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Posted
Ok, management has been receiving a lot of !@#$%^&*orted complaints and suggestions lately so think them up and lay em on us. This can be anything to do with settings, graphics, items, or whatever else. Just make sure that you give a specific suggestion not just "bring back old sets" because that isn't really an option at this point due to the fundamental changes in how the zone works. Post away!
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Posted

mmm

What about maximum space for the entire ship, every item has X space, better items require more. Good items cost alot of space in low exp ranges, but less in high exp ranges. (this would be different from max items in a slot)

Posted

Ok, some good ideas:

 

reduce the amount of thors in w/e package they come in....if the freq's are limited to only 4 players a team...with 12 thors coming at you....it's a stupid game.

 

also

 

 

anti-warp should be allowed on lanc's and should be allowed with 2 sensors....these runwins are getting annoying

 

Summoner's should be alot more money, because they are more useful than most think...250k or so

Posted

Ok, the bullet sprays are making this zone the lamest zone in ss. To make this criticism constructive I suggest that either the mower is lowered or the fire cost increased (a lot) since it really isn't anything substantial now.

As it is the bombs are nearly useless unless it has prox. This would even that out too.

 

 

Also, another suggestion. Why not make the items (ie: burst, decoy, thor) available to purchase one at a time as well. Perhaps making some purchases would make others impossible (like if your ship has 2 bursts max and you buy 1 then you can't buy a package that contains two). This would ease things up on new players since they wouldn't have to wait forever just to be able to use a repel.

Posted
Also, another suggestion. Why not make the items (ie: burst, decoy, thor) available to purchase one at a time as well. Perhaps making some purchases would make others impossible (like if your ship has 2 bursts max and you buy 1 then you can't buy a package that contains two). This would ease things up on new players since they wouldn't have to wait forever just to be able to use a repel.

 

buying items seperate was the case in the old hyperspace (before the "dormant" state). In my opinion, utilitie items (ie: burst, decoy, thor) should be sold, like you said, seperate and leave the other stuff as it is (and maybe give some non utilitie items an extra utiltie bones, ie a subligth drive with an extra rocket).

 

 

 

And now to ramble on from my previous post:

This could be balanced out by using the suggestion in that post :(

(ie: burst requires 10 space, max burst is 3 for warbird and max utilitie slot is 8, max space for warbird is 70 or something like that smile.gif )

 

EDIT: Any plans for squad owned freqs?

Posted
is there any way to keep squadowned freqs permanent? set the squadowner the captain of it...and have !@#$%^&*istants...that would be cool...and you give the PW to the freq whenever you wanna go to it
Posted

BlueC's old topic actually contains much insight. I think the problem that rich players can simply buy their way to victory over poorer but more skilled players is a huge one, and is driving away much of the potential population of HS.

 

It's a radical change, and I admit, even when I first came to HS, I thought of it as a quasi-MMORPG type zone. In retrospect, for a Continuum zone I think that model is a huge mistake. Most of the potential population don't want to spend hours of tedious grinding to simply be compe!@#$%^&*ive, they just want to have fun-- now. I remember 2 years ago when Siaon and I were adamant supporters of infinite upgrades, but exponential costs, and Dr Brain repeatedly put us down because of something along the lines of "HS is a zone where you just have fun, not endlessly build your ship". I obviously see it in Brain's perspective now, and hopefully he still retains his ideal. I think new players should be given a huge !@#$%^&*ortment of free options that can make them as compe!@#$%^&*ive as any rich veteran, given that he has the skill. I'm not going to point to any particular posts (not just in this topic), but many can be dismissed as "You're just saying that because you don't know the zone" types of comments, which are true, but that in itself is the problem. If the zone is so unfriendly towards newer players, they're not going to want to stick around and wait for the real fun, and thus leave.

 

is there any way to keep squadowned freqs permanent? set the squadowner the captain of it...and have !@#$%^&*istants...that would be cool...and you give the PW to the freq whenever you wanna go to it
I like this idea. I think to add to it, the squad leader or !@#$%^&*istants have the command of "?freqtype 1", making that frequency a "fighting frequency" where all freq members get warbirds and javelins (or whatever the fighter ships are) with l3 guns/bombs, maxed energy, recharge, bouncing bullets, and permanent prox, but any members who bring a lancaster into a base automatically get warped back to the center. "?freqtype 2" automatically gives everyone on that frequency lancasters with l3guns/bombs, maxed energy, recharge, bouncing bullets, permanent prox, and the maximum number of repels. "?freqtype 0" sets the frequency back to normal, with the players able to use the ships they bought with whatever they had on it. Also, since any frequency can obtain a capital ship this way, the cost of lancasters is free to be increased as well.

 

Ok, the bullet sprays are making this zone the lamest zone in ss. To make this criticism constructive I suggest that either the mower is lowered or the fire cost increased (a lot) since it really isn't anything substantial now.
If the spider is still the mower, try cutting the energy, recharge, and bullet fire energy in half. In terms of firing, it's essentially the same for the pilot, but the ship is much more fragile. Either that or cut rocket speed and cut max speed/thrust to be equal to what it would be if the ship had 5 of the respective upgrades (if that wasn't already changed).

 

As it is the bombs are nearly useless unless it has prox. This would even that out too.
I completely agree, although I don't really see a viable solution for this problem :( . Perhaps, just slightly reduce bomb damage and make prox permanent for everyone. I know HS's stance was always "if you can't afford prox, use a bullet-base ship". I think the developers should really take into account what the players want. It shouldn't just be a weapon limited to the rich. I don't see permanent prox as being that cheap anyways.

 

i agree with the antiwarp thing, but the antiwarp should be disabled in center(regardless of what type of ship has it)
Wasn't there a plan a long time ago to allow ships in any sector (including the center) to have antiwarp on, but antiwarp doesn't affect any ships in the center. So you couldn't have teammates at the edges of sectors with antiwarp on to disable the center. Likewise, if you happen to be in the center and spot someone with flags at the edge of an outside sector, you could antiwarp him.

 

Also, another suggestion. Why not make the items (ie: burst, decoy, thor) available to purchase one at a time as well. Perhaps making some purchases would make others impossible (like if your ship has 2 bursts max and you buy 1 then you can't buy a package that contains two). This would ease things up on new players since they wouldn't have to wait forever just to be able to use a repel.
The second part about not being able to buy certain items if you already have other items is interesting. I don't like the one-time purchase items, especially in the case of thors and repels, since this would severely limit poorer players, giving them almost no chance to stand up against richer players in a flagging match even if they do have more skilled pilots.
Posted
BlueC's old topic actually contains much insight. I think the problem that rich players can simply buy their way to victory over poorer but more skilled players is a huge one, and is driving away much of the potential population of HS.

 

I disagree, of course. Skill still plays a huge part. I can play with my beefed terrier and I still die more often than not to good players. The time investment just gives you an edge. Players think that they want easy money, but in reality they don't know what they want.

 

It's a radical change, and I admit, even when I first came to HS, I thought of it as a quasi-MMORPG type zone. In retrospect, for a Continuum zone I think that model is a huge mistake. Most of the potential population don't want to spend hours of tedious grinding to simply be compe!@#$%^&*ive, they just want to have fun-- now. I remember 2 years ago when Siaon and I were adamant supporters of infinite upgrades, but exponential costs, and Dr Brain repeatedly put us down because of something along the lines of "HS is a zone where you just have fun, not endlessly build your ship". I obviously see it in Brain's perspective now, and hopefully he still retains his ideal. I think new players should be given a huge !@#$%^&*ortment of free options that can make them as compe!@#$%^&*ive as any rich veteran, given that he has the skill. I'm not going to point to any particular posts (not just in this topic), but many can be dismissed as "You're just saying that because you don't know the zone" types of comments, which are true, but that in itself is the problem. If the zone is so unfriendly towards newer players, they're not going to want to stick around and wait for the real fun, and thus leave.
Building up the perfect ship, and then playing with it is what makes the zone fun. I don't want to take them halfway there, because that lessens the fun.

 

I like this idea. I think to add to it, the squad leader or !@#$%^&*istants have the command of "?freqtype 1", making that frequency a "fighting frequency" where all freq members get warbirds and javelins (or whatever the fighter ships are) with l3 guns/bombs, maxed energy, recharge, bouncing bullets, and permanent prox, but any members who bring a lancaster into a base automatically get warped back to the center. "?freqtype 2" automatically gives everyone on that frequency lancasters with l3guns/bombs, maxed energy, recharge, bouncing bullets, permanent prox, and the maximum number of repels. "?freqtype 0" sets the frequency back to normal, with the players able to use the ships they bought with whatever they had on it. Also, since any frequency can obtain a capital ship this way, the cost of lancasters is free to be increased as well.

 

This idea makes no sense. Why would anyone buy a ship if this were possible?

 

If the spider is still the mower, try cutting the energy, recharge, and bullet fire energy in half. In terms of firing, it's essentially the same for the pilot, but the ship is much more fragile. Either that or cut rocket speed and cut max speed/thrust to be equal to what it would be if the ship had 5 of the respective upgrades (if that wasn't already changed).
Everything was changed. And will be again. I'm aware of the problems with the shredder (and the other gun items) and I'm working on new settings that will make it more reasonable.

 

I completely agree, although I don't really see a viable solution for this problem :( . Perhaps, just slightly reduce bomb damage and make prox permanent for everyone. I know HS's stance was always "if you can't afford prox, use a bullet-base ship". I think the developers should really take into account what the players want. It shouldn't just be a weapon limited to the rich. I don't see permanent prox as being that cheap anyways.

 

Prox is a part of the item now, mook. And only two bombs have it. I'm looking in to the problem, but what I'll probably do is decrease the prox radius and increase the blast radius and damage. I've seen no problem with the prox on TacNuke, but Harpies are maybe a little too good.

 

 

Wasn't there a plan a long time ago to allow ships in any sector (including the center) to have antiwarp on, but antiwarp doesn't affect any ships in the center. So you couldn't have teammates at the edges of sectors with antiwarp on to disable the center. Likewise, if you happen to be in the center and spot someone with flags at the edge of an outside sector, you could antiwarp him.
I've never wanted antiwarp to travel between the sectors. I've never really wanted position packets to travel between them either. Currently, however, I don't have much of a choice. I do plan on digging out the old antiwarp prevention module. It needs quite a bit of updating, though.

 

Also, another suggestion. Why not make the items (ie: burst, decoy, thor) available to purchase one at a time as well. Perhaps making some purchases would make others impossible (like if your ship has 2 bursts max and you buy 1 then you can't buy a package that contains two). This would ease things up on new players since they wouldn't have to wait forever just to be able to use a repel.
The second part about not being able to buy certain items if you already have other items is interesting. I don't like the one-time purchase items, especially in the case of thors and repels, since this would severely limit poorer players, giving them almost no chance to stand up against richer players in a flagging match even if they do have more skilled pilots.

 

One time items are always more expensive to a player than the permanent items, not the other way around. So yah, I agree with mook. As for the other part, without one times, it makes no sense.

Posted
The time investment just gives you an edge. Players think that they want easy money, but in reality they don't know what they want.
You're right. It's not really the easy money that players want, but just the powerful ship so they can be compe!@#$%^&*ive. For the most part, players want to just be able to hop in, and have fun. Almost all of what I'm saying in this post is regarding the idea of free ships based on the frequency type. Some players do enjoy the fun of investing time and HS bucks into a great ship, and this idea isn't taking anything away from them. It's only giving those players who do not want to, or cannot invest the time a choice, rather then let the rich players bully the poorer ones, regardless of skill.

 

The time investment just gives you an
It's a radical change, and I admit, even when I first came to HS, I thought of it as a quasi-MMORPG type zone. In retrospect, for a Continuum zone I think that model is a huge mistake. Most of the potential population don't want to spend hours of tedious grinding to simply be compe!@#$%^&*ive, they just want to have fun-- now. I remember 2 years ago when Siaon and I were adamant supporters of infinite upgrades, but exponential costs, and Dr Brain repeatedly put us down because of something along the lines of "HS is a zone where you just have fun, not endlessly build your ship". I obviously see it in Brain's perspective now, and hopefully he still retains his ideal. I think new players should be given a huge !@#$%^&*ortment of free options that can make them as compe!@#$%^&*ive as any rich veteran, given that he has the skill. I'm not going to point to any particular posts (not just in this topic), but many can be dismissed as "You're just saying that because you don't know the zone" types of comments, which are true, but that in itself is the problem. If the zone is so unfriendly towards newer players, they're not going to want to stick around and wait for the real fun, and thus leave.

 

Building up the perfect ship, and then playing with it is what makes the zone fun. I don't want to take them halfway there, because that lessens the fun.

It seems we've almost flip-flopped in perspective, Brain blum.gif . I both agree and disagree with the "perfect" ship idea. Yes, players do want the perfect ship, that being an invincible ship that they can get away with no deaths on (Although, I'm speaking more in context with ship settings than overall changes). Rec whoring in Continuum ruins the fun for the other players who just want to play normally, and many leave because of this. Rec whoring is feasible in games that are player-centric, such as WoW or most other MMORPG's, but not game-centric ones. In FPS's, all players are expected to die, it's not the lack of deaths that matters: it's the accomplishment of the goal. There are some players who simply do not have the time, or do not want to commit the time. As with my suggestion below, yes, you are taking those few players who do not intend to ever buy a ship halfway there, and they won't enjoy the game as much, but it's better than them just altogether leaving. The huge majority will still eventually buy and customize a ship just because of that: it's fun.

 

The time investment just gives you an
I like this idea. I think to add to it, the squad leader or !@#$%^&*istants have the command of "?freqtype 1", making that frequency a "fighting frequency" where all freq members get warbirds and javelins (or whatever the fighter ships are) with l3 guns/bombs, maxed energy, recharge, bouncing bullets, and permanent prox, but any members who bring a lancaster into a base automatically get warped back to the center. "?freqtype 2" automatically gives everyone on that frequency lancasters with l3guns/bombs, maxed energy, recharge, bouncing bullets, permanent prox, and the maximum number of repels. "?freqtype 0" sets the frequency back to normal, with the players able to use the ships they bought with whatever they had on it. Also, since any frequency can obtain a capital ship this way, the cost of lancasters is free to be increased as well.

 

This idea makes no sense. Why would anyone buy a ship if this were possible?

I sound like I'm crazy, don't I? Only a little bit ;) . Yes, it is a radical change, but it will make HS more appealing to the general population. This allows players to enjoy the fun immediately with an almost maxed ship. In terms of performance, the free ships given are only a bit weaker than a maxed ship that are purchased normally. They also lack some potentially crucial things, such as thors, cloak/stealth, x-radar, and antiwarp. Also, since the free ships are weaker, and the whole frequency is forced to use them, even if the players own better versions of the same ships, the veteran players who do own maxed ships won't use the different frequency types, and avoid playing on teams that do use them. One problem that's been plaguing HS is that new players who want to enjoy the flag game cannot, because they don't have the money to spend, especially when there are few to no players online who own a decent capital ship and want to team with the new players. The players who have spent all the time earning the money for their own ships are still at an edge, so for those who enjoy having the edge, they still do. I, however, believe that this edge should be as blunt as possible, while not sacrificing the customizability that HS is unique for. Customizability is still fun for anyone, and you can have customizability without sacrificing the fun that other players enjoy. Players will eventually want to try out the other ships, or just customize their own warbird/javelin/lancaster and buy them.

 

Many players want to play just for fun, and/or don't have the tens of hours to spend on a ship just so they can be compe!@#$%^&*ive. I can see these players not ever really buying other ships, but so what? They're only a small percentage of the population, and the customizability and fun is still present for the greater majority of players, who will still buy and customize a ship and enjoy HS for its uniqueness. Think about it.

 

I can see this idea not being implemented because it's too radical and big of a project to work on for what it accomplishes, but the negligible downside of it shouldn't be the reason.

 

For everything else that Brain responded to, I'll shut up. :(

  • 2 weeks later...
Posted
Also, another suggestion. Why not make the items (ie: burst, decoy, thor) available to purchase one at a time as well. Perhaps making some purchases would make others impossible (like if your ship has 2 bursts max and you buy 1 then you can't buy a package that contains two). This would ease things up on new players since they wouldn't have to wait forever just to be able to use a repel.
The second part about not being able to buy certain items if you already have other items is interesting. I don't like the one-time purchase items, especially in the case of thors and repels, since this would severely limit poorer players, giving them almost no chance to stand up against richer players in a flagging match even if they do have more skilled pilots.

 

One time items are always more expensive to a player than the permanent items, not the other way around. So yah, I agree with mook. As for the other part, without one times, it makes no sense.

 

Misunderstanding here. I meant to make it available to buy like one repel as a permanent item or one burst (of course with all or most items). This way they would be cheaper and you could make a better ship.

Posted
Another suggestion: i'm not sure if you have fixed this yet, but please make sure that the max settings for each ship in the arena config are at least the values that players can reach, because its annoying to have the same recharge/speed/whatever with a $0 ship and a maxed-out ship. Why would people buy items when they dont get anything for them..
Posted

Since I'm not exactly sure where I should post this, seeing as there are a couple topics like this, I'll just post it in here...

 

I'm one of the newest players at HyperSpace. I started this last Wednesday and to be honest, I was sort of turned off at my first sight of HS. I gave it a try however since Pity. told me I should, and I'm one to try new things. With my history of continuum, I had a pretty good idea of where I should start. I bought a warbird and, knowing I was behind everyone in ship upgrades, played smart and tried my best to kill other warbirds. It was suprisingly easy to kill people right fro the start, in my opinion.

 

I quickly raised enough cash for a quantum reactor and things became a little easier after that. Once I got what I deemed necessary for adequate killing on my warbird, I saved up for a leviathan. I loved the leviathan. (Before they took away the fully upgraded shrap) It allowed me, a new player in HS, to raise my bounty to moderate levels thus gaining more cash per kill. I was sad to see the leviathan dwarfed, but it did not effect me much since, when it was dwarfed, I had enough money to finish off my warbird and buy a spider.

 

I know I'm not contributing much to the discussion with this post, but I thought I should since there has been a lot of talk saying it's hard for newer players to get into the game and have a fair advantage. So, I thought I should use myself as an example, especially since I currently am in the top 10 in kills, have 2 ships with anti-death on them, and when it hasn't been a week since I started.

 

Just my two cents... Thanks for reading.

Posted
I've never paid much heed to those that say starting in HS is next to impossible. Because they're invariably players that have played HS since before the big changes that took place moving to ASSS, they have no idea what it's like to start.
Posted

Some suggestions... i know doc wont even consider them just because who i am.. but here they are:

 

More 1 time use items? People need something to do after they've already maxed all their ships and whatnot.. Something to spend their money on and stuff... An example would be the thorstorm from the old times(I'm not saying bring back thorstorm, although that would be awesome).. I had something to do once i had already maxed everything. So yea, something to buy i guess

 

The summoner is waaaaaayyyy to good for its price... at a measly 50,000, a team could run forever with a few skilled players and summoner... A freq of newer players has NO CHANCE against a freq of vets.. even if they beat them and push them back to the flag room... the veteran team can just get summoned out... making the newer players very mad..

 

I also liked the idea of the higher bounty, the more money you get... because now theres no point really in me getting 300+ bounty now..

 

Spider shoots l3 bullets too much... Possibly increase the nrg per bullet? i get 300+ bounty easy while basing with it... its pretty lame

 

Shark should have 1 thing decent about it? nothing is really good... no bombs, least nrg out of all the ships, ect... only thing good is it is small.. but so are jav and wb which are much better. possibly making the shark even smaller might be a good idea? or just giving it something its good at

 

For now, that is all... i should have more suggestions on the way.. if you would even consider them.

Posted

- No comment.

 

- I am confident Summoner will be subject to anti-warp restrictions and/or not being able to pick up flag carriers, so that it's not so cheap.

 

- This is a bug.

 

- It's easier with a tacnuke levi on a lanc. The cost to fire is now more balanced than it was, anyway.

 

- It does have one good thing, and that it's small, like you said. It also has pretty fast bullets IIRC.

Posted
I don't know if anyone has noticed it but SSCI-A Hyperspace's flagging system has become a little bit dull, and lots of people have been complaining about flagging always being controlled by Brickwarp or Lag Coma, or perhaps even both.

 

I've got an idea to spice the flagging and the rest of the zone up in ways making us a bit different from RS, that new zone and a couple other zones that are almost mimiced with us...

 

I dont' got all my ideas gathered together yet, but a start could be making the flagging games more interesting from 20 flags to 30 flags. That would spice up the conflicts and searching (duels in HS) and skill would improve.

 

I trying to think of other ways to spice it up but maybe it'd be best if we got some more items that we could buy, possibly even a Flagging Radar, something that shows us flags on the radar, now considering this would be really cheap, I'd suggest it be a 1 time use per death.. or make it worth 2 million dollars, that would really make this game really competive and people would be attracted.

 

I got lots more ideas on how to spice the zone up, I was going to add one in for balling but since Doc has said he won't add in balling, only in a sub-arena than that really isn't that great.

 

Another thing could be Super and Shields back, added with new features (things like super and shields) possibly even some turrents (Turrents around empty areas that would shoot at you if your in radius distance)

 

A big one would be to fix this flagging jackpot. People are really getting pissed off with the whole flagging jackpot, I remember in our last hs there were opportunities were we could win 100k jp each, The highest amount of money I've recieved off a jackpot in this "period" of Hyperspace so far has been 65k. That isn't that much when the jackpot is raised at like 400k. An idea would to be when theirs a certain amount of people in the arena or something, possibly have the jackpot raise itself to atleast a reasonable amount to win. Like say theres 20 people in the arena, Have the jackpot set to atleast 10k, and what's up with people speccing when people around bout to win the jackpot?.. The money goes down at times. This is not really fair either.

 

Possibly, an idea for activeness in the zone, (These are all ideas off the top my head seeing what people think) ... Or How bout raising the money on prize's and higher things. Adding in some more unique items would possibly advance the game even more.

 

How about hosting contest's soon ( I know the zone has re-opened pretty recently, I'm just laying down ideas).. Dueling contests.. Racing contests.. Flagging Contests.. wait a sec.. That would be a good idea.. Flagging contests.. Raising the Jackpot to a certain amount.. or having a Rabit person in the arena. (Randomly selected) Someone is selected to have some sort of item. They can not attack but they can run, if they die, someone wins like 5-10k .. or something than the bot selects another random rabit.

 

It'd make it more interesting, I know I've been getting lots of people to come to the arena just don't want the zone to be mimiced of others.

 

I got some more ideas wandering in my head, just seeing what you guys think about these ones and if doc may consider using some of them.

 

GG :D

Posted
I also liked the idea of the higher bounty, the more money you get... because now theres no point really in me getting 300+ bounty now..

 

The problem with this is that it's too easy to abuse... if someone knows how to do it, he can get about 120k in 30 minutes if noone notices.. which goes up to about 400k if he does it for another half an hour

And there is that bounty rabbit thing too, which is hosted nowadays...

Posted
Dude summon is sooo lame... i tried playing on pub freq for once, theres no chance against a freq that has summon... summon should be taken out or made like 750k+... 50k is so easily obtained.. you can have that in an hour.. i dont see doc why you think 50k is expensive
Posted

I also liked the idea of the higher bounty, the more money you get... because now theres no point really in me getting 300+ bounty now..

 

The problem with this is that it's too easy to abuse... if someone knows how to do it, he can get about 120k in 30 minutes if noone notices.. which goes up to about 400k if he does it for another half an hour

And there is that bounty rabbit thing too, which is hosted nowadays...

 

 

Ed, Doc said he was going to fix this bug, it was a small bug that was added in by mistaken while he was trying to clean up somethings, for the whole buying bty bug, that needs to be fixed. The effect of the $$ beiing a good amount of $$ for when the rabbit is being hosted is the extra bonus towards the rabbit. A rabbit is designed to run and stay alive for a certain amount of time. The bonus to have extra time to kill while being the rabbit can be a big impact, but at the same time you have to watch your health bout dying.

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