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cxc
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Everything posted by cxc
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I never thought it hard to gain exp in the zone. Just takes time. First time going thru was fun, wondering what those red items did, and every time a new one became green i would be excited to give it a try. But now i know what items i want, and its just a matter of time before they are available. The excitement is gone, just a chore that needs to be done.
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Sucide shold not give any exp, but dieing in general should give exp. It would promote rushing in bases instead of camping. Learning when/how to die is a skill.
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Exp for dieing, I like that idea.
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how is this trash talking?
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Bases and the Map - Player feedback and submissions desired!
cxc replied to Psythe's topic in Hyperspace
Wants: 1. Mini base in center 2. Safe zone expaned in ammo depots to prevent perma thoring. 3. faster than light travel (tw/id) take you to the 4 corners of the map (inside hyper tunnels) instead of inside bases. Only way to base is thur gates (on map show A, B, C, D over corners and use '?id a' to go to upper left corner) 4. more than 1 ball spawn spot, still have 1 ball but have it be able to spawn in more than one spot. 5. discourage people flying around outside of base, by making base walls thicker (enough to prevent coffins outside effecting the inside), and adding thor eating tiles to outside walls. If implement 3 will need to fix the ability to keep gates open by traveling thru, attaching back, and running thur again. By allowing aw to work in tunnels (will not stop a determined team from gate blocking but will at least give team in tunnels some exp), allowing ?jump to work if antiwarped, or have gates shut down after x seconds of opening instead of x seconds since last ship went thru. edit: and bring back base 7 from p20111222.lvl and base 7 from p20111206.lvl -
I would be for starting ships with 4k exp, you can get a decent ship but still have to work for your sig and extra's.
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There is to much green in my chat. So much my brain filters it out and i miss important things. All zone messages are green. Mods will announce in green. And personal messages are in green. Can the ball, kill and enter/exit messages be made the same color as public chat? These things create a lot of green spam. examples of green zone messages entered arena Enemy goal by OnuzimMX (worth $700)! Jackpot +$200 Woofie left arena You received $33 for goball's kill of Pennyroyal Tea.
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Turf can be very similar to how we play now if we have 1 mobile flag. And then in each base have 8 stationary turf flags. Everything can work same as it is now, all 9 flags need to be yellow and then get a 100 sec timmer to win (having a 100 second count down graphic would be good). The 1 mobile flag will still be dropped like normal in the flag room and the other 8 flags in base will need to be toggled by driving over them. The base where the mobile flag is, is the base you play in. There would be no more flag spliting (cant split 1 flag), of course the mobile flag could be moved to a new base and then that will be the new base to fight in.
- 31 replies
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- Merry Christmas
- roberts space industries
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I think it will be good, but you will need to nerf transwarp key. Making it sig may do the trick.
- 31 replies
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- Merry Christmas
- roberts space industries
- (and 19 more)
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I would also like to see turf flags in center and maybe area 8. The center flags would go with balling. Right now when you ball your team gets a reward, and the jp boosted. In a turfing setup i think it should be changed so that the baller gets a reward, the rest of the reward would go to teams that had turf flags, plus the normal jp boost. So in center would have conflicting intrests. I think the turf flags should be in mini bases in center, and the number of mini bases open would be based on population. The higher the pop the more turf flags that are in play. Also the ball itself should only spawn if the flag is in c. once the flag has been taken out of center ball should no longer spawn.
- 31 replies
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- Merry Christmas
- roberts space industries
- (and 19 more)
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If want to keep it similar to how it is played now i suggest having 1 mobile flag. In order to win, would need to drop the flag in the fr like you do today, plus turn all the turf flags in base to your side. So not only do you need to drop the flag in the flag room, you must also push other team out of the base completely and keep them out in order to win. What ever base the mobile flag is in decides what turf flags are active.
- 31 replies
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- Merry Christmas
- roberts space industries
- (and 19 more)
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For turf style you would need multiple entrances to the base. Base would be more like a snake where can enter thru mouth or tail, and flag room if any would be in middle. death star battle did it well, bad thing with the death star is it was way to big (had to turn all 100 flags to yellow to win). It had 4 entrances, 2 main entrances that arrived in center, and 1 far away from the action but still easy to use, and one very narrow and long on a 45 degree angle with blinking walls that was almost impossible to get into even if no one else was in the zone. But base layout has a lot to do with zone population, if have big pop then one entrance is horrible. And if small pop need one entrance. Trench wars has implemented tihs: it has 1 entrance when zone population is low, and changes to multi entrances when pop is high.
- 31 replies
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- Merry Christmas
- roberts space industries
- (and 19 more)
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So normal shrap does 60% dam as the same level bullet, and kinetic changes that to 50.5%. Much clearer to me now, thanks spider. Unix, inactive shrap is much different than active, when it hits a wall it disappears and does not bounce around like active shrap.
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how much shrap the number shrap fragemets that come out of a bomb is shrap = 'shrapnel' x 'shraprate' 'shrapenel' is a bomb property 'shraprate' is a ship property (this value is hidden) most ships have a shrap rate of 4, to determine your ships shraprate buy 'tau blaster' ('shrapnel'=1) and cout the shrap. bouncy shrap shrap bounce is linked to your guns, if you have a bouncy gun then you have bouncy shrap, if making a shrap ship do not buy 'aux. launcher', if you do your shrap will not bounce. shrap damage shrapnel comes in energy levels 1-4 and there is active and inactive shrap. Active shrap is the stuff you see flying around, inactive shrap is the shrapnel that never appears because what ever the bomb hit abosrbed the shrap before it appeared. inactive shrap dam by level 1 0 2 10 3 20 4 30 active shrap dam per level 77 115 154 192 as you can see, active shrap does a lot more dam than inactive, so prox bombs with shrap do more damage because all shrap is released as active. Level 1 shrap has 0 inactive damage, so getting hit by an entropy missile does same damage as an impact bomb, but a flacon with level 3 shrap will do inactive shrap dam. defense from shrap best defense from shrap is kinetic barrier. kinetic gives you -95 active shrap protection, basically nullifying shrap (turns entropy into impact). Shrap items 'Shrap Multiplier' (addon) adds to 'shraprate' (ships side of the equation) 'Shrapnel Shell' (addon) add 1 'shrapnel' to bomb 'Shrap Booster' (gun) adds one to the shrapnel energy level All shrap items make it cost more energy to fire a bomb and increase your bomb delay.
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afterburner +- does not seem to be working any more. Does all the afterburner stats need to be multiplied by 10 like the recharge was?
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I like the idea. Adding commas to the messages would be good. when numbers get big its easy to mistake 100000 for 1000000 but 100,000 and 1,000,000 are easier to see. Also right before the exp/money exchange happens would need to run the checks on money/exp again to make sure no one is trolling (in case player A or B did ?buy ?give or ?shareexp while transaction was in progress). And if either player fails the second check have a zone announcement that player A just tried to cheat player B of exp/money (or vise versa).
- 11 replies
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- Merry Christmas
- roberts space industries
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Tempest has an upside -- more flag games. that turret has made centering so awful that people are willing to flag for no jackpot. Also flag games are longer, not many quick wins because you are back in tempest hell.
- 8 replies
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- Merry Christmas
- roberts space industries
- (and 19 more)
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1. Tempest turret should be removed from the game, it is op in c, and demorializes team with team kills in base. 2. See-bombs should be added to Oracle, buying Combat with Oracle makes your radar unusable. 3. Burst bullets should be treated as same as level 4 bullets for all armors. 4. Lancs should be able to buy cat core, for the occasional lancer or the early in reset lanc.
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aphasic - level 4 bullets do 77.5% but the same Level 4 bullet as a burst does 95%. Shouldn't aphasic protect same vs burst as it does a level 4 bullet?
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How many people use the laser stabilizer? What are your thoughts on it? I gave it a try, i thought it would be nice to be able to basically change guns in mid game. Either high power/low power depending on situation. That part works ok. But the bomb delay on it is like 3 seconds, and the stealth uses a lot of energy. So are a sitting duck most of the time, cant recharge and cant repel effectively. It also toggles on/off so never know if it is up or down, i find myself keep looking up at that energy bar instead of where i shoud be. I sold it already, but below are changes I think would be good: have it use energy while chargeing, after it is fully charged have it stop sapping energy (can then turn stealth off and it stay charged). Have its energy bar drain only while shooting. The only time it does not work is when it has 0 energy, if charge it even a little it will work till its energy is gone. Also, the bomb delay is not posted in the stats but it seems to be like 3 seconds, having it closer to 1 second would be better.
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http://www.speedtest.net/result/2325812794.png http://www.speedtest.../2325812794.png Think my wireless connection caps my speed.
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since the evener can only decide on 1 player in a vacum (it has no idea who else might be typing ?flag, or who is about to hit f11 in another .5 seconds) it can never actually work. In order for an evener to work it would need to know all who wish to flag then make teams. or actively move players from team to team. Short of that there will be issues with it. Spider, not sure if you saw my prior post, couple ppl posted after it. Biggest problem with the evener is people abusing it. If their abuse was in the chat log for all to see we may be able to humilate them into stopping it. And if ?flag had the 10 second delay it would make leap frogging onto a freq a lot harder.
- 30 replies
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- Merry Christmas
- roberts space industries
- (and 19 more)
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I remember my fair share of dogfighting and T20 safety zone wars in Alpha. Please share. T20 was one of my favorite places in alpha, jopa <=> was my name there. Back when there was only 4 ships to choose from and you started with no bounty. Green for your team!
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Hoping simple fixes: When the evener puts somone on a flag freq have a zone announcement ex: cxc -> flag freq 90 is now 1 vs 0 Cheese! -> flag freq 91 is now 1 vs 1 When user types ?flag reply to the user: you will be placed on a flag freq in 10 seconds. then 10 seconds later actually issue the ?flag command which will do what it does today. extra credit: Only 1 ?flag request at a time. if somone typed ?flag and is in their 10 second waiting period prevent others from typing ?flag Harder fixes: when a player leaves a flag freq (changes freq, quits, specs, laggs out) make an announcement ex cxc - has left freq 90 is now 0 vs 1 When user types ?flag they are put into a queue. then every 10 seconds the evener picks a new team member.
- 30 replies
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- Merry Christmas
- roberts space industries
- (and 19 more)
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The other day i sold my ripper turret and bought an eagle and buckshot turret (i liked the idea of having red/yellow/blue bullets all at once). I found the game more fun. Enemy ships would get close and team would need to fight them off (i got to see ships other than solid weasels). I would end up hurt by the encounter. But what was not fun is keeping track of all those ad's and instant dieing on a burst. So back to ripper i went. The ripper is mostly boring. See enemy, see enemy go boom. After ship goes boom position youself for ad and watch him go boom again. You die because you find youself watching tv and not paying attention. I also see alot of vets complain about it, they leak in and go boom before they can move, it has to be fustrating. It is also fustrating as a lanc driver, to keep positioning yourself in the open, away from corners, and away from bombs which turn off the turret. The ripper is turned off easily by nova bombs, which has brought them out of the woodwork. I think we can all agree that we would rather not have anyone using nova. It takes alot of skill to use nova well and if it is not used well it is fustrating for all. Think we need a ripper with less dps, that does not promote nova bombs, and some non-sig burst armor for the lanc (and maybe make solid armor not availible on med ships). I think this will make game more fun for all. And yes brain, i know my input means nothing, but i posted it anyway, so please no comments about that.