FunkmastaD Posted August 30, 2004 Report Posted August 30, 2004 Balling takes up too much of everyone's focus in Hyperspace when we do really want the Jackpot Basing to be the main goal.Balling should be left for people who need to earn a little bit before they can become successful basers. I think the balling equation needs to become a root function instead of an exponential functionSomething like 200 * (# of ships ^ 1/2) Ships--|---Goal amount----------------------------5----|----$447--10----|----$632--15----|----$775--20----|----$894--25----|----$1000 This would allow balling to still be helpful without having the rewards skyrocket to insane amounts of $5000+
Kilo Posted August 30, 2004 Report Posted August 30, 2004 Yes indeed, a root function would be most preferable to a parabolic function if you don't want balling to be the main focus. Although, what's wrong with it not being the main focus some of the time?
GenericLoser Posted August 30, 2004 Report Posted August 30, 2004 That's perfectly agreeable. Makes the reward worthwhile when pop's low, and makes it less attractive to those also interested in flagging. Can we have the ball back now?
Kilo Posted August 30, 2004 Report Posted August 30, 2004 Apparently Brain is concocting a new way to do things, so it better be well worth it. Stick in an "or else" for dramatic effect.
Bomook Posted August 30, 2004 Report Posted August 30, 2004 if it's possible to implement via modules then it's great Imo currently, in the same arena, flagging should always be the main focus of hyperspace, with scoring as a secondary means to make money. If separated into different arenas, then they should be about equal in objective, though I still don't think a quadratic function should be used.
Kilo Posted August 31, 2004 Report Posted August 31, 2004 No, and I don't think many zones actually do use it, and instead use a fixed reward. It just makes some sense here, a small zone that usually gets no more than 30 people on at once, just not a whole lot. As for the possibility of this, it'd probably be simplest to just edit the ASSS module that calculates it, or instead have the money module just take care of how much money is given out. Apologies for my spaghetti writing.
rogh Posted September 1, 2004 Report Posted September 1, 2004 make the jackpot more attractive by making it rise faster?
Dav Posted September 2, 2004 Report Posted September 2, 2004 i think the ball reward should bre given a worthwhile minimum so if you are alone you can ball whilst waiting for more people to arrive in the zone.
Kilo Posted September 2, 2004 Report Posted September 2, 2004 While we're at it, any chance of fixing up the kill rewards to not be so silly? $ for killing a 1bty and $120 for killing a 53bty? Guess which one was harder to kill, and not 1.5 times as hard?
Bomook Posted September 3, 2004 Report Posted September 3, 2004 While we're at it, any chance of fixing up the kill rewards to not be so silly? $ for killing a 1bty and $120 for killing a 53bty? Guess which one was harder to kill, and not 1.5 times as hard?Yeah, I suggested something concerning this a long time ago. Independent of their cost, not all ship components give the same performance boost. This often confuses newbies, who assume that since something is more expensive, it must be better. My idea was to prize extra full charges to beef up a ship's bounty for having certain components (namely those with the greatest performance boost, such as "upgrades", or "specials"). Every component in the "upgrades" category is prized with 2 full charges while every component in the "specials" category is prized with 1 full charge. This will also boost a maxed ship's bounty from 54 to 98. Although a radical change, hopefully it will bring back some emphasis on killing with low-bty ships as a means to make money. An example is if (currently) a warbird with nothing but l3guns is fighting a warbird with l1guns and 2 recharge upgrades. They both paid about the same money for their equipment, and will make the same money per kill. While the one with l3guns has no real advantage from its weapons over the one with l1guns, his enemy is able to recharge about 72% faster. The one who bought the higher level weapons is basically screwed in this scenario . With the extra bounty change, the wb with l3guns will make 45% more money per kill than the one with the upgrades, a reasonable amount considering he is 42% weaker.
FunkmastaD Posted September 3, 2004 Author Report Posted September 3, 2004 Mook can throw random stats at anything to make it sound impressive.I mean 64% of all HS forum readers know that
Lanvalk Posted September 3, 2004 Report Posted September 3, 2004 Is 64% of our reader base even a whole number?
X`terrania Posted September 3, 2004 Report Posted September 3, 2004 I'm not a fan of HyperSpace.<3 17th/DSB
chocko_cc Posted September 3, 2004 Report Posted September 3, 2004 No, 64% includes a fifth of a torso, a calf, three fingers and eyeball and some head hair, dont get any ideas.
FunkmastaD Posted September 3, 2004 Author Report Posted September 3, 2004 well as of now 9 people have posted in the thread....and 64% of 9 is 5.76 which rounded down means 5 of 9 people know that statistics can be used to prove anything.
Kilo Posted September 3, 2004 Report Posted September 3, 2004 I disagree about your example, Bomook. 2 Recharge upgrades would get trounced by Level 3 guns instead of Level 1. In a warbird for sure, you can take them down with four lv3 shots. Another solution is find an equation that gives you very little money for killing something a lot of bountyy lower than you but a more money for killing something with even a little more bounty. This may only be feasible if two equations are used (less than current, greater than or equal to current bounty.)
Bomook Posted September 6, 2004 Report Posted September 6, 2004 if they were just sitting there firing at each other without moving, then yes, the level 3 bullets would win. If they were seriously fighting each other or other people though, the l1guns will still have the advantage (you're partly right though, the recharge bonus in this case was still a bad choice for dueling). My point still was though, that all components do not give the same performance boost. While my idea is more aimed at helping people who don't know what to buy, yours helps the poor people who can't afford a great ship, and both could probably be combined to give newbies a much easier time .
Kilo Posted September 6, 2004 Report Posted September 6, 2004 Another thing I'm curious about...why is there a multiple-ship reward formula? I can see why it might be there, but if higher bounty already decreases rewards, why penalize newbies for wanting two ships besides the shark (and a lot do, in my experience)?
Dr Brain Posted September 6, 2004 Report Posted September 6, 2004 It's so vets can't 1bty on a single ship while building up the others.
rogh Posted September 7, 2004 Report Posted September 7, 2004 how much difference does the multiple ship formula make?
Dr Brain Posted September 7, 2004 Report Posted September 7, 2004 Yes, at low bounties, it makes a big difference.
Kilo Posted September 7, 2004 Report Posted September 7, 2004 It's so vets can't 1bty on a single ship while building up the others.So, in other words, a way to slow down people from making tons of money using 1bty ships, since anyone can pick up an alternate account and transfer money over? Just wondering.
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