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aesop

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Everything posted by aesop

  1. Has anyone thought about redesigning the greening system in SS? I'm thinking of the League of Legends model that employs a shop for items in game, and runes that players purchase before playing the game that would augment their ship. Just theorizing, bear with me. Imagine items in game, like thors, bricks, rockets, portals, being accesible from an "in-game shop", and purchased with money that players accumulate from killing other players or greening. This would be getting heavy into coding I believe, of which I have no knowledge. So take the idea with a grain of salt. Anyway, the only reason I'm bringing it up is, League of Legends runs a seemingly successful business as a free to play game. I don't see why updating Subspace to include more "RPG" elemets (ship augmentation--such as +1% turn rate, speed, damage, etc, or new ships with new unique abilities--such as bombs that disable other ships, create black holes, "blinks", possible implementations are literally infinite) that could create funds that could help develop the game into something larger over time. So, a business. Anyway, food for thought. The Subspace idea is solid, building on it seems possible. The map editor you mentioned sounds great by the way--I keep barraging Hallu with map submissions for a holiday Chaos Zone map, because I can't test what I change on my own. So, real time editing/playing would cut map creation time by a huge margin.
  2. I guess I should have added a "so to speak". BTW, picture up top has been updated to include the newest revision and post edited to reflect it.
  3. A "slider hole" is just a gap in a wall that is 2-4 pixels, just enough for someone to slide through, but it requires finesse. They can be difficult for newer players though, so I think it's best to use them as alternate entry points to prevent runners from "vulching" I think its called, so mining and waiting on the other end of a small gap in a wall after being chased. =)
  4. Good points A mirror. I had a bunch of slider holes in a previous version, but was having a hard time keeping track of them as wall edits went in. When we get a chance to play some real matches on the map we can pick out good spots to put them. Thanks Pluto, Axe, Wabit(sp?), and Linux as well, each had a chance to fly through the map and give some feedback. Cheers guys.
  5. Here is a previous edit: http://img15.imagefra.me/i5b5/aesop/wt1_494_ucyhi.png
  6. Holiday Map Submission - Finished Version, complete with Christmas lights! http://img14.imagefra.me/i5bo/aesop/mri4_38b_ucyhi.png
  7. I'm a new player, well, I am returning after playing in the 90's. I'd like to share my observations on the zone, which I was glad to find had people in it. After playing in the only other populated zone that had wacky physics and ruin the flow of the game. I agree with Sue on several points, and want to share my observations as a new player, but I hope I don't come across as a severe critic, anyway here goes: The map - I actually remember this map, albeit vaguely - I think it is 20% larger than necessary for the current population of players. The obstacles - often large, dense, and lacking entry points - interrupt the flow of play, and restrict action rather than promote it, because of the small population size. Those are the 2 big things that struck me first after returning to the game (which is so much fun!). The next thing was the bounty at start and greening, which I relearned after the recent switch (before the halloween change). As a new player I felt that the low bounty approach had a major strength, and major weakness, both related to the population size. At low population size, 4 or fewer players, when logging in my opponents are often fully "greened" ships, while I would have low health. Due to my poor ship handling skills I was quickly killed. If I spent the time to green, and then engaged, I was still quickly killed, and had to look forward to more running and greening before I could "enjoy" another loss. This made re-learning the game more difficult, and frustrating, and I actually didn't want to play. However, when population sizes were larger, exceeding 10 players, the low-bounty-at-start was remarkably MORE fun to play, because of team dynamics. The low-bounty and shared greens promoted teamwork, greening for teammates and team fights, and because of the low health at start I saw turrets and cloakers return--both phenomenon I hadn't seen in the high-bounty-at-start version of the zone earlier. The game was much more dynamic, fun, fast paced, and I felt everyone had more fun. I think the high-bounty start promotes individualism, and low-bounty promotes teamwork. At least that is what I see. To get the most out of these dynamics I'm wondering if settings can be established based on population size? Can you increase the start-bounty during low population, then reduce the bounty as more players join the zone? I also agree that remaining the same is a bad idea, and continuing to try new things to see what people like is a good idea. I also think the new Halloween map has lots of obstacles that could be improved, but the "Halloween powerups", surprises, and artwork are a great way to promote a temporary change to the game that is very fun. I would actually like to make a version of the chaos zone map and submit it to the server staff, if they have a copy of the original zone map, or the zone map that was on the server during the low-bounty session. I think it is great that the game is still around--and I also think you could increase the number of players by integrating this game with facebook, in fact, you may even generate revenue by doing so, but I am not aware of who maintains the legal rights to the game. If the game was migrated to facebook you could reach a large audience very quickly, and if someone augmented the graphics to something less sci-fi (which unfortunately is why I love the game), you may also attract female players. You could make it kittens fighting on a giant ice rink, throwing small and large snowballs at each other. Same game, 2 million more players overnight.
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