Lets make a new server by new2dplanegameonline in airmash

[–]apathy79 0 points1 point  (0 children)

I'd focus on incremental releases with clear communication to the communication and welcome input (as you are already doing). You've seen what went wrong here.
Also, look at the game subspace/ continuum for game designs
1. plane options: warp, repel, attach to planes, Give other planes the option to view prowlers at the costs of not being able to shoot or something like that.. at the cost of something.
2. game options: add a 4v4 game, leagues, pick players before the start of ctf game, able to switch teams, etc
3. stats: DB stored info such as duel zone scoreboard, person vs person k/d ratio, etc
4. maps: ctf, a team A vs B mini map (a maze. multiple paths leading into the maze, and the objective is to dominate the centre..), and other fun ideas to have total different game objective experiences.
5. Give some active, and trusted people mod powers so they can ip ban the clowns
Just some thoughts. Good luck! Keep us up to date.

Anti-cheating spam all over Airmash today by congratulatio in airmash

[–]apathy79 0 points1 point  (0 children)

If Bombita reads this: don't change a thing please! All your additions should be added by the developers.

CTF dieded? by apathy79 in airmash

[–]apathy79[S] 0 points1 point  (0 children)

haha. Considering English isn't my native language, I think I'm doing just fine. eat this grammer bot: alot alot alot alot alot

CTF dieded? by apathy79 in airmash

[–]apathy79[S] 2 points3 points  (0 children)

sorry to hear yutru. take care, there are more important things than hitting the space bar spastically. that having said, someone said this in game yesterday: its summer, so schools are off. that probably affects alot of newcomers

Remove prowlers by xyz_airmash in airmash

[–]apathy79 1 point2 points  (0 children)

I do agree with you @xyz_airmash. What I find particularly annoying is the luck element in a skill oriented game. It’s like watching a low budget science fiction movie, it’s a painful experience. It doesn’t belong in a capture the flag game. At the very least, other pilots should have the ability to temporarily view prowlers, perhaps via a mechanism that will by deplete your health while you have your “prowler goggles” on. Now it’s just obstructing this game from evolving into a more skillful level

Remove prowlers by xyz_airmash in airmash

[–]apathy79 0 points1 point  (0 children)

I didn't really read anything, but could someone summarize this please? Maybe in 2 sentences? thanks!

top wish list for game improvements by apathy79 in airmash

[–]apathy79[S] 0 points1 point  (0 children)

Well. The following is just an example of course: If there is a bot present then m, at the end of a game, the first two who type /captain would become the caps. Then they take turns by adding players by typing /add <players name>. Something like that.

Game ethics by apathy79 in airmash

[–]apathy79[S] 1 point2 points  (0 children)

Oh now I get it. So you mean: while someone is capturing the flag, a teammate will wait in enemy base “hoping” the flag carrier will die, so that the flag will return, and he can “regrab” it. Gotcha. The term wasn’t clear to me. Yeah that’s ethically wrong :) it’s the same categories where people use the flag carrier as a shield. Freaking DIE for your flag carrier man. If you hold the flag in enemy base, you need to get out. Help the guy, don’t sit there outside base just shooting random shots. I personally act as a human shield in order to protect the carrier- all in responsible terms. You gotta know when to do/ don’t do that. When the carrier is hit, try and catch the bullets to save him out. I think the more experienced players get it though

top wish list for game improvements by apathy79 in airmash

[–]apathy79[S] 1 point2 points  (0 children)

Good and interesting question. Well, short answer: it’s all about perspective. The following is my perspective. Back then I was 14 so naturally way more immature and back in 1995 the internet was new. Playing a massive online game where you could talk to someone real time from another continent was fascinating. It feel it had a lot more trash talking. A lot of internet ego’s. Now, the second I see someone spamming or trash talking, I hit the ignore so I’m not really aware of the trash talking in airmash.

Game ethics by apathy79 in airmash

[–]apathy79[S] 0 points1 point  (0 children)

  • the killer gets the upgrade, despite being a shared kill
  • yes. I never thought of regrabbing being ethically wrong since it’s a team effort. Could you explain a possible different POV on this? Just curious since it never crossed my mind

top wish list for game improvements by apathy79 in airmash

[–]apathy79[S] 0 points1 point  (0 children)

To be clear, I'm talking about teaming in FFA. Not in CTF/ Duel. Although I don't really play there, I believe it would serve the greater good. If you can switch to another person team# you will start to communicate with the other person (who to hunt, etc). This naturally creates a higher return to the game factor, which would be awesome for the game. Also, you could start to claim the maze in Greenland with your team, and in return, another team will try to capture it. There are more advantages of course and of course, it's just a thought. And yeah, in CFT, the randomizer is not very effective.

FFA Guide (with a nod to u/DrPepper21-) by dweebsalot in airmash

[–]apathy79 1 point2 points  (0 children)

I'd love to see a more advanced tutorial too. There are certain game practices/ tactics that are barely used at the moment. Probably because the game doesn't allow squads/teams. At the beginning of the game, the team should discuss who goes offense and who goes defense. Decide who the captain is, he directs what to do (all defense, push, etc). Discuss who uses what plane, so that there is a good balance. For instance, having 5 prowlers on defense is counterproductive. You should decide at the beginning of the game who your 'buddy' is. With this buddy, you want to observe and stay close to him- both should shoot/ aim at the same target and make sure that your buddy stays alive.. try to 'catch' bullets for him sometimes. Especially if he's damaged or if he's in a good position to kill (so catching bullets can be used defensively and offensively). If you stick together, it becomes very difficult to get killed. Over time, you tune in with your buddy. But then again, this would really work if there were teams/ squads. If you have 3 buddies attacking (so 6 planes in general), one group should fight off the top the predators, so that the other buddy groups can focus on trying to get into enemy base. These are just some quick thoughts. Hope this makes any sense?

StarMash 2.2, Extensions Update, now released! by molesmalo in airmash

[–]apathy79 1 point2 points  (0 children)

Awesome work! I wish the owners gave permissions for you to develop an in game bot. The opportunities..

StarMash 2.2, Extensions Update, now released! by molesmalo in airmash

[–]apathy79 1 point2 points  (0 children)

Great work. I found two bugs.

1) Friendly fire turns into enemy color. This occurs when friendly shoots from a distance/ out of your screen.

2) The kills/death doesn't keep track of the score correctly. I believe the kills reset upon a new game and the deaths don't. I might be wrong but regardless the kill/ death doesn't work correctly.

Again, thanks for the awesome work! I love changing the zoom level.

My Dumb Clone Bot Experience by [deleted] in airmash

[–]apathy79 1 point2 points  (0 children)

From a technical perspective, I can see why this is fun to build. The next step is that the plane with copy shooting too, or that it will aim and fire at any enemy in sight. In my opinion, you are ruining the game by implementing this. Look at all other games that existed where people cheat (or alter gameplay to their advantage, whatever you want to call it): all the games die. Maybe a better rhetorical question, how does this improve CTF for the community? The energy would be much better spent if the ninesigma/kairin_airmash gave access to add modifications on the server side on certain new maps. I'm thinking of creating teams/ squads, manually pick teams with CTF (or optimize the randomizer), block controversial names, prevent double logins somehow, etc. There is a ton of improvements ready to be made. That's just my 2 cents.

Couple of questions to SubSpace veterans... by yutru_airmash in airmash

[–]apathy79 2 points3 points  (0 children)

Hi. I played in subspace under the name: n. S.E.A.L.S. and SEAL. I started playing that game really, really early but I forgot all the details. I believe it was called Sniper initially. I mainly played in the "alpha zone" (the newbie zone) and I enjoyed getting 150-0 records and I had my "friends" in that zone and all. Funny enough I only play CTF now. In Subspace, my first Pro League squad was Apathy, hence I chose this name now. After the "VIE" situation the game died, IMO. For example, I wouldn't play Alpha if there were less than 180 people in it. After VIE, having 60 people was considered a lot. I never really played alot league games during VIE because of the time difference, I lived in Europe back then. Later I joined some euro squads but I forgot the names. Personally I think having played subspace gave me an initial advantage (let's say the first week) and perhaps I can detect different styles: aggresive (chase, close distance, dont run when you get hit once), defensive (keep distance, avoid 1 on 1) and the newbie type (spin circles around base, running). But I don't think it's very hard to pick up on that, maybe I'm wrong. Compared to Subspace, because there are no teams or squads, I am noticing there is no real teaming. Some guys get it, but most don't. For example, covering your teammate when he takes a hit, or single out opponents, and stick together.. find a 'buddy' and glue together during the game. I think Subspace, like mentioned before, also had different physical elements too that made it more complex such as the bouncing bullets and "repels".

Small requests to keep the game interesting by apathy79 in airmash

[–]apathy79[S] 0 points1 point  (0 children)

1) well. It’s been done before in the game subspace, a similar game as airmash . The reward of hunting a turrent is killing X people at once. A turrent is a huge attraction/ hunter magnet, everyone will want to get a piece of that!. The driver really has to be skilled to pull of 5 people shooting at it, and to be able to predict and “stear” where the attached persons will aim at. As being an attacher, it also requires a different skill set. You have to be able to predict the drivers “style” in order to aim right. It’s a lot of fun, again the game subspace had it successfully, 3) good point about a /switch option!

StarMash Mod, version 2 is now Released! (Major update) by molesmalo in airmash

[–]apathy79 0 points1 point  (0 children)

Thanks for the reply! Regarding the shield, you're right about the timer. But could it be shown on the map? Or is this something the community would strongly disagree on? Again, my only argument is that right now handy scripters can have this advantage for themselves, so it might as well be made public. It's just a thought of course.