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Posted

Tough. Zone's not balanced around it at all. Please explain why people not having millions in bank should permanently reduce population. Yes, right now there's just a backlash because suddenly "it's not worth playing anymore" and "rewards were halved". Once people realize that in fact rewards were returned to normal, things will probably improve again.

 

If I were to increase rewards, I'd rather add in new methods. Some sort of bonus system, maybe - kill the enemy anchor for $x, drop flags for $y, BE anchor for $z..

Posted
dont double it for all, makle the XP drop faster to compensate so higher XP players get about the same, wherease lower get more then usual
  • 1 month later...
Posted

How about this: after 30 seconds of no flags are in a base, x*2. First x is 1. So, 1*2=2, and 2 is now x. This number is added to the jackpot However the time for the next jackpot upgrade increases by 30 seconds. So:

 

30 seconds = +2 jackpot

1:30 = +6 jackpot

3:00 = +14 jackpot

5:00 = +30 jackpot

7:30 = +62 jackpot

10:30 = +126 jackpot

14:00 = +254 jackpot

18:00 = +510 jackpot

22:30 = +1022 jackpot

27:30 = +2046 jackpot

33:00 = +4094 jackpot

39:00 = +8190 jackpot.

 

Now lets just stop here before things get too high. But ya see, this would probably encourage flag games within 39 minutes! Right?

Posted (edited)

No it wouldn't. People would just wait until 4:00:00 and win an 8 trillion HSD jackpot.

I said "stop here": aka rewards stop at 39 minutes. Why would I say "stop here" and mean that the rewards go on after that?

 

EDIT: Then all you guys go spewing about lack of zone honorability like you could only interpret my post one way. Bunch of brats.

 

But if thats just coincidence, my bad.

 

Me:

stop here before things get too high

You:

win an 8 trillion HSD jackpot

See the contradiction, particularily in the "stop here before things get to high" part, y'know?

 

- you all.

Edited by omnomnom
Posted

I figured you meant "let's stop the example here", not that the actual system would stop there.

 

Anyways, it seems arbitrary. Could just make the jackpot higher in general, instead of making ?jackpot rise in a strange way.

Which is the same thing as just doubling money overall.

 

It's not a different way to bring the cash into the game, which is what I said I was considering.

Posted (edited)

Ok, I has a better way to increase pop:

 

When you win a fg, you get 2 "coconuts". Losers get 1.

 

Then, once per day, you can put up to 3 coconuts you have into the jackpot. Jackpot increase by 1k for each coconuts. However, it only applies to the NEXT jackpot, not the current one (so to prevent investing all 3 coconuts of all 20 people on a team right before you win to get a free 60k).

 

What a good idea eh????

Edited by omnomnom
Posted (edited)

this is late, but if it means anything to anyone statically wise, i stopped playing after it was changed.

 

Zone resets have always put me off. Then you offered x2 to compensate and i bit the bullet and kept playing.

 

But with this reset, i don't feel like grinding to get to 20k for a zone i like to play occasionally.

 

I know resets are nothing new, just giving my perspective.

 

I wish, with all my heart that the zone could be more innovated so they don't need to have resets to repopulate.

 

Best of luck,

 

Sketter aka Swaggers

Edited by Sketter
Posted

That gives me news ideas!

 

1. Money generator system

 

-By killing people, you randomly get a chance to recieve 1 "Fire Ball" and/or 1 "Water Ball". When you get 10 of each type and you are in a base with a flagging freq:

 

-You can ?makegenerator, which creates a turret at your position. However, near its position in a 1000 pixel radius, money is generated. The more people in that radius, the more money.

 

-This turret keeps generating money until it is destroyed (it has health). However, it can be moved slowly towards the current position of the deployer if the deployer uses the command ?movegenerator. However you will need 1 Fire Ball to use this command.

 

-You can also give the turret a free Energy Infusion by typing ?healgenerator. This takes 1 Water Ball.

 

-By typing ?equipgeneratorgun you can make it have guns. First, it is lvl 1, then each use increases the level. You need 5 Fire Balls to use this command.

 

-By typing ?equipgeneratorbomb you do the same as the above, but with a plain, lvl 1 bomb, and it takes 5 Water Balls.

 

-Finally, by typing ?upgradegenerator and paying 10 Fire Balls and 10 Water Balls you upgrade the turrets health, recharge, and increase the amount of money earned. This can be done up to 3 times.

 

-You can also deploy multiple generators. You must reference them by typing 2 at the end of a command, or 3 for the turret after that, or only the first turret gets the command. This can be done indefinitely as long as you have the Fire and Water Balls to spare, but no more than amount equal to the amount of real people on your team can be deployed.

 

-Finally, Fire Balls can be bought as an Alien Tech consumable, and cost $100 ea. (however you also need a lot of exp). However, Water Balls can not. But, Water Balls drop 80% of time (that a drop occurs), while Fire Balls only drop 20% of the time. This is when a "drop chance" happens, so it is possible to have a drop chance where you get both, or a drop chance where you get nothing.

 

Anyways, the idea is rich people deploy a bunch of these turrets to make money quicker, keeping them in the game (to buy alien tech). The turrets themselves have very slow gun/bomb speed (equal to lanc speeds), but that is to compensate for having free extra "players". However, once dead, they do not respawn, so they are probably better off protected then off battling the enemy.

Posted

"easily" ... sure... Just understanding the whole thing isn't easy :p

@omnomnom This looks like a Dungeons & Dragons thing, with all the random percentages and complicated stats...

Posted
I've pirated it? Most I've done is download it, look at your version of damage.c, see how full of weird debug code and strange ?attmod logic it was, and deleted it again. Why can it only attach to 1 arena?
Posted (edited)

My item stuff

 

 

 

Linear Beam Cannon (Bomb) $38000 4800 EXP Ships -----6-8
Fires 10 bombs in rapid succession. Causes Engine Shutdown beginning use. Causes Self-Destruction 2 seconds after use.
bombdelay=200
bomblevel = 1
bombenergy=277
maxmines    =1
minedelay    =254
mineenergy    =286
extrabombdelay = 1
extrabombcount = 9
engineshutdown = 1
engineshutdowntimer = 0
selfdestruct = 1
selfdestructtimer = 200

Imperial Core (2 Supplement, Signature) $60000 7000 EXP Ships ---4-6--
Significant delay reducer on bombs, as well as lowering Bomb Energy firing costs and increasing your starting Energy and Recharge.
bombdelay = -20
bombenergy = -20
energy = +1
recharge = +1

Nightfire (Sublight Drive) $30000 4000 EXP Ships 1-3-5---
Increases Speed and Thrust; however rotation is lowered.
Speed = +6
Thrust = +3
Maxspeed = +2
Maxthrust = +1
Rotation = -2

 

Edited by omnomnom
Posted (edited)

unfortunatly that will also promote teams os 12 defending against a team of 2 longer as they have more to gain in doing so.

I think the devs should put more faith in the players to have fair flag games. Obviously I wanna win, but its not as fun playing when its too easy cos your brutalizing the other team.

 

I like the idea of a jackpot cap because I don't like 2 hour flag games and the only reason its so long is because people want to raise the jackpot and they get greedy. On the same token it's not worth playing a 30 minute game, which is ideal, for a crappy jackpot. I say cap the pot at a reasonable amount and if there's a way for a very minor increase for the winning freq that holds the flags the longest... than fix the team balancing so no one gets jipped for the work they put towards thr team they're on.

Edited by spittnacid
Posted

All the players here have history with each other. People know who is good and who is not. Some players like each other and want to play together, some hate each other and refuse to be on same team.

 

Not many people simply enter the arena, type ?flag, and go.

 

Most of the time i can log on and if there is a flag game going, hit f2 and know who is going to win based on the players on the teams.

 

Also there are more objectives then winning flag games. Some people are nanoing, some are parasiting, some want exp, some want money, some just want to piss off other people.

 

You also have some people who will only play defense, they are always on the winning team or in spec.

 

 

But after a year of playing here i know that the odds of having 2 teams full of people interested in challanging flag game is slim to none.

Posted

All the players here have history with each other. People know who is good and who is not. Some players like each other and want to play together, some hate each other and refuse to be on same team.

 

Not many people simply enter the arena, type ?flag, and go.

 

Most of the time i can log on and if there is a flag game going, hit f2 and know who is going to win based on the players on the teams.

 

Also there are more objectives then winning flag games. Some people are nanoing, some are parasiting, some want exp, some want money, some just want to piss off other people.

 

You also have some people who will only play defense, they are always on the winning team or in spec.

 

 

But after a year of playing here i know that the odds of having 2 teams full of people interested in challanging flag game is slim to none.

So do you have any ideas to make it better?

 

I noticed an influx of of new players lately or maybe its just me, what is bad though is they don't stick around a. cos no one else is playing and b. while its great there is f1, no one reads it and the zone is not noob friendly. I still dont know what everything does, whats best to get etc. I think the help needs and overhaul and the ?buy setup. Better descriptions right on the buy screen and easier naming conventions. I notice some items you dont have to type out the entire thing, but new ppl dont know this. Also if money is gonna remain tight, I think items should have 100% sell value. Is there anyway using lvz files to make an actual vendor GUI? That right there would be 1000 times better. Just my opinions.

Posted

There is an experiance based system which is newbie unfriendly by nature.

 

Should basically do away with alot of that and start people with 8k exp and 100k money. Then they can get right into the thick of it from the start, but still have things to achieve at higher exp.

Posted

Should basically do away with alot of that and start people with 8k exp and 100k money. Then they can get right into the thick of it from the start, but still have things to achieve at higher exp.

 

And remove the part that a substantial number of HS players (as far as I'm aware, anyhow) find most enjoyable: the climb up the ladder, rather than being at the top.

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