omnomnom Posted March 7, 2014 Report Posted March 7, 2014 Answer: Something they play... Amazing ain't it? So what would people who play Hyperspace, well play? That is the question. Do they want: a) Balance dev work c) Good Settings d)all the above? for if c) is enough to keep people here... than c) becomes a possible "last resort". But if and a) are whats actively required... then I think the devs tried their best to keep players around, pretty much. However, if its d) which also included a) and but c) as well... Have the Devs made sure the settings were "good" (assuming they wanted players of course)? This is were I'd say they could've done better. If the theory holds true, and Good Settings keeps players (longer)... than perhaps that is all that needs to happen, is find out what isn't "Good", and make it "Good" again (or at least enough that their happy and come back again). See, I believe in this, that it really DOES matter what the settings were.... back when Hyperspace had more people, it had different settings, no? How could we miss this? How could we not even consider it a possibly, that the settings were *toleratable* back this then, and that is why people played? If setting are now becoming intolerable, why not try something that used to be toleratable from the past settings, and see if the case still holds true today? Sometimes, we got to admit that changes do not always attract players, and realise it was YOUR change that did it (rather than using the "blame the community" card and being done with it). But, hey, maybe I'm just being too optimistic... who knows, eh? Quote
omnomnom Posted March 10, 2014 Author Report Posted March 10, 2014 (edited) Heres what I'd do to current settings (today): -Make sure burst's damage is 256 now (just in case it was buffed back to 320... hmmmm...)-Radiating Coils is nerfed to having -100 burstdamage.-New "Burst Mount" Category, which has a limit of 2 per ship.-"Burst Mount" Category added to Close Combat, Combo Mount, and Manifold Core.-Close Combat max of 2 again to help rushers play the game.-Non-Prototype guns with bounce have their bulletenergy reduced by half.-Other guns (not above) have their bulletenergy reduced by 5. Bouncing guns deserve to be usable, their not a "broken mechanic", and bring needed depth to the zone with its interactions in base with things like recharge-heavy ships, etc. Making the whole game energy-based lowers depth, good if you hate players who play the zone, as then they quit from this thing called boredom. The answer to bombs sucking is not making guns suck too (unless you think everyone who plays the zone sucks, like me, Mr. omnomnom the great). ... Edited March 10, 2014 by omnomnom Quote
Relos Guardian Shield Posted March 10, 2014 Report Posted March 10, 2014 (edited) Also, here's my idea for ships: Heavy Ships* High Energy* Moderate Recharge* Low MovementLight Ships* High Speed* Moderate Recharge* Low EnergyMedium Ships* Moderate Energy* Moderate Recharge* Moderate MovementLancaster*High Energy*Moderate Movement*Low RechargeShark*High Recharge*Moderate Energy*Moderate MovementHeavy Ships >>> Light ShipsLight Ships >>> Medium ShipsMedium Ships >>> Heavy Ships And the following is an example modifying current ship stats to my opinion: +------------------+ | Warbird | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 1000 | Init Recharge: 1250 | Init Speed: 3000 | Init Thrust: 22 | | Max Energy: 1500 | Max Recharge: 1875 | Max Speed: 4500 | Max Thrust: 42 | | Upgrade: 5 | Upgrade: 6.25 | Upgrade: 150 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 200 | Bullet Speed: 3850 | Cloak Energy: 509 | XRadar Energy: 377 | | Max Rotation: 310 | Bomb Speed: 3740 | Stealth Energy: 99 | Afterburner Energy: 2130 | | Upgrade: 11 | Shrapnel Rate: 3 | AntiWarp Energy: 153 | Radius: 15 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Javelin | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 1050 | Init Recharge: 1200 | Init Speed: 3000 | Init Thrust: 22 | | Max Energy: 1600 | Max Recharge: 1800 | Max Speed: 4500 | Max Thrust: 42 | | Upgrade: 5.5 | Upgrade: 6 | Upgrade: 150 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 200 | Bullet Speed: 3420 | Cloak Energy: 483 | XRadar Energy: 357 | | Max Rotation: 310 | Bomb Speed: 4660 | Stealth Energy: 99 | Afterburner Energy: 2050 | | Upgrade: 11 | Shrapnel Rate: 4 | AntiWarp Energy: 145 | Radius: 15 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Spider | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 2000 | Init Recharge: 1250 | Init Speed: 2000 | Init Thrust: 6 | | Max Energy: 3000 | Max Recharge: 1875 | Max Speed: 3000 | Max Thrust: 26 | | Upgrade: 10 | Upgrade: 6.25 | Upgrade: 100 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 100 | Bullet Speed: 4010 | Cloak Energy: 563 | XRadar Energy: 417 | | Max Rotation: 200 | Bomb Speed: 3780 | Stealth Energy: 99 | Afterburner Energy: 2060 | | Upgrade: 10 | Shrapnel Rate: 3 | AntiWarp Energy: 169 | Radius: 30 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Leviathan | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 2050 | Init Recharge: 1250 | Init Speed: 2000 | Init Thrust: 6 | | Max Energy: 3100 | Max Recharge: 1875 | Max Speed: 3000 | Max Thrust: 26 | | Upgrade: 10.5 | Upgrade: 6.25 | Upgrade: 100 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 100 | Bullet Speed: 3538 | Cloak Energy: 513 | XRadar Energy: 379 | | Max Rotation: 200 | Bomb Speed: 6100 | Stealth Energy: 99 | Afterburner Energy: 1910 | | Upgrade: 10 | Shrapnel Rate: 4 | AntiWarp Energy: 154 | Radius: 30 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Terrier | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 1500 | Init Recharge: 1275 | Init Speed: 2600 | Init Thrust: 14 | | Max Energy: 2250 | Max Recharge: 1900 | Max Speed: 3900 | Max Thrust: 34 | | Upgrade: 7.5 | Upgrade: 6.25 | Upgrade: 130 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 130 | Bullet Speed: 3800 | Cloak Energy: 638 | XRadar Energy: 436 | | Max Rotation: 240 | Bomb Speed: 4000 | Stealth Energy: 99 | Afterburner Energy: 2350 | | Upgrade: 11 | Shrapnel Rate: 3 | AntiWarp Energy: 191 | Radius: 21 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Weasel | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 1550 | Init Recharge: 1225 | Init Speed: 2700 | Init Thrust: 14 | | Max Energy: 2350 | Max Recharge: 1850 | Max Speed: 4050 | Max Thrust: 34 | | Upgrade: 8 | Upgrade: 6.25 | Upgrade: 135 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 130 | Bullet Speed: 3550 | Cloak Energy: 589 | XRadar Energy: 436 | | Max Rotation: 240 | Bomb Speed: 5400 | Stealth Energy: 99 | Afterburner Energy: 2200 | | Upgrade: 11 | Shrapnel Rate: 3 | AntiWarp Energy: 177 | Radius: 21 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Lancaster | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 2125 | Init Recharge: 1000 | Init Speed: 2500 | Init Thrust: 13 | | Max Energy: 3250 | Max Recharge: 1500 | Max Speed: 3750 | Max Thrust: 33 | | Upgrade: 11.25 | Upgrade: 5 | Upgrade: 125 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 150 | Bullet Speed: 3000 | Cloak Energy: 699 | XRadar Energy: 717 | | Max Rotation: 260 | Bomb Speed: 3000 | Stealth Energy: 99 | Afterburner Energy: 2555 | | Upgrade: 11 | Shrapnel Rate: 4 | AntiWarp Energy: 210 | Radius: 39 | +----------------------+----------------------+------------------------+---------------------------+ | Property Name | Property Value | +----------------------+----------------------+ | attachmask | =64 | +----------------------+----------------------+ +------------------+ | Shark | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 1400 | Init Recharge: 1500 | Init Speed: 2800 | Init Thrust: 15 | | Max Energy: 2100 | Max Recharge: 2250 | Max Speed: 4200 | Max Thrust: 35 | | Upgrade: 6 | Upgrade: 7.5 | Upgrade: 140 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 160 | Bullet Speed: 3010 | Cloak Energy: 716 | XRadar Energy: 312 | | Max Rotation: 270 | Bomb Speed: 4250 | Stealth Energy: 99 | Afterburner Energy: 2800 | | Upgrade: 11 | Shrapnel Rate: 3 | AntiWarp Energy: 215 | Radius: 11 | +----------------------+----------------------+------------------------+---------------------------+ Edited March 10, 2014 by Relos Guardian Shield Quote
Relos Guardian Shield Posted March 19, 2014 Report Posted March 19, 2014 Reduce Radiatin Coils to burstdamage = -80, Kinetic Barrier burstdamage = -25Close Combat back to 2 max as long as burstdamage doesn't spike to 320 againAnd while you can just revert ALL burst changes, plz don't unless all seems lost EVEN THEN, aka after you revert all gun cost settings and all but 1 of the burstdamage affecting settings (so all but say the burst damage reduction then). This is, of course, if I'm not delusional in my thinking and therefore would be better off ignored .If we can't handle a non-sig radiating coils without like -50 burstdamage and nothing else, maybe back to sig and something like -100 burstdamage is ok tooGun costs can always be lowed to old levels if things seem to be going nowhereFinally, if all seem lost, bring back flagging privs to salvage the zone ;DAnd if that doesn't work... just go back to June 2007 settings or similar :D (Didn't lots of people played then?) Quote
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