rendered inferior in rushing, by not only this and recharge, but all movement stats besides rotation (a bit). This makes it a joke to rep spam in any other large ship. For medium ships the weasel has a small but significant advantage over the terrier in stats, like the lancaster for rushing purposes. I'd say this is not so bad, I would say the lancaster outclasses other ships of its own movement/hp range by a significantly larger and more important margin. Warbird and Javelin have the most variation. You could say the WB is better, but the Javelin at least has more HP. The Shark has a special rank in the attaching hierarchy. Only to lancs (for attaching purposes), slashed on reps (count), its saving grace is basically cloak. I dont think cloak is enough to warrant the usefulness of a ship, but against unprepared opponents it works fine. Against a priv however I'd expect it to fail miserably in usefulness, assuming the priv in question knows what they're doing. The Warbird and Javelin fare better roles in terms of equipment (in this case). Ship Usefulness Ships 1, 2, 6, and 7 have a generally strong usefulness. 7 in particular, its Summon rush and summon itself is a very good asset. Ships 3, 4, and 5 are ok. They have some, but with rushing they fall. I would not recommend these to newer players (as their only main ship), unless you just plan to not rush. But they are good at what they can do, so they're not bad for that. Ship 8 is starved. 2 reps, lowest max hp, 1 barrel, no sigs, low atk power... with almost nothing that it alone is good at, it resorts to whats left: being a small ship that has cloak. Surely it could use more than this. Changes I suggest possible changes: -Combo Mount counts as a repel mount We don't need 4 rep 3 burst, right? With this no extra mount shenanigans to almost completely outclass the shark, the shark also gets a little help. I would think this was sort of forgotten anyway, but if not than at least it would help even the odds, and maybe even promote the use of other sigs. (Not saying everyone uses combo mount ofc, but maybe more people use it than other sigs for rushing thanks to extra mount, if/when they can afford it or think of it) -Terrier's thrust and rushing We can keep its speed the same, but modifying its thrust so that it has more than the weasel (by adding +2 so that it has 36 or whatever that works) is what I'm thinking. -Limited Summoners for the large ships To help them out how about a summon for the 4 ships can attach to them normally: Terrier, Weasel, Warbird, and Javelin? Its not self-sustaining like Lancasters, but at least their rushing will be a little better. Of course it'd be nice if there was no turret involved, they are not lancasters after all. -Sharks attaching changes For one idea how about they can attach to every larger ship (so all besides their self)? The balance of the shark seems to be a careful thing, but this would just give more attaching opportunities. That of course changes the balance, but not only would I think this might be interesting, it does not affect their core, numerical stats. Maybe this kind of style to balance the shark would help make them more useful. Another idea I had was Sharks attaching to other sharks, (only can attach to lanc otherwise). Sharks would be full fledged turreters in this case, so you could have a shark turret in center! =D They could even have a Shark-only Summon (for other sharks only)! Shark Deployment! Yeeeeessssssssssssssssss!!!!!! Ok thats my ideas for basing. It works now (its not overly lacking fun or something), but I was trying to find some ways to deal with some of the other things without just plain nerfing as every change. I personally like the second idea for a shark attach change a lot, although its probably crazy. At any rate, thats what I think for now.
  10. +------------------+ | Quantum Power Strip | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $51000 | $20400 | 6100 | 34567 | 1 | None | Addon, Signature | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Signature utility to give ships a boost in energy and recharge. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | energy | +2 | | recharge | +2 | +------------------+----------------+ =D ? EDIT: omnomnom? +------------------+ | Starlight Reactor | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $12500 | $11200 | 1000 | 12 56 | 1 | None | Reactor | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | The Starlight Reactor uses the energy from the stars to provide an enhanced recharge. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | recharge | +5 | | afterburner | -1 | | bulletenergy | -1 | | multienergy | -1 | | bombenergy | -15 | | mineenergy | -15 | | empbombtime | -100 | +------------------+----------------+ +------------------+ | Meteor Core | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $13500 | $12000 | 1050 | 34 78 | 1 | None | Reactor | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | This meteor-based system allows a ship to harness enhanced energy reservoirs. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | energy | +5 | | bulletdamage | -6 | | bombdamage | -25 | | shrapdamage | -31 | | inactshrapdamage | -1 | | burstdamage | -10 | +------------------+----------------+
  11. Nanomite Swarm pretty much takes camping to get 1500 kills. We need a parasite for rushers ya know? Maybe the reward would be like +------------------+ | Titanium Mount | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $0 | $80000 | 15000 | 12345678 | 1 | None | ???, Mount, -20 Repeller, -15 Bullet Burst, Repel Mount | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | repelmax | +1 | | burstmax | +1 | | burstmax | +1 | | rocket | +1 | | rocketmax | +1 | | energy | +1 | +------------------+----------------+ Also Combo Mount doesn't count as a repel mount
  12. +------------------+ | Afterspace Drive | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $22000 | $17600 | 2600 | 12345678 | 1 | None | Sublight Drives | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | The Afterspace Drive focuses on afterburner capability as a priority. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | speed | +1 | | maxspeed | +4 | | thrust | +1 | | maxthrust | +5 | | rotation | +1 | | afterburner | -5 | +------------------+----------------+
  13. Since Hyperspace has been having less people as of late, its been getting harder to make money. So how about a increase in money gain? More money= more easier to complete your ships in these desolate times.
  14. omnomnom

    Rush Levi:

    5 thrust = 5 thrust when maxthrust = 10 5 thrust = 5 thrust when maxthrust = 7 5 thrust = 5 thrust when maxthrust = 100 thrust is thrust normally, maxthrust is your thrust on afterburners, as well as being the normal upgrade limit. If you had a warbird, the internal numbers is 21 thrust, 42 maxthrust. -3 maxthrust is -6.3, and would make the numbers 21 thrust, 35.7 maxthrust. Internally the game has no idea how many +56656 thrusts you got in the zone called Hyperspace.
  15. ... ... ...!!!!! *starts scribbling something on a paper*
  16. +-------------------+ | Burst Optimizer | +-----------+-------+-----+-------+----------+-----+--------- ---------+---------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $18000 | $11900 | 2800 | 34567 | 1 | None | Addon | +-----------+------+-----+-------+----------+-----+---------- --------+---------------------------------+ | The Burst Optimizer runs system improvements on certain burst-related itemry. | +------------------+----------------+------------------------ ------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | burstshrapnel | +3 | | burstitemcost | -2 | | burstdamage | -10 | | bulletdamage | -3 | | bombdamage | +66 | | explodepixels | +7 | +------------------+----------------+ +-------------------+ | Glowing Crystal | +-----------+-------+-----+-------+----------+-----+--------- ---------+---------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $150000 | $15000 | 8000 | 12345678 | 1 | None | Alien Tech | +-----------+------+-----+-------+----------+-----+---------- --------+---------------------------------+ | This glowing item emits a strange energy near your ship, sometimes causing various effects. | +------------------+----------------+------------------------ ------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | effectradius | =100 | | fielddisable | =1 | | fielddisabletime | 2500 | | statchange | =1 | | itemdrain | =1 | | thorclosest | =1 | | effectchance | =25 | | effectrecharge | 1000 | +------------------+----------------+
  17. Spider of Stars Gun: Array Distorter The Array Distorter is a fearsome weapon held by the Spider of Stars. multifire 1 gunlevel =3 bulletdelay =13 bulletenergy =26 multidelay =13 multienergy =26 initialbounty -1 Bomb: Light Explosion Cannon A highly powerful device using an ancient technique to achieve maximum potental. bomblevel 1 shrapnel 5 bombdelay =50 bombenergy =235 maxmines =3 minedelay =150 mineenergy =250 initialbounty -5 shraplevel =3
  18. omnomnom

    Zone Bug

    Energy Infusion is considered a brick in HS, so its no bug.
  19. Well, I sign up again... even though I'm still on the list... hmm... ;_; It'll happen right...? omnomnom... ;_;
  20. In Hyperspace, back a long time ago around the time Relos was created, Hyperspace was different. Repels and Bursts were stronger. Gunlines lasted longer. Antideath happened every death that wasnt right after an AD. Bomblines were harder to get through, as shrap lasted as long as guns did and that was a while. Good use of Repels and Bursts were essential. There was Privs. Today both Repels and Bursts are weaker. Gunlines lasts shorter. Antideath happens every 120 seconds. Bomblines are easier to get through. Good use of Repels and Bursts is still essential. There is no Privs. When you reflect upon these days, clearly, the answer is to bring back Privs for a week.
  21. omnomnom

    Shop Ideas

    Ya know how there's one currency right? Well how about another! This could be a more rare money that you can not normally get from kills... but there would be a second shop, where you could get special, cool items from =O This money would be hard enough to get that the second shop would be more geared towards experienced players, and purchases more rare. Then there could be a 3rd shop you can only enter after you hit 30k exp... basically the 1st shop (like current ?buy) but sell price=buying price!!! Testing items for the win! However you would be limited in the amount of times you can use this shop per day, so no selling your entire shark build 50 times per day or some large amount like that.
  22. omnomnom agrees an idea to make more people ball
  23. I find the game more "invigorating" and "exciting" when you have the "full spectrum", that is why I ignore no one =D ... how does this even make sense... ... but its true i have no ignore.txt or use the ?ignore command these days at least.
  24. A parasite that gave +1 to item maxes of non-consumables...? It would be minor, but having the possibility of a portal from a green would be interesting. A small, useful bonus. There could be different shells... maybe a shell that helps rushers, one for gunners, and one for bombers... the rusher one could lower the price of repels and bursts slightly too! =O Of course the regular shell would still be availible, maybe.
  25. Honestly one of the deterrents to lanc is probably coffin maker. X-flank+coffin + reps... then theres AD+coffin+reps... then you have people with TW keys flank til you die.... and then after all this your team just says you suck and ragequits. *coughexaggeratedbadcough* The main reason I lanc is because I remember how annoyed I was when I had no good lanc and no one lanced... maybe if everyone on the team, all of them, said "you suck"... or maybe a majority... but if most the team would just prefer a lanc (that doesnt do stuff like TRY to die ofc) thats what I lanc for, somewhat. But other than that I like the nice leech money, so a very strong reason for me to back-lanc is when I need money more than EXP (which is basically all the time after Summoner since antideaths and maybe TW keys don't come cheap) Msybe radiating coils should have extreme, higher than now defense against bursts... you could give lancs higher gunspeed to defend their self better... flanks and coffins are what I think are part of the main deterrents, due to coffin's high power and lancs inability to defend their self that well against ships that do not simply rush the lanc, and back out of its range. A Positron Gunner can quickly destroy a lanc while being outside of its firing range. If the Lancaster could defend thereself better however... one way or another... coffins and flanks could still be around yet be less of a problem in this sort of way. At least thats my opinion anyway, I'm not sure what other people not like back-lancing for.
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