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Posted

Since I am banned till who knows when, I've decided to throw out some ideas for the zone. Some ideas may have come from others that posted in older threads. If your idea is here, credit goes to you. You know who you are and thank you much. It's sort of been sorted top-bottom, important to least, with a few added in at the end.

 

 

1. Change the dynamics of the current map. To be more specific, please make flag bases equal the itemset. To be even more specific, make then a bit more breathable. There were 2 base 7's last reset are the best examples I think think of at the moment. Reading through a few threads I think they were either Corey's or RON's maps. So you could possibly recycle some of those along with a few new ones.

 

2. Change center. Maybe make a simpler center safe zone with options to leave it open in all 4 directions. And maybe moving the center safe zone up on the map, maybe even almost to the top of the center area, thus leaving a more open space below. Add in some long tunnels that goes across the map could be fun. Similar to Chaos SVS. Another thing you could do is take out bases 2 & 6, giving a much bigger "center" area. This will leave 4-5 bases depending on whether stuff in B8 could be moved elsewhere.

 

3. Allow 4 people per freq. A bigger center supports that.

 

4. Also with a bigger center, you could change balling a bit. You could throw maybe 8-12 single or small tiled goals around the map. Generally the more availabitiies of goals would mean more goal scores. Or you could add another ball if necessary as well.

 

5. Nerf PD Wzl. And Buff the regular Wzl. Its weak sauce in almost every way compared to the Terrier. An idea could be to give it shraprate=5 or default it with shrapnel +2, +3, or even +4. Hopefully thats possible.

 

6. Buff the Lancaster. Lower its x-radar energy. Currently using x-radar is equilivent to about -9 to the recharge stat. Thats about as harsh a stat as any in HS. Another thing would be to give lancasters their own category in guns and maybe bombs. A few more options to get additional stats in rotation and maybe other stats hopefully without negatives. And of course other things would be to increase their bullet speed, bullet time, and shrapnel. Also a default of -5 explodepixels would be nice too. Possibly reducing its ship-size.

 

7. Nerf/Axx the Shark. Deny it cloak. Lower its bomb speed significantly and take away its emp bombs. And give it the "weight" of a lanc.

 

8. Fix Coffin. More room in bases should gernally fix this though.

 

9. Axxt EI. Or nerf it by giving some kind of timer to activate.

 

10. Nerf or take out Energy Scanner. Give it some negative stats somewhere, like thrust, energy, or recharge, at least -3 total IMO, if you use it. Please leave Oracle as is though. Another thing you could do, although not sure if its even possible is if there is a 2x multiplier for kills without energy scanner as opposed to kills with it.

 

11. Take out Combat Sensors. Its an average item that generally only helps bombers spammers.

 

12. Add a few other emitters after some of these are axx'd. If energy scanner isn't nerfed, then add in a non-sig version of Sensor Disruptor(no negatives).

 

13. Have a few scheduled flag games here and there. The few of those that I've played were fun along with a couple of improptu boosted jackpots after someone did ?crash right after a big $$$ win.

 

14. Pick your team flag game with captains every so often.

 

15. Bring back the 4v4 arena. One of the better events IMO, and I know at least a few others would agree.

 

16. KOTH. Again a bigger center with the center safe moved up toward the top should support this if its possible. It doesn't necessarly have to be like EG's KOTH that moves around but much simple like what was/is in Chaos SVS. For those who are unfamilar with what I'm talking about, I'll explain. Every 10 minutes or so a game starts and everyone gets to be purple on radar. Anyone who dies gets turned back to blue. The last purple person or team standing gets a bonus. I also think if you die once, you can regain your "purple" status by killing purple enemies. It could be 1, 2, or 3 in succession. I dont remember the exact details but maybe someone has played Chaos or Old school Jackpot zone can chime in that.

16a. Because KOTH can be abused and I'm suggesting 4 people public freqs, a good idea would be a have a dynamic EXP limit for freqs outside of 90 & 91. This will probably lead to aliasing and all that bad stuff of course too, which i have no fix idea for though.

 

17. Spec lock for at least 10 minutes these hoppers/laggers who constantly lagout/esc q to reset mines and/or switch teams for no reason.

 

18. Give rewards for those who anchor. I think I talked about this before. Basically give a bonus stat to anchor lancasters at 1000 kills. Like a +1 rotation. Same for 2000 kills, you could get +1 recharge, and etc... If that was customizable, that would be awesome. I know there is shell... and I've gotten shell in my Lanc in 2 of 3 resets I've played HS. Truly it isn't that great for what it is and especially even more on a lanc. I'd take a +1 stat anytime over shell.

 

19. Somehow incorporate Mine repelling into HS. That would be f'ing dope.

 

20. Make a new buyable item/category, lets call it "turret pack" for now. Probably make it like 8k exp. Then have a consumable item that allows you to buy a freq with a larger limit, maybe 5 or 6. Using these items allows you to turret with up to 4-5 gunners. If its not complicated then you could also have the gunners needing to have similar equiptment to attach to be a gunner.(I'll have to revise this one... I dont think it currently makes any sense at all)

 

21. Unban me ASAP. thx.

 

edit

i just realized Its not really in any kind of sort. 1 and 2 are pretty important though.

Posted

Some of these ideas are pretty decent. Quite a few of them are already (being) implemented in some sort of way.

 

As for 21: your ban would be over today, I believe, if it wasn't for you evading it earlier.

 

Also: what's mine repelling?

Posted

4. Meh, if you can score the ball just about anywhere, it's impossible to have a real fight for goals. Whoever picks the ball just runs somewhere and scores.

 

17. Being on the receiving end of a major laggout issue for several months, I can say it is VERY frustrating not being able to jump back on your own freq after a laggout. If you're lucky you can get back, but most of the time you end up on the other team, even though you've worked hard to help your team get to a winning position. I'd say anyone on a flag freq that leaves or gets specced for laggout should be assigned to the team he was on for about 2 minutes. The player could still have 'weight' on the team to avoid unbalancing too much if people take his place and he comes back. If he comes back within 2 minutes and types ?flag, he's put back on whatever team he was. This also means hoppers would have to spec for at least 2 minutes before being able to switch freq.

 

19. ???

 

20. Read news.txt :p Though I think what spider is implementing is focused for automated turrets. Something that allows 1 or 2 player turrets on a levi or spid would be awesome.

Posted
I have no idea what is meant by "mine repelling" but I suppose you could repel your own mines with a bit of packet magic and a fake player providing the repel. It'd be extremely easy to kill yourself and your whole team though. Might be good for centering though.
Posted (edited)

I really wasn't trying to "evade" my ban, technically. I was just sitting AFK in spec for a few hours. And remember you did reset my account as well. But whatevers.. at first I told you I dont care, and truly i really don't.

 

Well sorry to hear this but people do lagout often. Staff intervention would be one fix or slightly increase the lag limits another fix along with some of your ideas Sama.

 

Mine repelling is and can be considered a somewhat lame skill-set often used in almost all SVS zones dating back to beta. It is an "art" that requires you to repel enemy(s) into a pre-determined set stack of multiple mines. In Chaos SVS, keep in mind that each ship has 5 mines, and 99% of the time you have Prox. It's almost insta-death if your enemie(s) don't rep, port, or skimm it.

Implementing this idea into HS would probably be tough though, considering reps are way to dumbed down when compared to SVS repels. And the use of super powered afterburners as well would probably make the mine stack a lot easier to avoid than in SVS.

 

And its not repelling your own mines into the enemies, its the other way around. Sounds fun but it might be kinda OP.

Edited by aBLE
Posted
Using that rep trick is possible in HS, just not at all easy to do. The big reasoning isnt that mines are prox'd or each ship has five of them. SVS reps are stupidly overpowered and push too far too fast.
Posted
Mines can have different settings than bombs, such as damage and alive time. I suppose I could be wrong, but I don't believe a repelled bomb assumes these properties. Maybe some enterprising person can go and find out.

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