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Posted (edited)

Pub is unlimited and privs are at 6. We have to show Dr Brain a higher population from this or else read below.

 

We have a week or so he says.

 

 

If it doesn't change pop: my plan is to remove ammo, remove jackpots and go to population based flag rewards, and remove bountying. -Dr Brain

Edited by Domio
Posted
If the population hasn't significantly changed by Oct 21, I'm going to start ins!@#$%^&*uting some changes. If the pop does increase, I'll leave things alone for a while.

Take ammo out and make it harder to get 300 bty.

Posted
If the population hasn't significantly changed by Oct 21, I'm going to start ins!@#$%^&*uting some changes. If the pop does increase, I'll leave things alone for a while.

That's kind of biased, considering a lot of people have midterms and what not... give it til the end of the month...

Posted
If it doesn't change pop: my plan is to remove ammo, remove jackpots and go to population based flag rewards, and remove bountying. -Dr Brain

 

so the only way yo make money would be to base? no more center, great job.

Posted
Acer, read the thread again (yes, I know, four whole sentences). I'm going to take out bountying entirely.

Yes I know, I'm not stupid. Why take out bountying? It's one thing that keeps me playing. Also what I ment by saying take out the ammo system and make it harder to bty to 300 is every kill is 10 + a green. Make it like 5 + a green bty a kill.

Posted

Ignorance will be ignored (Lera and Acer) and not commented upon.

 

As for exams, the point isn't to get new players into the zone, it's to show that adjustment of the team sizes isn't the way to help the zone. I fully expect there to be no change after a week. After all, there's very little difference between the team setup of today and the team setup of two weeks ago (and there wasn't much pop then).

Posted

Please ppl, I beg of you prove Brain wrong and increase pop this week. Skip school/work I don't care just make it a point to log on as much as humanly possible, it is very important to me.

 

Thanks.

Posted
Ignorance will be ignored (Lera and Acer) and not commented upon.

 

As for exams, the point isn't to get new players into the zone, it's to show that adjustment of the team sizes isn't the way to help the zone. I fully expect there to be no change after a week. After all, there's very little difference between the team setup of today and the team setup of two weeks ago (and there wasn't much pop then).

 

 

You might be right ><. Hs pop hasnt changed really.

Posted

Yes, I'm acting like I know what I'm talking about, but maybe this will get somewhere:

 

 

First off, getting rid of ammo: Good.

 

Ammo system hasn't been very useful and probably confused some players. If anything, it's downright annoying.

 

 

Second, the "reset" period just before ammo is the one I enjoyed the most. I liked how center had more than just warbirds and a few javelins, but practically every ship (And not lanc, unlike how nowadays a lanc just charges through center spamming bullets to win, which works) could be useful in both the base and center. Allthough turrets were annoying, there were squads piloting those turrets.

 

What I'm getting at is that, in my opinion, it's truly been better at Hyperspace, and maybe it'll be refined - put back in tune - again. Perhaps way better than before, now that various things have been tried and we know what is and what isn't good.

 

 

Third, a new flag system would most likely tune at least one string for HS. [insert blabbing about semi-related stuff]

 

 

(Spoilered because it's not all that important to read)

So now, I'm gonna list the magical strings of HS:

 

  • Usefulness / Balancing
  • Productivity / Rewarding (Is it worth four hours to earn one apple?)
  • "Replay Value"
  • Squads
  • Etc.

 

 

Usefulness / Balancing - Can any player be useful to the game if they try? Not really development related, but more gameplay related. Can the noob player have a chance to get in pace with the average, or vet, player? Shouldn't the money-earning curve be a bit like: If you're new, you get tons of money, if you're average, you get enough money to keep you playing, and if you're a vet, you still earn enough money to save up for Antideath? Along with usefulness, every ship should be equally useful (to a certain extent), in the base, center, as sniper, rusher, close-combat, or whatever. Who's to say the weasel should only be able to sit way back and lob weak bombs around, also being guaranteed to fail in center? Who's to say the warbird can't rush just as good as it can center? Giving players more choices means choosing to have more players.

 

Productivity / Rewarding - It's not worth it to spend many hours to get some items that don't aid you very much in any way. This reset, I've noticed that the items do very little compared to before. I understand the good attribute "everything being counterable", but not everything should be counterable every time. The amount of time invested to ruin one's cloaking should be double the time invested to earn the cloaking in the first place. Along with rewarding, items should benefit. No more items that give +.1 energy (exaggerating), more items that focus on whether the user would prefer a little of everything, or a lot of something for the cost of little of the other.

 

"Replay Value" - Or, overall stimuli to play the game before or after having a good ship. When you first start the game, the pace of movement should NOT be slow. It should be rapid, this is sort of like a good first impression. The current exp/money system is actually pretty good, kill the people around your level to get an around your level reward. Aside from that, the stimuli to keep on playing would be: Fun. Yeah, that thing where it's actually amusing, not a chore?

 

Squads - Squadding does a lot of good stuff for zones. It keeps a little bit of community together, it gives players reason to perform good to join the good squads, it gives the players reason to play, and it leaves memories (squad wars are pretty epic). Squadding should be a privilege in HS. I hope nobody's going to complain about "squad domination", because stuff like that happens when the good people all group in one. Nothing wrong with domination as long as the game is still enjoyable. And it will be as long as the zone is in tune.

 

:(

Posted (edited)
Yes, I'm acting like I know what I'm talking about, but maybe this will get somewhere:

 

 

First off, getting rid of ammo: Good.

 

Ammo system hasn't been very useful and probably confused some players. If anything, it's downright annoying.

 

 

Second, the "reset" period just before ammo is the one I enjoyed the most. I liked how center had more than just warbirds and a few javelins, but practically every ship (And not lanc, unlike how nowadays a lanc just charges through center spamming bullets to win, which works) could be useful in both the base and center. Allthough turrets were annoying, there were squads piloting those turrets.

 

What I'm getting at is that, in my opinion, it's truly been better at Hyperspace, and maybe it'll be refined - put back in tune - again. Perhaps way better than before, now that various things have been tried and we know what is and what isn't good.

 

 

Third, a new flag system would most likely tune at least one string for HS. [insert blabbing about semi-related stuff]

 

 

(Spoilered because it's not all that important to read)

So now, I'm gonna list the magical strings of HS:

 

  • Usefulness / Balancing
  • Productivity / Rewarding (Is it worth four hours to earn one apple?)
  • "Replay Value"
  • Squads
  • Etc.

 

 

Usefulness / Balancing - Can any player be useful to the game if they try? Not really development related, but more gameplay related. Can the noob player have a chance to get in pace with the average, or vet, player? Shouldn't the money-earning curve be a bit like: If you're new, you get tons of money, if you're average, you get enough money to keep you playing, and if you're a vet, you still earn enough money to save up for Antideath? Along with usefulness, every ship should be equally useful (to a certain extent), in the base, center, as sniper, rusher, close-combat, or whatever. Who's to say the weasel should only be able to sit way back and lob weak bombs around, also being guaranteed to fail in center? Who's to say the warbird can't rush just as good as it can center? Giving players more choices means choosing to have more players.

 

Productivity / Rewarding - It's not worth it to spend many hours to get some items that don't aid you very much in any way. This reset, I've noticed that the items do very little compared to before. I understand the good attribute "everything being counterable", but not everything should be counterable every time. The amount of time invested to ruin one's cloaking should be double the time invested to earn the cloaking in the first place. Along with rewarding, items should benefit. No more items that give +.1 energy (exaggerating), more items that focus on whether the user would prefer a little of everything, or a lot of something for the cost of little of the other.

 

"Replay Value" - Or, overall stimuli to play the game before or after having a good ship. When you first start the game, the pace of movement should NOT be slow. It should be rapid, this is sort of like a good first impression. The current exp/money system is actually pretty good, kill the people around your level to get an around your level reward. Aside from that, the stimuli to keep on playing would be: Fun. Yeah, that thing where it's actually amusing, not a chore?

 

Squads - Squadding does a lot of good stuff for zones. It keeps a little bit of community together, it gives players reason to perform good to join the good squads, it gives the players reason to play, and it leaves memories (squad wars are pretty epic). Squadding should be a privilege in HS. I hope nobody's going to complain about "squad domination", because stuff like that happens when the good people all group in one. Nothing wrong with domination as long as the game is still enjoyable. And it will be as long as the zone is in tune.

 

:(

I agree even though i just started last reset.. I've been hearing things like "I liked it when this zone didn't have an ammo system..". Brain, i think you should consider getting rid of the ammo and make it so that every ship is useful in almost every aspect of the game. Ignore me if you must but you should listen to your mods once in a while (Not saying you don't now.) Sharp is smart, he knows what he's talking about, he once was a player like all of us. Every zone has a meaning for squads, this zone doesn't. Sharp's post really sums up this one. Maybe taking a step back isn't that bad after all. Nothing is wrong with a few changes here and there. It gets fun where there are 20 v 20 flag games. Or even priv vs priv. Everything should have a spot in this zone. Squads, ships, players... Sharp knows what we want and the way to have fun.. I say listen to him and take a step back.

Edited by Acer101
Posted (edited)
Second, the "reset" period just before ammo is the one I enjoyed the most.

 

I would give everything, to see that time of hyperspace back.. There were so many people playing.. It was so fun.

 

Acer: Here is why those people liked that time of hs. Not just because of ammo.

1) bty money

2) great assist money (made it ez to make money) unlike today

3) levis were for b-lines

4) turret, no base game? doesn't matter turreting made you just as much.

5) variety of ships in center.

 

Granted, I only played for 3 weeks of that, but that three weeks was the best time I have every had in Hyperspace. I would LOVE to see that 'era' come back, it made an impression on me, and I'm sure many others. It was the reason I kept playing that next reset, however, I have really lost the enjoyment of playing, and feel like it is nothing but a chore :/ The only way to make money is to run win, and that is not fair for the other 90% of the zone that can't stop me.

Edited by Lera
Posted
Second, the "reset" period just before ammo is the one I enjoyed the most.

 

I would give everything, to see that time of hyperspace back.. There were so many people playing.. It was so fun.

 

Acer: Here is why those people liked that time of hs. Not just because of ammo.

1) bty money

2) great assist money (made it ez to make money) unlike today

3) levis were for b-lines

4) turret, no base game? doesn't matter turreting made you just as much.

5) variety of ships in center.

 

Granted, I only played for 3 weeks of that, but that three weeks was the best time I have every had in Hyperspace. I would LOVE to see that 'era' come back, it made an impression on me, and I'm sure many others. It was the reason I kept playing that next reset, however, I have really lost the enjoyment of playing, and feel like it is nothing but a chore :/ The only way to make money is to run win, and that is not fair for the other 90% of the zone that can't stop me.

 

 

Yes, those were the good days. Huge games! I loved it when it was priv vs 25 vs 25. Back then were the best priv games. Avg pop was like 40-50. At nights on SCHOOL DAYS at least 70+. It was awesome. Those were the days were i started failing in school and that show how much fun hs was back then. Everyone keeps talking about this time. Why cant we jsut bring it back. Take ammo away. That will basically do the trick.

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