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Posted (edited)

Since people have always asked for some kind of (b)log on item changes, I'll post mine here.

 

I'm also open to suggestions posted in this thread (or elsewhere), but please, put some thought into them.

We don't need items that significantly blur the lines between several item types (Addons/Armor/etc).

Something that adds to build variety without making existing item combinations obsolete is what I'm looking for.

 

Edit: Oh, and be nice and stick to existing mechanics when suggesting items. 9/10 times new mechanics are either

impossible to implement or unwanted, so you're wasting both your own time and mine.

 

DISCLAIMER: (Mainly) new items can be slightly changed or even completely overhauled shortly after introduction. If you want to be certain the item you buy is the item you get to keep for a long time, wait a few days and you'll likely be 'safe'.

Edited by spidernl
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Top Posters In This Topic

Posted
How would you "make special items more efficient"? They don't take any energy to fire, their delay depends only on the bomb delay, and their behavior can't be changed much...
Posted

How would you "make special items more efficient"? They don't take any energy to fire, their delay depends only on the bomb delay, and their behavior can't be changed much...

 

He could mean cloak/xradar/stealth/antiwarp. Oracle and System Optimizer already cover those quite well though, in my opinion.

Posted
Still takes a chunk of recharge away though, oracle only covers xradar. Shell covers most yea, but only a small amount, system op added to it, well sure.. but it's very little.
Posted
+------------------+
| Afterspace Drive       |
+-----------+------+-----+-------+----------+-----+------------------+--------------------------------+
| Buy Price | Sell Price | Exp   | Ships    | Max | Ammo             | Item Types                     |
| $22000     | $17600    | 2600  | 12345678 | 1   | None             | Sublight Drives                |
+-----------+------+-----+-------+----------+-----+------------------+--------------------------------+
| The Afterspace Drive focuses on afterburner capability as a priority.                               |
+------------------+----------------+-----------------------------------------------------------------+
| Property Name    | Property Value |
+------------------+----------------+
| speed            | +1             |
| maxspeed         | +4             |
| thrust           | +1             |
| maxthrust        | +5             |
| rotation         | +1             |
| afterburner      | -5             |
+------------------+----------------+

Posted

February 28 2011

Modified Semiwarp Burners significantly to make it more viable for offensive use and slightly less viable for running away.

Semiwarp Burners and Maxwell Infusers now both have the Afterburner item type, making them incompatible.

Posted
Nice, finally some change to make the game more fun. Honestly is there anyway we can get items for lanc which would promote turreting? I'd love to see that back.
Posted (edited)

March 02 2011

Added the Phoenix Missile. It should be a nice addition to the existing base-oriented bombs.

Increased Phoenix Missile's delay.

Increased Phoenix Missile's energy costs.

 

I'm going to dedicate my time to finetuning the items I added (and maybe others) before adding any new ones.

Edited by spidernl
Posted

ffs

 

yet again, my bomb is raped before uploading

 

If you suggest all kinds of unbalanced, complete nonsense items, there's bound to be a released item that has one or two out of 10 properties in common.

Posted (edited)

How about a mount that provides a small bonus but no items? It will cut down on item spam and should appeal to the dueler types.

 

Auxiliary Battery

-2 mount

+10 points of health

-20 antiwarp cost

-20 xradar cost

 

 

Might I also suggest adding a small negative bonus to energy scanner (-10 health, bomb damage) to reward pilots who duel without it

 

thumbs up on the new additions by the way. I like them.

Edited by BZAP
Posted

Is it too late to suggest a more versatile gun? I'm thinking in terms of ship compatibility and also in terms of multifire. Like this:

  • Gun available on most ships
  • Gun has differing multifire / singlefire delay and energy costs
  • Gun is not all that powerful but can still be used skillfully

I was thinking something like L2 non-bouncing bullets with a Multifire delay/energy cost just a tad higher than your typical multifire gun, and a singlefire delay/energy cost a bit higher than, say, phaser. This way the user gets the option to switch between range and nonrange without having a gun that's ever actually stronger than somebody playing a more consistent gun. I think it sounds neat. If anything, a very slight difference between the multi/single so if the player really wanted to use singlefire for a minimal boost in efficiency, they could.

Posted (edited)

03 March 2011

Although I didn't plan to, I decided to add a new item: Kinetic Barrier.

Enjoy.

 

04 March 2011 (00:03 :drinks:)

Fixed Exoskeleton:

 

| inactiveshrapdam | -1 | ->

| inactshrapdamage | -1 |

 

You'll find Exoskeleton now truly reduces inactive shrapnel damage.

Edited by spidernl

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