Dav Posted March 25, 2004 Report Posted March 25, 2004 ok i have a couple of suggestions to make. 1. can you make the ASSS take anti away from anyone that uses it in the center area? its annoying to not be able to attatch at all. 2. The energy cost of the spoiders blue and yellow guns is too high. ATM there is no point in upgrading past l1 or l2 because l3 eats energy too fast and makes the ship weak. I think the l2 cost should come down slightly and the l3 cost be made to the same as l2 is now.
HypnoticKirby Posted March 26, 2004 Report Posted March 26, 2004 Oooh Suggestions topic... 1. Newbs should start with more money! 1k,5k,something like that is not enough due to newbs leaving by getting owned by maxed weasles(weasels?whatever..) with max shrap+prox in center 50k,10k perhaps(100k maybe...) 2.Currently,the tiles over the catapaults do no good as in cataming,they need to be extended for more space to avoid mines. Same with center...(Stores are fine) Note: Antiwarp in center is REALLY annoying recently, Can't change freqs or attach to anyone...It ruins basing badly.
Dr Brain Posted March 26, 2004 Report Posted March 26, 2004 Moving to zone dev. 1.) Yes, antiwarp removal will be in the new modules. I can't detect sectors under the current system, and therefor can't remove it when a player has it in the center sector. (Incidently, this is the problem with normal flashbangs too) 2.) I can't answer this at the moment, but I'll bet mook will post before too long. 1.) Having newbies start with more money will change nothing. In fact, it will make the problem worse because they will spend it all on their ship, and then get less that get less cash per kill. 2.) ?
FunkmastaD Posted March 26, 2004 Report Posted March 26, 2004 I mention the initial money factor a little while back probably on the old forumIt does need to allow newbies to get a foot hold into the game but anything more than 10k is a bit muchThe antiwarp in center does totally suck and it needs to drain all nrg like it did before if activated in the centerBut any complaints/comments about the ship sets need to go in the Zone Dev sectionNote that Brain moved this just as I was about to post and I was just too lazy to change anything
Bomook Posted March 26, 2004 Report Posted March 26, 2004 2. The energy cost of the spoiders blue and yellow guns is too high. ATM there is no point in upgrading past l1 or l2 because l3 eats energy too fast and makes the ship weak. I think the l2 cost should come down slightly and the l3 cost be made to the same as l2 is now.It's true that ship3's bullets eat up a lot of energy' date=' but they also inflict a lot of damage. Ship3 with red bullets is slightly more powerful than yellow bullets on some other ships. Putting l3 guns on ship3 makes it deal an incredible amount of damage in a very short amount of time if all of the bullets hit. In this respect I think guns are balanced for ship3. But yeah, I agree with you in that everyone has l1 guns and that no one likes using the higher level guns, and I'll try to think of some way of making the higher level guns more practical for use. 1. Newbs should start with more money! 1k' date='5k,something like that is not enough due to newbs leaving by getting owned by maxed weasles(weasels?whatever..) with max shrap+prox in center [img']http://www.ssforum.net/public/style_emoticons/default/blum.gif[/img]  50k,10k perhaps(100k maybe...)Personally, I think that newbies should start with something around $5K or $10K at most so that they can get used to the items more easily, and have some money to fall back on if they buy the wrong stuff for their ship. A potential problem would be having newbies upgrade too early, but with the amount of $5K, they would only start off with 3-5 bounty ships, which wouldn't hurt their kill money that badly (since most people who start off are oblivious to the wonders of 1 bty ships anyways and would start upgrading as soon as they have the money). 2.Currently' date='the tiles over the catapaults do no good as in cataming,they need to be extended for more space to avoid mines. Same with center...(Stores are fine)[/quote']okay, that's true (especially if you're flying at fast speeds through a catapult with l3 mines on the other side ). A new and different temporary map will be up soon, and this will be taken into account when placing catapults/safety zones. Then again it only takes a few minutes to change that stuff, so I probably should modify the current map asap .
EdTheInvincible Posted March 27, 2004 Report Posted March 27, 2004 Oooh Suggestions topic... 1. Newbs should start with more money! 1k,5k,something like that is not enough due to newbs leaving by getting owned by maxed weasles(weasels?whatever..) with max shrap+prox in center 50k,10k perhaps(100k maybe...)I don't think that ANYTHING over 5k would be acceptable..People would make accounts just to make ez money.
Bomook Posted March 27, 2004 Report Posted March 27, 2004 yes, that would be a problem if the minimum money remaining for giving is $1000, but it would be impossible to create an account and transfer the initial money if the minimum money that must be owned to be able to give is increased accordingly
FunkmastaD Posted March 27, 2004 Report Posted March 27, 2004 Yeah the minimum amount of money in your account to use ?give would need to be raised to at least the initial money levelWith the new map and sets having the catpults/jump gates drop you off randomly in a sector would eliminate any catamining and cataflagging also
Animate Dreams Posted April 16, 2004 Report Posted April 16, 2004 I agree with most of this. I think around 5K to start, and make it so you'd have to have 10K before you can donate, because I really don't think you'd have much of an urge to donate if you have that little anyway.
JoWie Posted April 23, 2004 Report Posted April 23, 2004 how about some items / upgrades for shark? i kno its a free newb ship , but then it i'll be easyr for newbs to get started
Dav Posted April 24, 2004 Author Report Posted April 24, 2004 mabye a free 5bty that is fully modable, but waker then most ships.
Animate Dreams Posted April 26, 2004 Report Posted April 26, 2004 Actually, I think the shark should be 1 bty. That way you don't have to go get a different account to have 1 bty and still have your ship you're working on. And, if the Shark was modable, it'd be a normal ship then, wouldn't it?
Siaon Posted April 26, 2004 Report Posted April 26, 2004 I mention the initial money factor a little while back probably on the old forumIt does need to allow newbies to get a foot hold into the game but anything more than 10k is a bit muchThe antiwarp in center does totally suck and it needs to drain all nrg like it did before if activated in the centerBut any complaints/comments about the ship sets need to go in the Zone Dev sectionNote that Brain moved this just as I was about to post and I was just too lazy to change anythingI was thinking along the lines of having people start with 10k and some items.
Siaon Posted April 26, 2004 Report Posted April 26, 2004 2. The energy cost of the spoiders blue and yellow guns is too high. ATM there is no point in upgrading past l1 or l2 because l3 eats energy too fast and makes the ship weak. I think the l2 cost should come down slightly and the l3 cost be made to the same as l2 is now.It's true that ship3's bullets eat up a lot of energy' date=' but they also inflict a lot of damage. Ship3 with red bullets is slightly more powerful than yellow bullets on some other ships. Putting l3 guns on ship3 makes it deal an incredible amount of damage in a very short amount of time if all of the bullets hit. In this respect I think guns are balanced for ship3. But yeah, I agree with you in that everyone has l1 guns and that no one likes using the higher level guns, and I'll try to think of some way of making the higher level guns more practical for use. 1. Newbs should start with more money! 1k' date='5k,something like that is not enough due to newbs leaving by getting owned by maxed weasles(weasels?whatever..) with max shrap+prox in center [img']http://www.ssforum.net/public/style_emoticons/default/blum.gif[/img]  50k,10k perhaps(100k maybe...)Personally, I think that newbies should start with something around $5K or $10K at most so that they can get used to the items more easily, and have some money to fall back on if they buy the wrong stuff for their ship. A potential problem would be having newbies upgrade too early, but with the amount of $5K, they would only start off with 3-5 bounty ships, which wouldn't hurt their kill money that badly (since most people who start off are oblivious to the wonders of 1 bty ships anyways and would start upgrading as soon as they have the money). 2.Currently' date='the tiles over the catapaults do no good as in cataming,they need to be extended for more space to avoid mines. Same with center...(Stores are fine)[/quote']okay, that's true (especially if you're flying at fast speeds through a catapult with l3 mines on the other side ). A new and different temporary map will be up soon, and this will be taken into account when placing catapults/safety zones. Then again it only takes a few minutes to change that stuff, so I probably should modify the current map asap . If I have my way then bounty from items will no longer affect the reward formula, only bounty gained from kills will: having a high bounty yourself gives you more money for kills and killing someone with a high bounty will also result in more money. It's not very hard to implement this, I guess I can code it right into the current system without much effort.
Siaon Posted April 26, 2004 Report Posted April 26, 2004 Yeah the minimum amount of money in your account to use ?give would need to be raised to at least the initial money levelWith the new map and sets having the catpults/jump gates drop you off randomly in a sector would eliminate any catamining and cataflagging alsoNo, instead we'll be keeping track on how much money someone has used, if you used up your initial money you'll be able to give everything away. As in: you start with 5k, and you cant give anything away, but when you earned 1k, you can give 1k away, or you use the 5k completely at the beginning, lifting your quota completely. I've already implemented this in the CVS, I dont think Doc can say no to this anymore, so no more calcing ^^
Siaon Posted April 26, 2004 Report Posted April 26, 2004 how about some items / upgrades for shark? i kno its a free newb ship , but then it i'll be easyr for newbs to get started Shark will become a playable ship, I reckon players will start out with a wb, dont know about that, but sharks will no longer be what they are now.
Siaon Posted April 26, 2004 Report Posted April 26, 2004 you will because of multiship formulaActually, I think the shark should be 1 bty. That way you don't have to go get a different account to have 1 bty and still have your ship you're working on. And, if the Shark was modable, it'd be a normal ship then, wouldn't it? Multiship formula will go trough the toilet, and 1 bounties will no longer work really well, at least not on ships that start with a high bounty because of items. This will also immediatly solve the giving away problem.
FunkmastaD Posted April 26, 2004 Report Posted April 26, 2004 This is actually good now I won't feel the slight guilt of ripping through 5 1btyers over and over again for hours lolThis also deters people from having multiple accounts to use to collect money
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