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Posted (edited)
I think we had a website with things like whoever had the best record, most bounty, etc before, but we lost it after moving servers. I liked this. Edited by Sharpflame
  • 4 weeks later...
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Posted

So I was sitting in spec chat, discussing this:

 

 

A multifire bomb system, where when you shoot a bomb, the zone creates more bombs going certain directions, like whatever your angle is +4 and -4, same speed. I think it would be pretty cool since no other zone has ever had multifire on bombs, also useful levi bomb.

 

On the subject of zone creating stuff in space, the bomb creating can be used in more than just multifire bombs, for example, instead of normal old cobalt, you spit out a load of bombs in all angles. Same with guns, you die and a ball of bullets remains where your ship was, probably causing shredder WB drive-by's to be useless and stuff like that.

 

I hope something like this can get implemented, IMO the concept is cool.

Posted
A multifire bomb system, where when you shoot a bomb, the zone creates more bombs going certain directions, like whatever your angle is +4 and -4, same speed. I think it would be pretty cool since no other zone has ever had multifire on bombs, also useful levi bomb.

I was thinking the exact same thing the other day... but as DR said, it probably wouldnt work mega_shok.gif biggrin.gif :( :blink: :rolleyes: :o

Posted

I think there is supposed to be an ammo system soon, where you gotta buy your ammo to use weapons and stuff.

 

But. That gets expensive.

 

I was thinking, when you kill people, that they start dropping greens. Pick up the green, and restore a bit of your ammo for Gun or Bomb, depends on your luck. But, not enough that you can keep your ammo at max all the time. I understand that having greens be dropped MAY mess with the item system, but I'll cover that in a sec.

 

 

 

In-Depth for weapon refill drops...

 

Let's say you're a Warbird with Pulse Laser. Max of 100 ammo, or 100 shots. You spend about 20 shots to kill another Javelin. It happens to drop a green, you rush over and pick it up before somebody else does, and end up getting +10 Bullet Ammo. If you also have a bomb, you have a 50% chance of getting some bomb ammo instead. This will mean that long-range fighters, like TacNukers, will have to go without refilling their Bomb Ammo very often by this method. Close-range fighters, like Warbirds and Javelins, will be able to head over and pick up their ammo drop, and refill a little.

 

Now, eventually, your ammo will drain, even if you try to pick up every ammo drop you can get. Which is why I suggest this: Weapon Recharge Stations around center. If you go inside, you sit in the safe zone for 20 seconds and get more ammo over time. I'd say to leave 2 recharge stations in center, not TOO hard to get to, but not too easy, either.

 

 

Ammo Buy-ables, As Converters

 

Bullet Ammo Tank, and Bomb Ammo Tank (Forgive me if I am forgetting that there may be other types of ammo in the zone). Buy these, and get higher maximum capacity for your ammo. $10,000 for a +50 Bullet Ammo Tank, and $15,000 for a +20 Bomb Ammo Tank, etc. This way, you can choose which kinds of converters you will use the most. I wouldn't want to only be able to have +50 Bullet Ammo, and no Extra Utility though. I mean: You can have a max of 3 Bullet/Bomb Tanks, which are in a category "Ammo Converter" instead of normal old Converter.

 

Some people just really suck at aiming. Should they have to pay for it by buying more and more ammo? I wouldn't like that as a starter. I'd head to some other zone. All they have to do to refill their ammo is to sit in a Recharge Station for a bit, then head back out and try to kill!

 

 

In the case that greens are not a possible way to pick up ammo, what about:

- Small graphic, fly over it and get your ammo.

- No pick-ups. Instead, you may or may not automatically get a small ammo refill for making a kill.

- Have no pick-ups. Only Recharge Stations.

 

 

I realize I may be way before the time of Ammo here, but hey, just a suggestion.

Posted (edited)

Multibomb sounds cool but the concept wont work well since it will create ton of lag and it will turn into massive joining into freqs to shoot the bombs.

 

IMO, an ammo system for all weapons wont work for hs cause it will be even more complex then it is rite now. And it will be a hassle trying to buy ammo every so often. Ammo system is good only for those weapons where you dont fire often.

 

Might as well do the weight-buy system instead.

Edited by Suicide_Run
Posted
Ammo system is good only for those weapons where you dont fire often.

Perhaps we could add that "hyperextreme" suggested earlier in this topic that would cost 100 per shot (much like emp shockwave did for a little while)

Posted
Lets just say that no one here has a complete understanding of our intention for ammo, and we'll leave it as a nice surprise.

You didnt release any info, of course we dont have complete understanding ;P

 

Only ammo system that I have experienced in subspace is the one we have now where its 1 shot and you gotta refill your ammo tank type. The other ammo system is the one bak made for his paintball zone which consist of map spawning ammo on ground per "round" and every shot uses 1 ammo. And to pick up by walking over it but it isnt a green.

  • 2 months later...
Posted (edited)

So.

 

I was just thinking about this.

 

Just a large thought, pretty much just because I'm bored, but I think it sounds cool.

 

Classes on HS, where you set yourself to a class of your likings. For example:

 

"I'm a Warbird and I enjoy gunning!" So set yourself to class: Gunner.

 

 

Class: Gunner.

BulletFireEnergy: -2

BulletDamage: -4

Rotation: +1

 

 

"I'm a levi, but unlike most TacNuke levis, I can aim!"

 

 

Class: Bomber.

BombFireEnergy: -10

BombDamage: -16

Rotation: +1

 

 

Those are simple Gunner/Bomber classes. Then we get more advanced.

 

"I am a cloaker, and I enjoy !@#$%^&*!@#$%^&*inating people."

Class: !@#$%^&*!@#$%^&*in.

CloakEnergy: 0

StealthEnergy: 0

BulletFireDelay: -1

 

 

"I enjoy hunting down people."

Class: Hunter.

MapZoom: +3

XRadarenergy: 0

 

 

Those are just a few classes I can come up with right now.

 

Classes affect every ship. Changing a class must be done in spec, and costs one half of what your EXP is. Newbs, with only about 600 EXP, can test different classes for a cheap price, but those who have a crap ton of EXP and should have already picked their Class will have to spend a little to hop back and forth.

 

 

The purpose?

 

More customizability, and certain players just have certain preferences.

 

 

Oh, and:

 

"I pretend to be a rhino."

Class: Tank.

Energy: +2

Recharge: -1

BulletDamage: -1

BombDamage: -10

 

 

Just a big long thought. I think it sounds pretty cool, whether it is worth implementing or not I do not know, nor care that much.

Edited by Sharpflame
Posted

Sounds like a fun idea. There would be ships who havent selected a class, and then you buy into a class and gain ccertain strengths and weakness. It sounds almost like an item that you could buy but encomp!@#$%^&*es many different areas of your ship, and multiple ships at once.

 

How bout if it were more expensive to buy into a class, and you can only enter certain classes once youve reached a certain amount of experience, like a promotion.

 

<------- What are the points for?

Posted
Can't change bomb/bullet damage for fired weapons, only for armor items.

 

What I was getting at is that a Gunner has a slight resistance to bullets as opposed to a different class.

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