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Posted
In recent team changes, I noticed that it really didn't help a whole lot considering pub have 6 and private have 8, if I'm correct. Maybe it's just me, but it seems like it's more of the vets on one team...as in they're not spread out...as in the newbs really don't have much chance at high JP games, which is when the vets come out to steal the JP...=P So I'm just asking the reason for team size changes...and consideration for possibly higher pub team sizes than private team sizes. It would actually give some teams a challenge...that's it for now so w/e...
Posted
or maybe pubs have 10 and privs have 10 (9 bc or ^x) so that pubs will have a slight advantage and they wouldnt be able to pick there teams on pub? lol and how about make it to where u have to be on freq 0 or 1 so that there is not 5, 3 ppl freqs runnin around and you have to ?changeteam name:pw to not be on a pub u juss cant =77 or =x
  • 4 weeks later...
Posted
I'm working on fixing that.

 

By working on that do you mean you are trying to make it so public freqs have a better chance at winning a game? I would lean toward allowing 10 on a public freq (without having to have 8 on the other public freq) and only 8 total players on private freqs (9 with ^teamname). Public freqs generally have 1 or 2 players that do not have upgraded ships and need the advantage.

Posted

At the risk of stating the obvious...

 

Why not abolish limits for pub freqs altogether? So the whole server gangs up on the priv freq. So what, they're vets on a priv freq, they should have to be challenged. If the pub freq wins, the jp is hopelessly split across many people, so it's not like the motivation to go priv goes away. I'm sure flagholders on the pub freq will break away and start their own priv freqs to steal the jp, starting the cycle over again.

 

If you're worried about 1 giant pub freq ganking everyone, well, that state never lasts very long because 1 giant pub freq doesn't make any money.

Posted
Maybe if on the weekends there are like 2-3 big public freq games people would be more happy. Then, the people who don't get to play on priv freqs have a chance to win money. I personally like the bigger freqs, and occasionally there will be a few vets on a pub team. There will always be flanking, and I for one will always get pissed when my team gets flanked, but you can't really do anything about it.
Posted (edited)
So what, they're vets on a priv freq, they should have to be challenged.
occasionally there will be a few vets on a pub team.

 

with no limit to pub freq sizes, vets will flock and own :(

 

but i may be wrong...

 

EDIT: however, other than that, i like your idea.

Edited by James1293
Posted
Nice idea problem is 2 priv plus a giant pub freq. The attacking priv is just going to get flanked terriblely.

 

They do that anyway even with multiple pub freqs. In fact I'd suggest it's worse right now because the pubs keep coming in waves whereas if they were all in one big freq the attackers would get a break once in awhile. The flanking problem IMO would be better solved by moving the HS gate safezones away from base entrances so lancs don't park there (and runwinning would be harder as a bonus).

 

However, a negative to unlimited pub freqs would be freq hopping. People would hop like mad!!

 

Everyone knows now that pub flagging = asking for freq hoppers. If this really got to be a problem I'm sure that freq locking once all 20 flags are collected like on EG could be implemented.

 

Power to the newb cannon-fodder fleet!

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