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Posted (edited)

For my own reference and for anyone who's interested:

 

Cloak/Xradar changes. Making Oracle oracular!

  • Modify cloak and xradar levels to a 'range' system. Better xradar allows you to see cloakers further away from you. Better cloak means you can get closer to someone with xradar before being seen.
  • To go with cloak and xradar: make Oracle oracular. In other words, make Oracle System enhance the xradar levels of players nearby when its xradar is turned on. This helps prevent the "Well, I have Oracle and I call X, but nobody actually does anything about it because nobody else sees it." issue(s).
  • Make Sensor Disruptor disrupt sensors. Sensor Disruptor could act as the opposite of Oracle system, by making enemy's xradar worse within a certain range. Would probably use the Stealth button for this. This would cost quite some energy (possibly negative recharge).
  • Make Interphase's area cloak stack with the cloak of players within it. In other words, powerful cloak + interphase = very powerful cloak. This, again, might require an increase in energy cost for Interphase in order to stay balanced. Might not be necessary because of its fairly limited range, however.

Shields

  • Modify the module to allow negative drains on weapon hits ("absorption shields").
  • Shields could use some interesting new functionality, like shield-sapping weapons. This could either drain energy (damage done in energy is converted to shield strength for attacker) or shields (the same thing, but for shield strength). Maybe interesting for a shield that has negative recharge, but can be kept up by being aggressive?

Balling & Flagging

  • Modify flagging freqs to also be balling freqs - balling will be possible while the jackpot is under a certain value, and be very rewarding. This'll probably be played in a soccer/hockey/football field-like location in center. Flags will be spawned once balling is 'shut down' (at a specific jackpot value) to allow a flaggame to start.
  • Make flaggame rewards depend on time spent on one frequency. Being on the losing freq for a full flaggame and taking the loss should be (much?) more rewarding than a last-minute move to the winning freq followed by a quick win.
  • Get rid of flagging and do something new?!

Misc

  • A lot of things I can't think of right now, but that are hidden somewhere in my memory (must be getting old).

Long-term.. If ever

  • Make multiple ship 'profiles' possible. As in: a 'rushing' warbird, a 'centering' warbird, a 'balling' warbird and a 'crazy random stuff for giggles' warbird.. All on one account. Might not be worth doing if Cerium is overhauling things in the future (which may or may not use HSCore).
  • New item set with all kinds of cool things integrated into it? More distinctive shields? More interesting stuff regarding gun levels, with high level guns being harder to protect against than lower level ones, but more expensive to fire? In other words: a refresh for HyperSpace. Again, quite possibly not worth doing with Project Cerium on the horizon.
  • Find out why HyperSpace crashes, and fix it! Yeah right..

Edited by spidernl
Posted
This seems like a really good idea to me. One question, when there is low population sometimes the ball will give $0 and $0 to jackpot. Will this make that change?

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