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Posted

My idea that I had, partially inspired by the HS-Point system in duel, is having maybe 20 or 30 Utility slots per ship instead of 3.

 

This way, items could be sold separately, but would take up a different amount of utility slots, with more useful/common items taking up more. For example, a repel could take up 4 slots, a burst 5, a thor 10, portal 3, etc. Special things such as the increased HT-speed from the current Tunnel Runner, or Antiwarp, could also be sold separately.

 

With this system, ships could be further customized to the pilot's personal preference, and could possibly be more specialized. For example, a centering ship currently using Close Combat might really need the Repels, but not that that much use for the Bursts.

 

Of course, Converters might convert 8 utilities into 2 sensors, and 1 sensor into 6 utilities, or something.

 

I'm pretty sure multiple slot use is possible, since I've seen items such as Wide Brick take up 2 Brick slots, and Converters even using -2 slots.

 

COMMENTS, my fellow HS players?

Posted
One of the reasons I wanted separate items was because when Rockets were taken off of Levi, I couldn't get the portal or the extra HT-speed either. If those items could be bought separately, then if I wanted, I'd still be able to get them.
Posted
Those kind of systems tend to be harder to balance, since you can create extremely unbalanced laming configurations like 'thorstormer', 'rep-!@#$%^&* turret', 'turbo runwinner', 'burst spammer', etc. I suspect that the current slot system was implemented because it was much easier to balance.
Posted
Those kind of systems tend to be harder to balance, since you can create extremely unbalanced laming configurations like 'thorstormer', 'rep-!@#$%^&* turret', 'turbo runwinner', 'burst spammer', etc. I suspect that the current slot system was implemented because it was much easier to balance.

...I already have a "turbo runwinner". No matter what structure is used for items, there will always be some form of abusing / laming / vet dominance / lulz - and, for the same reasons, always some way to counter it (even if that way is just building the same ship... which it usually is).

 

That said, nobody wants a ship that's just a few Extra Speeds away from flying through walls, and this system could either allow someone to do that by piling the same item on, or have a low number of slots per ship just to prevent that. What we would need is either a limit on the max number of items (which I don't like, because it limits freedom, which this "new" system is supposed to promote) or an increasing slot usage for each equipping of the same item.

Posted
Those kind of systems tend to be harder to balance, since you can create extremely unbalanced laming configurations like 'thorstormer', 'rep-!@#$%^&* turret', 'turbo runwinner', 'burst spammer', etc. I suspect that the current slot system was implemented because it was much easier to balance.

i completely agree, what if a shark used all those slots for repels? then in basing it can just repel everyone and go right through the base.

Posted
might require much time that I would rather be spent on making cool new items :huh:

^^

 

But if we did implement this, there would still have to be limits on numbers of items, not just "how many slots each item takes"

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