spittnacid Posted September 18, 2012 Report Posted September 18, 2012 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 Quote
Samapico Posted September 18, 2012 Report Posted September 18, 2012 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. Quote
spidernl Posted September 18, 2012 Report Posted September 18, 2012 (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 September 18, 2012 by spidernl Quote
spittnacid Posted September 18, 2012 Author Report Posted September 18, 2012 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. Quote
Cheese Posted September 19, 2012 Report Posted September 19, 2012 i feel that the *good* players would be responsible enough to have a fair game i lol'd Quote
spidernl Posted September 19, 2012 Report Posted September 19, 2012 I'd be amazed if you found one player in HS who would put fair teams above personal gain. Even harder to find multiple of 'em. Quote
»D1st0rt Posted September 21, 2012 Report Posted September 21, 2012 I don't think there has been much honorable play in the zone since 2006-2007 Quote
Dr Brain Posted September 21, 2012 Report Posted September 21, 2012 And even that event could have been measurement error. Quote
Deathmonger Posted September 22, 2012 Report Posted September 22, 2012 Hopperspace I don't remember any honorable play going back to 2004. Quote
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