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Posted

Of the 193 or so players that have entered HS, less then 10% of them are vets.

If not vets, these few had a clue what is going on (sometimes).

 

HS has a capitalism dictatorship.

 

This means if your are not a vet, you are not going to make money. Your attempts will be in vain, you will have very little money for a very long time. You are a newbie, it's hard life.

 

Money represents an effort. It takes skills to make an effort. Is it frustrating when however little your effort is, however long you try, all your effort amounts to nothing? How can you fight a whole team of veterans? I don't think one veteran team can defeat an other entrenched veteran team. I'll pay an 100k to see that.

 

Theres alot of balancing issuse that have not been addressed, and so I humblemubly offer suggestions:

 

Force veterans to be on the same freq as newbies. Limited by flag pts or something.

 

Selling items return 75% of money. Most veterans have maxed ships anyways, most newbie makes mistakes in buying things.

 

Make a manual explaining the zone. F1 meun sucks.

Posted

Yeah.... this is a problem.

 

Anyway... since I have no idea on how modules work... I'll add a few suggestions.

 

?give limitations : Ok we all know that 1 bntying is a prob with vets so.... all new accounts should have a certain ammount of upgrades before ?give can be used for lots of money. This prevents 1 btniers to gain lotsa money, and noobs dont need to ?give anyway...

 

Shark Proxing! : Yeah... well, I just think shark should have prox blum.gif

 

Jack up prices for vets : Well... its been suggested before BUT.... heres the fact, even no vets are getting bored... once they max they can't do much more.

 

Redo noobs money calcs : along with ?give limits this can be used to help new players without corrupting the rich even more....

 

More money use : Just an idea once we get enough pop... allow other arenas to take advantage of money use (just not earning).

 

CaTGiRL NiKE : Have people pay to see nike on this account :swift:

Posted
HS has a capitalism dictatorship.
bah humbug' date=' it's a plutocracy [img']http://www.ssforum.net/public/style_emoticons/default/blum.gif[/img]

 

Force veterans to be on the same freq as newbies. Limited by flag pts or something.
Yeah' date=' I agree about the problem, as in just about any flagging zone with private freqs, the problem arises where an exclusive "1337" freq dominates the zone, and other freqs stand no chance. Personally I support private freqs, since it allows veterans to play with each other and have fun (and no offense to any pubbers, but some people on public freqs just do [i']not [/i]know what they're doing), so I don't think private freqs will be removed altogether, but maybe there could be something like "all-public freq Tuesdays" or something where no private freqs exist, forcing veterans and newbies to mingle at least some of the time. :angry:

 

Selling items return 75% of money. Most veterans have maxed ships anyways' date=' most newbie makes mistakes in buying things.[/quote']I agree with increasing the sell prices of items. Getting 50% back for an item is not worth it in any case, and especially for newbies, it discourages experimenting with different item settings, a lot of time causing newbies to use terrible ships, even though they could have purchased a much better one.
Posted

Oooh... another Idea.

 

Freq ownership (charge it!) = Ok, this is a pretty simple concept. People have to pay to use private freqs, but.... charge goes up by player value (could just use the single / multiship idea here). It would be less expensive to include good people onto the freq than noods. Public freqs could easily go by free....

Posted
good idea. btw make the ?giveowner work, and the ?freqkick permanent... so when you spec/unspec, leave/enter, ect. you still have freq ownership so you can freqkick unwanted people who you didnt invite, and people who use programs to find freq... cough cough. Also, if you wanted to go solo freq you shouldnt have to pay =/
Posted

I am increasing concerned over the economic of HS.

 

Due to the combative nature of this game, the economy is in an unhealthy state.

 

It had left too many kids scared, and bittered.

It doesn't have to be this way. Money should be proportional to the work that is done.

 

May be the newbie can be miners are something. Make the goal a maze or something so tedious only a newbie would do. *shrug*

 

Well... I guess theres no stopping the Vets from owning at everything, because they are 'so smart'. It's not nice to be greedy. It's good to have a challenge now and then.

Posted

lol, anyways

 

Money represents an effort. It takes skills to make an effort. Is it frustrating when however little your effort is' date=' however long you try, all your effort amounts to nothing? How can you fight a whole team of veterans? I don't think one veteran team can defeat an other entrenched veteran team. I'll pay an 100k to see that.[/quote']

You've never seen that? Oh, man, you are missing out. I still remember the one time, it was Me, Jnk, Kirby, and Lan, and we had like 18 people against us, after a n00b. stole the flags and ran around lamely. That was one of the best flag game's I've ever seen :angry:

Posted

:wtfwtf:

 

The compacity to lame is proportional to the faults in the game's setting and map.

 

Namely the wormholes in sector 5. Lamers like VampZ could just run in and out of them untill his flags drops.

 

Unless the wormholes are there as a symbol for HS lamers, what the -*BAD WORD*- are they doing there???

Posted

Killing runners are a problem. : /

 

When flags drops, there is a brief priod of time that the opposing team can take it. I don't know if this time can be set, but I've seen zones where this time is quite long.

 

Maybe the flag drop time can be decreased to like 230, and this vulnerable droped time be 30.

 

And this have nothing to do with newbs.

*shrug*

Posted
With the new map... flags can get dropped in the warpper box. Why the -*BAD WORD*- would there be space tiles if it were a safe warper? (warper box-the one with numbers, space tiles, ones that you can shoot from)
Posted

Otherwise what? o_O

 

With the beta map as it is, very little can be done to stop people from dropping flags into the unreachable outside. Specially in the warper box. It would be better if there is no safety tiles at all.

 

A 4X4 spot in the middle would be better-er.

Posted

A module is under development that prevents flags from dropping in unreachable areas. One question down.

 

As for the empty spots in transwarp, they were put there for technical reasons. Continuum sends a position packet when it enters a safety. We can only warp with a position packet, so it makes for less lag. If it turns out that flags get lost there often, changes will be made, but I doubt it will be an issue.

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