today we had an awesome 2 hour round, with 40 ppl playing.
bot doesnt work as well with that many people, but still fared well.
however, the losing team got the flag with 0:08 left, and bot still continued and killed the game, as if they hadnt.
dist is looking good!
i cant possibly see anyone ever reaching lvl70 in a human lifetime...
even with 3x...
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i don't really know what would make the terr better, maybe bouncing bullets? it would give them more defensive fr kills
do any ships get bricks? maybe they could be prized to support ships
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You could try giving terrs shield randomly. Prize it like super for spider. Then they can go on offensive rush in a FR war. It would probably be too overpowered if it wasn't random.
If possible this should be accompanied with a LVZ on the terr, like making it orange, so people see it's invulnerable.
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Question: Is RP multiplier going up again soon? Its been stuck at like 3.8x for weeks now :P
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Originally posted by DankNuggets View PostI have no problems killing even the highest level spiders and wbs with my less than mediocre terrier. They all have almost no energy from storming the fr and aren't expecting to get shot by the terrier. The real issue is that if you are the terrier, you are not supposed to die. If you're fighting, you will eventually die and piss your team off. It isn't that the terrier is unbalanced, it's that the idea of the terrier is less a ship to fly around in and more of a portal for others to get into base.
Now that I think about it some more, it is probably a good thing that it is hard for Terriers to fly around freely and kill people because that is the reason they keep dying and that is just annoying for the team. Any ideas how to make the Terr more interesting without making it unbalanced?
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Originally posted by Mjollnir View PostThe Shark issue:
The Terrier issue:
Some people have said they are unhappy with the current Terrier. It seems to be because they want to fight too and since the Terrier isn't as powerful at getting kills anymore they get bored. I don't think adding more bursts will solve this problem but some kind of ability or change in the Terrier could be put in place. Maybe some kind of a costly new ability that makes them able to make a fighter build or maybe you could change the multifire somehow to make it powerful but very costly in UPs. None of the terrs seem to use multifire currently anyway. That's all I can think of for now.
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I don't think there should be any form of ship-count balancing between arbitrary fighting ships. If one team has 4 javs, and the other has none, oh well. However, for sharks and terrs some of the aforementioned solutions - or whatever else people come up with - should be considered.
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than price the !assist bonus after 15 minutes of playing.
because the current system isnt abuse save either. lets say you have 2 ppl, the first one does !assist in an high level ship, switches to a low level ship. the second does !assist, 1st switches back, making the freq overpowered. repeat from step one. could be you need 3 ppl.
speaking of it, who wants to be my partner?
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Originally posted by Fluffz View PostThe solution: do the power check not only per freq but per freq+ship. this means if freq 1 had 1 jav and freq 0 has none there will be a RP bonus for javing (same with any ship of course) for freq 0 like !assist works today for frequencies. if you switch to shark and freq 1 has more shark rp points than freq 0 than you are put in for freq 0 automatically.
If there was an rp bonus just for switching to another ship, I'd switch, shoot a few times in my lower powered ship, then switch back to whatever I was playing (unless you needed a terr of shark :P )
I just think that could be exploited pretty easily.
Assisting the other freq works better because you get to keep the ship you are better in (noone wants to switch to their lvl 2 jav when they have a lvl 27 spider, would they?)
I guess one thing that you could do that just came into my head is some sort of !trade command. If one team has 2 high level sharks, and the other has 3 high level javs, one team could !trade <shark name>:<jav name>, and the command would only be sent to the other team if enough people from the one freq request it.
Just an idea.
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The Shark issue:
- The first step to solving the problem could be restricting the amount of sharks per team so that the other team can't have more than one extra shark compared to the other. We could also restrict the total amount of sharks allowed at any time depending on the amount of people playing.
- The restriction could be 2 sharks / team in small games and 4 in bigger ones or something like that. Now with the first rule in place the amount of sharks can only be 0vs1, 1vs2, 2vs3 or 3vs4 at worst.
- Other idea: If the other team has less sharks than your team and you switch to a shark, you would be force assisted to the other team as a shark. This could get complicated though since the team balances need to be checked (like meddi mentioned) and the assisting shark might change ships if some kind of a restriction isn't put in place about that.
- The same kind of rules and restrictions could be used with Terriers (and potentially with other ships to a lesser degree) since they are equally important in deciding the winner of the matches.
The Terrier issue:
Some people have said they are unhappy with the current Terrier. It seems to be because they want to fight too and since the Terrier isn't as powerful at getting kills anymore they get bored. I don't think adding more bursts will solve this problem but some kind of ability or change in the Terrier could be put in place. Maybe some kind of a costly new ability that makes them able to make a fighter build or maybe you could change the multifire somehow to make it powerful but very costly in UPs. None of the terrs seem to use multifire currently anyway. That's all I can think of for now.Last edited by Mjollnir; 02-16-2008, 09:28 AM.
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Originally posted by gdugwyler View PostRe: long log post, does that boil down to a suggestion? I guess I don't see too many sharks anyhow. Opinions on this?
The solution: do the power check not only per freq but per freq+ship. this means if freq 1 had 1 jav and freq 0 has none there will be a RP bonus for javing (same with any ship of course) for freq 0 like !assist works today for frequencies. if you switch to shark and freq 1 has more shark rp points than freq 0 than you are put in for freq 0 automatically.
The alternative: include the basing game winning record in the power check. this means for every of each freq´s wins it counts as +5% rp in the !assist check in the next game. this way assist works in favour of the losers. what i dont like in this idea is that you get a bonus and support for sucking.
a 2nd alternative would be to excluse shark and terr from the current freq power check and have those chips checked for balance on their own. so there would be 3 power checks for !assist, one for jav,wb,spid,lanc,levi,x, one for shark and one for terr. still like my first idea best thoLast edited by Fluffz; 02-16-2008, 01:42 PM.
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Originally posted by Fluffz View PostTK: why dont we(dug) create a system similar to modern games there the TKed person can choose how to punish the TKer? i am thinking of the following options the victim could have:
-1..forgive
-2..emp
-3..kill
-4..ngative rp
-5..warp
RP: getting 10 rp from newbs while i guess they get 200 indicates i could get a 1:20 ratio. This is nowere close to reality and i consider this unfair. the process of getting rp is too harsh imho. i know dug already said there will be some changes but deviding income by 4 in the final is much, too much?
I've been saying this over, and over, and over, and over
but mainly for public arenas i dont' think tks are too much of a problem right now
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If shark specific !assist existed it could unbalance the teams, ultimately pushing for a "trade". I don't see this as a bad thing.
Two teams, balanced, and one has two high rank sharks where the other has no sharks. One shark leaves to assist the other army, and the team he joins gets an "!assist as a result...I guess? Some similar rank fighting ship could head over to the shark's original army to maintain balance.
I dunno, but I do see shark balance as a problem - primarily when one team has multiple sharks and the other has none.
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Originally posted by gdugwyler View PostRe: long log post, does that boil down to a suggestion? I guess I don't see too many sharks anyhow. Opinions on this?9:2kill> give a RP bonus to the shark that assist to even the amount of sharks on the team
9:Zeimonster> u need sharks to rep ur bursts around
9:Major Crisis> so if we are all on the same team only 1-2 can play it
9:Major Crisis> since the other newbies wont play it
9:fluffz> its a symbiosis
9:Mjollnir> that's right
9:Mjollnir> the rest can assist
9:2kill> ya an assist just for the sharks so they can even the team
9:Major Crisis> yea that would be better
9:HFShadow> agreed
well I like this idea (maybe cause I thought of it)
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