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Posted (edited)
Both for myself and so you guys have a clue what I'm up to, here's a simple to-do list, now probably in chronological order:
  • Multiply 'afterburner' property on all items by 10 to go with the new 'max 100' system (thanks for pointing this out, cxc).
  • Make the flaggame shuffler work.
  • Make use of the new system to balance out some items.
  • Replace warp flash graphics by a blanked out lvz to make it possible to 'cleanly' use selfpos w/ warpflash (which reduces strange jitter, twitching and whatnot when accelerating or warping players). Might have to write a new module which plays the old warp flash as an lvz at certain moments. Might not be necessary, if nobody misses the flash.
  • Change flagging to turf - very similar in terms of gameplay, but gives me a 'fairer' way to rewarding players and monitoring team balance.
  • Update hs_util_energy-dependent modules to use hs_chargeables. Modify chargeable graphics to 'charge up' the stealth icon, rather than have a seperate bar. Would hopefully make them feel more subspace-y.
  • Fix remaining instability issues. The server once reached 14 days uptime, has to be possible to get that as average uptime at the very least.
Edited by spidernl
Posted
Sigs are great but maybe in a seperate category since you can only have 1 or 2 or color code them in their respective category so you dont need to item info to see. also is there a way to simplify turrets? i understand them now but not after wasting money on buying mounts only to realize that i bought too many or th wrong kind. ie with ripper, i didnt realize you had to buy the sig bay, i already had a mount so i tried buying 3 more with the extra capacity and well, that was obviously wrong and now out alot of money.
Posted (edited)

Signatures are gone in the next item set, so that's fairly irrelevant. As for turrets.. The only way to really explain the mechanics is to write a wiki article on them. The way they work is fairly complex. If you'd iteminfo'd the items that unlock them, however, you'd have seen exactly what you needed*.

 

*) Just noticed that isn't actually true. The heavy turrets' descriptions could use a "Uses four turret slots" line.

Edited by spidernl
Posted

They're gone. Mass Driver still exists, but it's a high firerate, multifire level one gun which generates substantial amounts of heat. Not quite as spammable, but worth using nonetheless.

mass driver generates way too much heat. on a stock wb you get maybe 2 or 3 3-round bursts before its overheated and it only works in multifire... unless you fixed it.
Guest summerglau
Posted
guys, stop responding to spidernl... or better yet, when he posts this stuff just tl;dr it....... then read it anyways....
  • 2 weeks later...
  • 4 weeks later...
Posted (edited)

Cloaking should disable recharge. Hence you need to actually be good at cloaking to get cloak kills and use it. IE not get hit while you are cloaked at least. And if you do get hit, have to uncloak if you want to recharge. Similar to how Xradar will handicap recharge.

 

Does HS have a website?

 

All Mines should be repellable, unless they are, i didn't check. If wah wah some noob will repel mines into team, wah wah, then all i can say to you is carebear zone.

 

Important commands like ?flag, /?attach, ?status, ?iteminfo, ?shipstatus, ?money, ?buy

 

Need to be somewhere noobs can find them. F1 isn't good enough, nor would a website be.

Edited by Lone Outlaw
Posted

Falconeer, if I were you I'd first play the zone before suggesting things. Cloaking isn't overpowered, so it doesn't need a nerf.

 

You seem to think exclusively in black/white: "Because players can still slowly recharge while cloaked, they can remain cloaked at low energy and thus not die". Except for the part where XRadar negates cloak. And the fact that if someone cloaks right in front of you, you can just spam bullets at them and kill them anyways.

 

I don't know of any mines that can't be repelled. It might be fairly difficult to repel Antimatter Mines before their prox activates. Carebear.

 

Feel free to code a tutorial module, No1ButU can give you graphics and text for it.

Posted (edited)

You have several serious flaws you need to work on spidernl. One of them is called assumption. It is my favorite saying that assumption is the mother of all F ups. But anyway.

 

I never said Cloaking is overpowered, nor is it the reason i suggested it, nor did a cloaker kill me, and i decided to come on and post about nerfing. First i don't even consider this a nerf. I consider this the way it should be in a zone that respects skill based game play, something you obviously do not. There is no nerf in disabling recharge while cloaked because a person uncloaks when they fire anyway, which means recharge would re-activate during combat. And since Xradar has its own nerf (limited recharge while active) cloak should follow with the same setting as xradar. Also, some people have cloaked, and my Xradar could not find them. So either i misunderstood something, or there are more advanced cloaks which a tachyon item can't pick up etc. In which case you are pretty wrong about Xradar negating cloak in all situations.

 

"Because players can still slowly recharge while cloaked, they can remain cloaked at low energy and thus not die".

 

Who said this? I never wrote this anywhere? Where you quoting yourself? i would never say this, because if you get hit while cloaked, you suck anyway, so i don't need your recharge to be disabled to kill you. And as it is right now, if i hit a cloaker, they will uncloak right away anyway, because they know i can see them.

 

I said disable recharge completely. Not to cloak and to lose energy, and not to cloak and only have limited recharge. No recharge at all when cloaked was my suggestion. So if you had 1200 energy, and got shot to 500 energy while cloaked, if you keep the cloak active, you will be stuck at 500 energy. I didn't make this suggestion from the perspective of a noob trying to kill a cloaker, which is funny you think that. I was actually thinking of playing a cloaker, i made this suggestion as a person interested in playing a cloaked ship. i am not interested unless its more of a challenge.

 

 

Secondly i don't need to play more to suggest anything, HS is fairly easy to pick up and understand once you learn the commands, and ?iteminfo every item, and type ?status a few times. Plus i played the past week a few hours every day.

 

Carebear means the zone caters to noobs, rather than promoting skilled game play, i can take a cloaked ship and wreak lots of havoc with the current settings, i was actually doing everyone a favor suggesting you change it.

Edited by Lone Outlaw
Posted
It's a nerf. Claiming otherwise is foolish. Making cloak use twice or three times as much energy is a very large nerf, and would likely cause nobody to use it. Particularly in basing - what the zone is primarily balanced around - where cloaking does not magically make gunlines disappear.
Posted (edited)

Really you cherry picked to try find a case where i assume something? And that's the best you could come up with? A bad example of me not assuming things?

 

An assumption would be, all mines are not repellable, despite the fact i didn't check. And i wouldn't tell you i didn't check. i would just say they are not repellable. Hence a horrible assumption.

 

The fact i made it clear i didn't check, shows i am open minded and not assuming anything, that i already accepted the possibility they could be repellable and i just don't know yet. Also i didn't say what mines are in HS, i just gave my opinion on what i think they 'should' be. Saying mines are not repellable, is the assumption. Saying mines should be repellable is an opinion.

 

i wrote the sentance in a very specific way for a very specific reason.. Notice i ask a ton of questions before declairing anything too. That's also a sign that i am not guilty of assuming stuff as much as you two are. You guys like to read in between the lines with me, and the problem is, there is no in between the lines, i am pretty damn direct and straight forward, i leave nothing out, if i am upset about cloak because i got owned, i would tell you, there is no shame in it. i didn't tell you because thats not the reason i had the idea.

 

Spidernl how would cloak use twice as much energy if recharge was disabled? My suggestion was that use of cloak, does not consume energy at all. And when active no recharge.

Edited by Lone Outlaw
Posted (edited)

Okay. You have to be joking here. Let me explain very, very slowly.

 

Right now Cloak uses a certain amount of energy measured per 10 seconds (just like recharge) which differs per ship (just like recharge) and can be changed by items (just like recharge). Let's say it's something like 500.

 

When cloak is turned on, it essentially reduces your recharge by that much. Right now that's something like a third of a ship's recharge. So, in order for cloak to "disable recharge", its energy use would have to be equal to a ship's recharge.

 

Now for the advanced maths: 1 / (1 / 3) = 3. If this is too complicated for you, here's the same thing in words: right now cloak takes about a third (maybe a little more) of your recharge. Thus, it'd have to use three times as much to negate recharge entirely.

 

I sure hope you understand why it'd be a nerf now. Wasn't fun to type that out on a phone.

Edited by spidernl
Posted

You could have just said right now cloak uses energy by reducing your recharge rate by 1/3rd.

 

As long as it's not taking energy away from your ship, then it's fine. There have been cloaks which when active, will slowly reduce your energy bar to 0. Which is ridiculous.

 

Making cloak nullify your recharge is not a big deal, as long as it doesn't reduce energy. i think most people wouldn't see it as a bad change, except for the hard core cloakers like Falcon Amp or whoever.

 

It's always and obviously up to you, i just don't see how it's a big nerf. You can still get the job done, you are just required to be more skilled/smart about it.

Posted (edited)

Sorry, I assumed you weren't making suggestions for the zone without knowing anything about Hyperspace's settings, or subspace's settings as a whole (given that I simply explained what the 'CloakEnergy' subspace-wide setting does).

 

And no. It's a massive nerf. The only good reason to make something cost THREE TIMES AS MUCH ENERGY without it GETTING ANY BETTER is because it's overpowered. Cloak isn't overpowered.

Edited by spidernl
Posted

All Mines should be repellable, unless they are, i didn't check.

It is my favorite saying that assumption is the mother of all F ups.

Are you serious?

 

 

I'm sorry, I lost it when I read this.

 

Good work Spider.

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