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Posted

rather than having 2 opposing freqs with forced team balancing i think the 2 generic freqs should stay but allow private flag freqs and freq jumping only if the freq u are jumping to has less than 12 flags. also the winning reward is based on the strength of your oppenents and number of players even if its only 1 vs 1 fg. also individual winnings so u get the proper cred for your participation rather than being on the winning team at the right time. bots obviouly woud be required to do this. Also an auction house bot and drops would be interesting. when yu kill someone you may get an item very rarely but at least say a repel or burst. 1/100 times you may get an upgrade. upgrades are in the form of items that can be sold or attached to a qualifying ship provided you meet the exp req. with the use of bots anything is possible. devs have no excuse as they can employ more devs to help, beta test and roll out new features on a test arena for betaing. also a seperate forum would be nice to get player feedback via a voting system to see what ideas players want.

 

excuse my grammar, written from my tablet

Posted

When you kill someone, you get a green. That's an item drop.

 

Also, devs can't just hire more devs like that... there aren't many people who do ASSS dev in the first place.

Posted (edited)

I wish I could 'hire' more devs just like that. There's been a few people lately who offered (coding) help, but I don't think any of them even stayed around for long.

 

And no, freely hopping between frequencies is terrible. Just think about what a flaggame would be like. People who know which other people are good will join up and become an invincible team playing against a bunch of people who don't know who's good and who isn't, or just don't care and want to play a flaggame. Letting private frequencies rock 'n' roll against public ones is even worse. You get flankfests where the only reason the defending team is holding the base is because the attackers are being flanked by another team (which is being flanked by another team..).

 

Items that you can't "just" buy are interesting, but simply making them 'drops' is not an ideal solution for a variety of reasons (one being tradekilling, the others being specific roles getting far more kills than others and such).

 

Not to mention that I'm looking to replace the flagging system we currently have by my take on Conquest should I find enough free time.

Edited by spidernl
Posted
the reason i mentioned freq jumping is because i feel that the *good* players would be responsible enough to have a fair game. who wants to poay against a bunch newbs? that would be boring. these were all just suggewtions from a players perspective not a devs and i appreciate your responses as to why they wouldnt work. cya ig. :)
  • 4 weeks later...

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