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Bomook

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Everything posted by Bomook

  1. Bomook

    Hello HS!!

    someone else sees the light!
  2. Glad to see you're still the PP I know
  3. The reason the people who ask to be staff aren't usually hired is a matter of common response, and not because the hirers are stuck-up. Immaturity causes noobs to repeatedly ask to become staff, whereas it's also the reason they get turned down. Asking to become staff and the chances of actually being hired are not directly related. Qualified people who ask to be staff are still hired. Being staff is to serve the population, not to be superior over them. There's no difference between staffing in CTM and volunteering at your local community center. The only genuine reason someone would want to staff is to commit his/her time to helping out the zone. It's a liability, not an !@#$%^&*et.
  4. It's "r". "B" is for the bottom right corner of the entire screen.
  5. LOL ...but I still don't get it
  6. lol
  7. That's a good point, but when a lot of people do cut back, they probably cut back to the point of near-absence, while others look back and realize just how much it's decaying/how little they really cared about it/how limited it is, or find better time sinks to drain into and then quit for good .
  8. LIES! lol my ferret is doing fine . Unfortunately, I've just been very busy because of school -_-
  9. more piggies, Gir!!! I demand PigiieeeeeessSS!!!!
  10. Bomook

    Reps

    yeah, I thought the repels in the new settings should have about half the distance currently as well as a shorter duration, but have more able to fit on a ship.
  11. I never said all asians are naturally smarter than anyone else. I said that in general, asians are pushed harder than most other people. Culture inevitably has an effect on parental at!@#$%^&*udes, among other things. Most asian cultures put the biggest emphasis on education and hard work. As a result, that's why the US government gives asians no minority amenities despite the fact that they receive less than 2% of the representation in Congress. Denying differences due to ethnicity and culture is narrow-mindedness and naivete. Such differences are why companies spend hundreds of thousands of dollars on people familiar with other cultures and how socio-cultural psychology exists.
  12. lol actually nike's rant is true for most asians . yes, it is stereotyping, but that doesn't make it any less true. the fact is that most asian cultures are centered around education and hard work. So after coming here, the second and third generations are almost all pushed to the extent nike said. For AP classes, my parents are like "WTF! YOUR GPA IS TERRIBLE!! WHAT ARE THESE 2 B's DOING HERE?!" or "OMG!! YOU NEED TO GET HIGHER THAN THAT TERRIBLE 1440 TO GET INTO A DECENT COLLEGE!!" , so yeah, I guess I still am pretty lucky .
  13. if they were just sitting there firing at each other without moving, then yes, the level 3 bullets would win. If they were seriously fighting each other or other people though, the l1guns will still have the advantage (you're partly right though, the recharge bonus in this case was still a bad choice for dueling). My point still was though, that all components do not give the same performance boost. While my idea is more aimed at helping people who don't know what to buy, yours helps the poor people who can't afford a great ship, and both could probably be combined to give newbies a much easier time .
  14. Yeah, I suggested something concerning this a long time ago. Independent of their cost, not all ship components give the same performance boost. This often confuses newbies, who assume that since something is more expensive, it must be better. My idea was to prize extra full charges to beef up a ship's bounty for having certain components (namely those with the greatest performance boost, such as "upgrades", or "specials"). Every component in the "upgrades" category is prized with 2 full charges while every component in the "specials" category is prized with 1 full charge. This will also boost a maxed ship's bounty from 54 to 98. Although a radical change, hopefully it will bring back some emphasis on killing with low-bty ships as a means to make money. An example is if (currently) a warbird with nothing but l3guns is fighting a warbird with l1guns and 2 recharge upgrades. They both paid about the same money for their equipment, and will make the same money per kill. While the one with l3guns has no real advantage from its weapons over the one with l1guns, his enemy is able to recharge about 72% faster. The one who bought the higher level weapons is basically screwed in this scenario . With the extra bounty change, the wb with l3guns will make 45% more money per kill than the one with the upgrades, a reasonable amount considering he is 42% weaker.
  15. Currently as it is, a private freq's size should be no greater than just 6 or 7 people, and only with the highest populations. Like Kirby said, previously when it was 10, it was total chaos . Public freqs are still unlimited in size though. Increasing the antideath to like 5x would make it too easy to just sneak through into a base Prox's cost is very unbalanced right now. I don't think it should ever be permanent though, that would just be insanity . Its cost should be based off of the ship's total power, since before, people using a maxed bomber could easily make back that $5K before losing prox, while poorer people in weaker ships usually couldn't, making it pretty much just the weapon of the rich people. I doubt this change will occur now, but with how the new item system will work, I think the problem of prox will be fixed .
  16. if it's possible to implement via modules then it's great Imo currently, in the same arena, flagging should always be the main focus of hyperspace, with scoring as a secondary means to make money. If separated into different arenas, then they should be about equal in objective, though I still don't think a quadratic function should be used.
  17. Well, the topic was actually somewhat credible at first, but after reading all those posts, it's obvious that this "issue" is nothing but a poor waste of time. I don't care to lock this topic, and you can keep trying to argue your lost cause, but it's your time being wasted, not mine.
  18. It's not the D1 I know to har!@#$%^&* new players. I think there was a lot of misunderstanding going on. D1... childish, immature? Nike... professional?... lol Alright, but seriously, it's kinda a part of HS's culture to use STFY, and it's not offensive, nor does it mean anything bad. D1 probably meant it as a joke, so it shouldn't be considered har!@#$%^&*ment.
  19. meh, CS the game isn't too great anymore. Unless you play on a private server with vets, you're stuck with a bunch of newbies who either think you're a cheater or who (awp) camp the entire day . CS was much better 4 years ago before it was labeled "cool". Now it's just mostly overrun by newbs.
  20. ahhh lol
  21. that's an ASSS feature and pretty much applies only for HS. In subgame (the big majority of zones out there), it's still not a good idea to tell people that they've been silenced
  22. I took it out back when we had relatively low population. Having pub freqs of about 3 players each was redundant, and it made it even harders for newbs to organize.
  23. I agree, the balling formula is way off of what it should be. Unfortunately, with settings, the ball formula either must be a fixed number, or quadratic like it is now (even a linear curve would be better than the current one ). This is a problem though; with low populations, scoring is not even worth the effort, and the population plummets after a decent flag game ends. And because of the low population, no one else joins. Ahhh what a vicious cycle . With high populations, the goals can be as much as $5K each, making it many times more productive than flagging. Flagging should be the main thing to do in hyperspace, with scoring meant for newbies, or as a second-rate source of income. Though this aspect doesn't directly affect population, it is a very cheap way of making a lot of money very quickly.
  24. Yeah, the terribly unbalanced goal formula has been a problem for a while. At high populations, goals could be worth over $4000 (which is an insane amount anyways), and nobody even bothers with flagging at that point. This came out to be especially vicious just after the reset. On another note, with lower populations, scoring isn't even worth it, which is one major thing that keeps the low populations down. BlueC's idea of no private freqs is actually a pretty good one (especially if applied just after a reset, for maybe a week or so). This would eliminate any teams that dominate the rest of the arena, causing money to be earned at about the same rate for more people, allowing everyone to get about an equal start. Having a day of the week with no private freqs would still allow newbies who join in later on to have a better chance at starting up as well.
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