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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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Re: The Spawning Galaxy
Plus it would be instanced so each squad /squad leader would be the one controlling spawn, it wouldn't be so chaotic.
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Fri Dec 30, 2011 2:23 pm |
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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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Re: The Spawning Galaxy
paxiprime wrote: Plus it would be instanced so each squad /squad leader would be the one controlling spawn, it wouldn't be so chaotic. An insane amount of code to implement and i don't really think allowing people to spawn anything is a good idea.
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anilv wrote: Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.
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Fri Dec 30, 2011 6:47 pm |
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Camsy
Team:
Main: PM Me If You Suck
Level: 1996 Class:
Gunner
Joined: Fri Nov 28, 2008 6:03 pm Location: Sydney, Australia
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Re: The Spawning Galaxy
People would find ways of getting around the spawning system and exploiting it. Like spawning a Pos wave or AWC to kill to complete the t21 skill missions.
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Fri Dec 30, 2011 9:04 pm |
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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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Re: The Spawning Galaxy
Why do you feel this way?
Yes I think there should be limitations, but I don't see anything exploitable about one galaxy, instanced, with the squad leader having the ability to control what type of spawn and how many of that AI are spawned. Also it would be like colo, where no spare parts drop and you don't lose durability from dying. It's a great way to perfect setups, possibly test out new tactics in killing certain AI.
Please, biggee, enlighten us why you feel concerned. Adding that there should be limitations as to how much, how fast , and what type of AI you can spawn depending in your level.
- Paxx
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Fri Dec 30, 2011 9:17 pm |
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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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Re: The Spawning Galaxy
Camsy wrote: People would find ways of getting around the spawning system and exploiting it. Like spawning a Pos wave or AWC to kill to complete the t21 skill missions. Like goett stated before, the entire galaxy would be static, you wouldn't get exp, drops, credits, or even mission kills. Possibly there could be some implemented prizes for squads that fulfill certain goals, but nothing about this galaxy would be exploitable. And I highly doubt it would be that hard to code. The content devs are good at what they do, else they wouldn't be doing it!
- Paxx
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Fri Dec 30, 2011 9:21 pm |
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-=Odysseus=-
Team:
Main: -Odysseus-
Level: 2188 Class:
Berserker
Joined: Sat Apr 10, 2010 2:49 am Location: Zooming through the Interwebs
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Re: The Spawning Galaxy
Server Lagger 3000 (TM)
_________________ “You don’t have to suffer to be a poet. Adolescence is enough suffering for anyone.” –John Clardi “There are many paths to the top of the mountain, but the view is always the same.” –Chinese Proverb
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Fri Dec 30, 2011 9:48 pm |
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Camsy
Team:
Main: PM Me If You Suck
Level: 1996 Class:
Gunner
Joined: Fri Nov 28, 2008 6:03 pm Location: Sydney, Australia
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Re: The Spawning Galaxy
-=Odysseus=- wrote: Server Lagger 3000 (TM) What I just lost a base full of ada gear? Time to get out the instant rollback machine >:D
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Fri Dec 30, 2011 10:22 pm |
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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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Re: The Spawning Galaxy
paxiprime wrote: Why do you feel this way?
Yes I think there should be limitations, but I don't see anything exploitable about one galaxy, instanced, with the squad leader having the ability to control what type of spawn and how many of that AI are spawned. Also it would be like colo, where no spare parts drop and you don't lose durability from dying. It's a great way to perfect setups, possibly test out new tactics in killing certain AI. - Paxx Once you can spawn your own AI, SS is no longer a game. If you want to test your skills, go do something that you find difficult. If you want to "test out new tactics", why not go kill those AI? If it's not hard to code, how would you code it? You have to account for any kind of exploitable feature considering it's a very serious thing to be able to spawn AI and be able to potentially gain anything of value from it. It's 1 more step towards laziness; you basically don't even need to play the game with any kind of risk, just go sit in your instanced galaxy spawning AI while you stroke your e-peen. If you have any further justifications, do feel free to bring them up.
_________________
Sodomy wrote: I will kill what I created.
anilv wrote: Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.
Bonecrusher wrote: I'm a professional whiner.
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Fri Dec 30, 2011 10:29 pm |
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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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Re: The Spawning Galaxy
Alright I guess when you look at it that way I would have to agree with you, but I'm not looking for a galaxy where you can spawn a 1000 zebus and watch them blow up. My meaning was more on the basis of having fun, using strategy to take on 2 random bosses, and see how you would do. Star Sonata is a game is it not?
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Fri Dec 30, 2011 10:41 pm |
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Camsy
Team:
Main: PM Me If You Suck
Level: 1996 Class:
Gunner
Joined: Fri Nov 28, 2008 6:03 pm Location: Sydney, Australia
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Re: The Spawning Galaxy
paxiprime wrote: Star Sonata is a game is it not? Star Sonata is...
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Fri Dec 30, 2011 10:50 pm |
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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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Re: The Spawning Galaxy
hahaha
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Fri Dec 30, 2011 10:52 pm |
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Precursor
Dev Team
Joined: Wed Jul 07, 2010 3:00 pm
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Re: The Spawning Galaxy
Not worth the amount of time to implement with no real benefits, in addition to possible exploitation.
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Mon Apr 02, 2012 2:14 pm |
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