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Everything posted by Bomook
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Dear Fat Cat, HELL YEAH IT IS Sincerely, Bomook P.S. You are a lesser human being than I am because I graduated top of my class from the #92,3458 community college with a B.A. in computer science, and you didn't. That is all.
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Back in the day, ships had 10 slots for upgrades: energy, recharge, thrust, speed, rotation, and shrapnel. Each upgrade maxed out at level 5. If you paid $50k, you could get a 5-slot enhancer, and if you paid $200k, you could get a 10-slot enhancer. Every single ship build involved 5 energy and 5 recharge (and if you used bombs, i.e. all ships except for 1, 3, and 8, having 5 shrapnel was standard too). Assuming you had a 10-slot, that left you with 5 to 10 points to put to maneuverability upgrades. If you were a baser, you might have one or two points more of rotation than thrust or speed, compared to center-er's, but that the closest thing to "diversity" back in the day. Upgrading guns and bombs was independent of the 10-slot system, but it was very un-diverse as well. Pretty much, if you were a baser, you had level 1 weapons (unless you were a bomber, in which case you'd have level 3 guns solely for the shrapnel), and if you were a center-er, you had level 3 weapons.
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If you mean, make an .lvz into custom client-side graphics, go to the "graphics" folder in your Continuum folder and replace the respective file with your new .BM2 file. Of course, I would recommend backing up the old one.
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I think you're right, or on the right track at the very least. Justice varies depending on so many factors, like the demographic involved, the context of the situation, the rights of the individual, the needs of the many, and way more than I can name. For example, in The U.S., what's a bigger injustice? Catching a gang member, and then letting him go scot-free, just because he agrees to testify against his gang leader (which would lead to catching and stopping all of that gang's activities, making the streets safer)? Or is it a bigger injustice to let a gang member who's stolen, murdered, and raped (and who'll probably do it again) many times go free, just because he makes the law's job easier? Back to the topic, though, I'm not really agreeing or disagreeing with any side, as I didn't actually read all 5 pages. But just as an aside, skimming through this got me thinking about the evolution of the "lameness clause". I'm the one who first added the "lameness clause" in its original form. And it was there as a warning, actually for the benefit of the players, and not the mods'. Originally, it was aimed at the kids who would obviously break an existing rule, and then claim they didn't because of some incredible supposition. Some examples of what I mean: Player A> FVCK YOU, PLAYER B! YOU NOOB SH1THEAD Staff> Player A, stop swearing. *degrants* Player A> WHEN DID I SWEAR?! I SAID "FVCK", NOT "FUCK" AND I SAID "SH1T" NOT, "SHIT" SO GIVE ME MY FVCKING MONEY BACK DUMBASS MOD Player B> uhhh, Player A, you are an idiot Staff> *facepalm* or Player A> YEAH, I JUST WON THE FLAG GAME SOLO! SUCK IT Players B through I> yeah, by runwinning via running through the TW hub ad nauseam, which is illegal Staff> Yeah, it does even say so explicitly in the help file *degrants* Player A> YOU IDIOT MOD! RUNWINNING IS ENTERING A SECTOR AND IMMEDIATELY RUNNING BACK INTO THE HUB! I ENTERED THE SECTORS FOR A FULL 1.5 SECONDS BEFORE RUNNING BACK INTO THE TW HUB! THAT'S NOT INSTANT! Staff plus Players B through I> *facepalm* But then, some players amazed us with their creativity by doing things like summoning allies into the energy vortex, or summoning allies just to TK them. The list goes on. Once we realized that, because of certain douchebag players, finding new rules to break and new ways to grief players was outpacing the addition of new rules into the help file, and that's when my original warning took on more of a "If it feels like cheating, it probably is cheating" or "If you think it should be illegal, it probably is illegal" definition. But yeah, I still drop by the forums every once a while, and whenever I read a post about somebody obviously doing something wrong, and then claim it wasn't illegal, I chuckle.
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Kilo's absolutely right. If you ever thought field or brick spam was bad, it's nothing compared to shield spam. It's an "I win" button for flag games. 6~8 years ago, when this zone had buyable shields, people would just use it as a means of paying money to win flag games.
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I understand it's frustrating when somebody ruins a flag game, or abuses a glitch, and there're no mods there to take care of it, but unfortunately there's not much we can do about it. Some of the staff have real careers or professional/graduate school. Definitely there should be more staff, but at the same time, due to the requirements and capabilities staff need to do their job, it would be chaos if we just picked any player from the general population in the same way other zones do. When I was still active, we were actively recruiting new mods... some worked, a lot didn't - it's not easy, unfortunately, to find quality staff. What I think really sucks is that I've noticed the people who can make good staff members are almost always the ones who go on to lead busy lives later (or just don't play that much to begin with). I do agree that in an ideal world, there would be more staff, and the staff would be completely professional and always present, but also in an ideal world, the staff would be getting paid for their time. At the same time, it wouldn't be necessary for mods to be present 'round-the-clock if some players showed the least bit of maturity. A lot of players now are awesome, but the general player base ruins it for the awesome ones. I definitely believe the player base can improve because 5 to 8 years ago, the population didn't abuse every little glitch they came across, so I know it's possible. Might be easier to do more and expect less if you let us. Say somebody wanted to help make modules for the zones because the current devs wouldn't do it. Would you let them? In addition, I know several of my threads in the Zone development forum were completely ignored without consideration. Pretty much, what I'm trying to say is that you tell us we do nothing to help, but you're making it extremely difficult for us to do so. I agree, there should be more development: but a lot of the development potential present in other zones doesn't apply to Hyperspace. Plenty of players can and have made awesome maps, awesome .lvz's, awesome settings, and awesome bots, but this only really applies to subgame. I've only seen very few players able to make even decent modules, and because of the nature of HS, the basic map, save bases, can't be altered without modifying the modules. Most settings also can't be altered, and a lot of custom graphics can't be worked in without changing the modules either. Unlike subgame, it's not easy to develop stuff for HS. It's hard for both the devs (because there're so few who are capable of doing anything meaningful) and the players (because so little can be altered and make a meaningful change) to make significant changes to the zone. I don't really blame the staff or the players - HS is a complex zone, and it's a complex process to develop anything meaningful for it. Also, the staff and devs do consider most, if not all suggestions made either in-game or on the forums. It would be amazing if everything suggested could be implemented, but there just aren't enough man-hours available to do that. Also, some ideas just don't work with HS (I'm talking in general - I'm not saying yours necessarily were). I apologize if there were no replies made to your posts, but trust me, they do get read and considered. I should also add that Doc has never even come close to advertising the zone as "the best zone ever that you should play in" or anything along those lines: he's always publicly said that the zone will be improved at its own pace, and we're all free to come and go as we please. It's like a landscaper who keeps an awesome garden in his front yard as a hobby, and it earns the admiration of his neighbors - it's nice that the neighbors appreciate it, but the landscaper's really doing it for fun, and not for prestige or admiration. One day, he leaves on a business trip and some of the flowers in his garden become wilted and discolored. The neighbors who normally admire his garden contact him about this, and they certainly aren't wrong to do so. But the reality is that the landscaper isn't going to take an emergency plane back just for a hobby. If less neighbors come by to admire his garden, it doesn't bother him. I'm not really trying to defend or deride either the staff or the players, as both have their merits and faults, but D1's statement pretty much sums it all up: The staff are pretty much locked in Nash Equilibrium with the players: the moment we let down our guard, all hell breaks loose. With the landscaper example, if he knows that deer are just going to come and eat his plants, it's more beneficial for the garden if he installed fences and electronic defenses instead of making the plants prettier, only to be eaten.
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to D1, JoWie, Bankotsu, root, Corey, Xog, Siaon, and Arnk: good times Out of the people not mentioned, I really miss Cerebral (he started me off with my first 10k HS-bucks when I was a noob in HS about 6-7 years ago . He also hosted the best trivia ever, period.), Coenny (he showed me the ropes of how to revive the trusty bots back when they would break every 15 minutes), HypnoticKirby, twisted fates, gyv in the nd, steigerwald, Bulging_Nuts, KingKiller, Excel, and scarface.nl Actually, I remember how I used to lame the center during the area5 period with Cerebral and Coenny by folding space and mining off the other side. People would get so mad at us when they get sucked in and instantly blown up Noc- was awesome! He went by Noc'turnal for the majority of the time I knew him. Crimson Fury, maybe? and wow, even 3vil is gone now P.S. I also miss Bobblehead, hamm, and 2D spaceship gamer
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This is a pretty interesting idea, though very complicated to implement. I think the variable economy should only be limited to consumables, since this aspect of HS gameplay seems to be one of the most controversial. For example, if it's a short flag game, or no flag game, people are otherwise not be motivated to buy bricks, so their price will stay relatively low. For long flag games with a huge jackpot, buying bricks would naturally become more attractive, and this would be counterbalanced by a higher cost to prevent brick-whoring. Of course, one potential problem is people stockpiling consumables when the price is low.
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Even if it was feasible to accurately implement the detection and prizing, players could abuse it by straddling the edge, maintaining 90+% shields for the duration of the field. For a support "field" of this nature, why not just have a single-use item that simply gives shields to everyone/allies around you? Of course the shield time would have to be about 10 or so seconds tops, and/or have some other penalty, like de-prizing all rockets or prizing engine shutdown, to prevent it from being massively overpowered, but it's a much easier implementation imo.
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Many studies have shown that while there is a high correlation between video game/television violence and violent activity, the causation seems more likely due to undisciplined or violent kids being more prone to enjoy violent media in the first place. Also, adolescent crime rate is also at a low compared to the last few decades in the United States, while video game publications and sales have been increasing and increasing. It is likely that news stories about kids who "learned" to kill from video games is merely anecdotal evidence. Consider the Virginia Tech shooting, among others, where Cho was not said to have played any video games.
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At first, I thought lancs being unable to get antiwarp was a bad idea, but the reason lancs can't get it is because it's a utility that would too easily go on the ship. If lancs did have access to it, there would be no need or reason for any other ship to have it, and so the exclusion of it on a lanc forces the other basers to decide if they want to be the one that has it. In my opinion, keeping antiwarp off the mother ship and onto the fighters who have to weigh it with other tools is more interesting.
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That is correct, with level 1 bombs dealing less and less damage to larger ships compared to level 3 bombs. I'm glad that helped!
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Explode pixels is the splash radius of the bomb (in pixels), and yes when it's higher like with the shock matrix, you do get "splashed by bombs more". However, in Continuum, the explode pixels affects bomb damage considerably. All bombs, regardless of level, deal the same base amount of damage (in this zone, it's 770 - I will go into more detail below). This damage is always applied for direct hits. However, when a bomb does not land a direct hit on you and are within its splash radius, you receive partial damage. This damage is proportional to your distance from the epicenter: For example, a level 1 bomb hits a wall 48 pixels (3 tiles) away from you while the bomb explode pixels is at 96. Since your distance from the epicenter is half the explode pixels of the bomb, then you take half the base damage (385). A common question is: if all the different levels of bombs deal the same base damage, then what's the point of having higher level bombs? Bomb explode pixels are multiplied by the level of the bomb, while the same rule for partial damage still applies. Let's take the same example as above, but instead of a level 1 bomb, it's a level 3 bomb: The level 3 bomb's explode pixels are effectively 288, and you are still 48 pixels away, but this time, you are relatively much closer to the epicenter - instead of being 50% of the blast radius from the epicenter, you are only 17% away. You take 641 damage (that's 66% higher than the level 1 bomb's damage). What this means: the shock matrix's adjustment of decreasing base bomb damage while increasing explode pixels means that you're protected a lot more from direct bomb hits, receiving the full 20.9% damage reduction (since the explode pixels are irrelevant for direct hits). Solid protection while centering, but less so for turrets, basers, or large ships. Even in these situations, you still receive less damage from bombs, just not the full 20.9%. However, for all intents and purposes, an adjustment of 1 or 3 pixels on the bomb's explode pixels negligibly affects the damage, it might add or subtract anywhere from 0 to 15 damage to a hit, but it's not huge. Finally, to avoid getting chewed out by the real veterans who understand this game, I lied when I said that all bombs deal the same direct hit damage - it is the center of your ship that is calculated for bomb damage, and since bombs don't fly through your ship to explode in the very center, the partial damage still applies (so actually, there is no such thing as direct damage). Since both bomb level and ship size factor into this, I'm not going to go into the specific details. But for small ships, this effect is negligible - it's for larger ships where the effect is noticeable.
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your the gayest SOB ive ever seen no u
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I agree with CP. Hyperspace is all about its uniqueness, and without it, I doubt most of the players in the zone would be here. It is true that Sniper started out as an asteroids clone, but that doesn't mean that any changes or additions from that old formula have to be bad. I think the main problem here is that many players are too accustomed to spamming weapons/items, and find the new change difficult to adapt to. While I am a fan of the ammo system, I don't necessarily think its current implementation is perfect. I think an ammo display of some form on the HUD would eliminate much of the incovenience. Even with realism aside, I do think that ammo is a step forward in terms of gameplay, as the old gameplay revolved around skill-lessly spamming every possible thing on your ship. I agree with these points. While inevitably it does add some unwanted inconvenience to center-ing, overall, it is a change for the better, as it is a nerf that focuses on skill-less spam. I really like the last point though, about the lancaster being a support ship. Perhaps this ability could be given in some degree to the weasel and/or terrier since the former is intended to be a support ship, while the latter is a jack-of-all trades. I agree. Basing is the only real way to make money, and the whole purpose of the zone. Basing in Hyperspace was not always about skill-lessly sitting in a bombline spamming ctrl and tab, nor skill-lessly suicide rushing while spamming every item you have. He is merely trying to change basing, and for the better. While it may kill the current "basing", I say good riddance, because it will introduce something that is more fun.
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It is not possible to have both turf and warzone-type flags in the same arena, unfortunately. Like powerballing, I think this would be a great idea to implement in a subarena, though.
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The two have shown themselves to be almost mutually exclusive in the past. Back when we had balling in the main arena, there were always two outcomes: No one flags because a 20K jackpot is nothing compared to making 5K a goal, especially when no one is attacking. No one plays the ball game because the flaggers have taken the ball into their base. Don't get me wrong, though. I do think we should bring back powerballing; but currently, the main arena isn't the place to do it in. The increased population makes having a separate subarena for powerballing an attractive option.
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The original HStown was created 6 years ago by AOLgirl. The current one was created almost 2 years after that by Quigybobo. I still check hstown@gmail.com from time to time, and if anyone submits a house, I will have it updated, even if I'm not around anymore.
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Haven't you learned by now that HS is the phoenix of zones? We will never die permanently. Anyways, welcome back. It is always nice to see old-school players return.
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Information: Iteminfo and Shipstatus
Bomook replied to BlueWyvern's topic in Strategy & Player Guides
Also, if it wasn't clear enough, since maxspeed and maxthrust are different for all ships, the percentages returned by ?status are relative not only for each ship, but often each configuration. So a leviathan with % speed as indicated by ?status can indeed be much slower than a warbird with 60% speed, while a warbird with 90% recharge charges slower than a lancaster with 60% recharge. In fact, I do not recommend using ?status for any purpose other than finding out how much shrapnel you have. -
Reduce number of thors given by Siege pack to 1.
Bomook replied to Masaru's topic in Zone Development
I think got bounty?'s suggestion is perfect if close combat packs are reduced to only having 1 repel. This way, the decrease in offensive power of the siege pack would be counterbalanced by a decrease in defensive power of reppers. Ultimately, I think this would be a step towards less item spam. Actually, the only ships that can do that are weasels and lancasters with with H2 Ramscoops and either compression cores or tokamaks (or temporal cores). I see what you're getting at though, and this is why I think close combat packs should be nerfed commensurately.