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 Post subject: DsbPub Project.
PostPosted: Sun Sep 16, 2012 10:08 pm 
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Joined: Tue Dec 20, 2011 7:09 am
Posts: 146
It should be up and running this week followed by a series of additional elements and themes. Dont get caught up on this or that, this project doesn't dictate change its a platform that makes change possible. I also did a quick once over of every aspect of pub.


Some notable changes:

Private freqs are gone.
Death greens gone.
Prizes system as we know it gone.
Duelbox gone (should return soon).
Message trigger plugin (should return soon).
15 min ticker game similar to what we once had returns.
Adjustable control mechanism's to deal with low population.
Lockout jackpot returns. A secondary multi-game jackpot system will be added.
Jedi Temple 2vs2 game will be added to the lower map.
Adjustments to ships upgrade/max energy/recharge levels.
Bombers mine count are back to what they always been.
Turned off "see bombs on radar" - atleast as theme run.
Soccerball added, gives level increase of guns and bombs.
Soccerball goal, its just a prize well for now.
Attached optional graphics and a shrunken version of Ray Fighters shipset.
Addon-pack with higher quality images and sounds will be made available as a standalone dload.
Freq 2 The Bounty Hunters, and Freq 3 The Droids will be available in someway.
Shark and Spiders can have 2 turrets - atleast as theme run.

There is more i forget.


There will be daily updates (as needed) and weekly changes ongoing.


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 Post subject: Re: DsbPub Project.
PostPosted: Mon Sep 17, 2012 4:07 am 
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Joined: Tue Dec 27, 2011 10:27 pm
Posts: 2098
Sweet

_________________
"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." -Albert Einstein

Image


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 Post subject: Re: DsbPub Project.
PostPosted: Mon Sep 17, 2012 6:21 pm 
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Joined: Tue Dec 20, 2011 7:09 am
Posts: 146
The chat output of a mock game with some AI-Bots.

Image

Its a minimal clean design that only dose only what is needed.
Think of it as a clean slate which to build from.

The AMOUNT in the !buy menu isn't the cost of the item, its the amount of those tokens that you have.

Prizes List:
Rotation
Stealth
XRadar
BBullets - not available but included in the system.
Thruster
TopSpeed
MultiFire
Shrapnel
Thor
Brick
Rocket
Portal
Bong - Lets players play arena bong wav's (have additional plans for this).

Prize tokens are pm'ed and look like this.
Thruster tokens increased: $1
MultiFire tokens increased: $1
Cash tokens increased: $2

There are 3 type of prizes. Instant prizes, prize tokens, and cash tokens.
You get the instant prizes instantly, prize tokens you can save for later,
cash tokens "the bank" is really just a method for other bots or systems.

You can have a maximum of 3 (of each) prize tokens, and 10 bank tokens.

We have players that never even play pub that have 1000s of tokens (somehow).
We have old timers that only play on weekend and holidays and have little or none.
Theres no way to know who has what as for energy recharge etc.

The system that we have now has failed. This system with its limits simply works.
Another issue is integrity of the zone in regards of staff giving out prizes to
friends etc (This has to end). I did include a !give command for staff to help
jump start the new system, but it will need removed soon. I know other staff feel
the same way, but some may not. If this dosnt end then dsb/pub will remain a joke.

lowpop - modifications for low population.

Most of this is hard wired with no staff commands to make adjustments atm.
lowpop adjustments effect warpbox, lockout, and prize payouts. Im trying to
allow all aspect of pub to function at all times regardless of the number of
players. Lockout is the hard one to deal with because of the warpbox, but the
mgj (multi-game jackpot) can and will. Payouts are adjusted in a few ways to
allow this. Basically we can allow the lowpop players to have all the
"instant prizes" they want without ruin the game later. Instant prizes,
are mostly give out during lowpop, and the better prize/bank tokens
given out during normal times. No more hording.


Ill explain the scoring soon..


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 Post subject: Re: DsbPub Project.
PostPosted: Mon Sep 17, 2012 6:38 pm 
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Joined: Sat Dec 17, 2011 10:52 pm
Posts: 42
?go dsbpub1


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 Post subject: Re: DsbPub Project.
PostPosted: Mon Sep 17, 2012 7:22 pm 
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Joined: Tue Dec 20, 2011 7:09 am
Posts: 146
There are serveral pub projects bty.

- DSBPUB is the main pub project. It comes with a new split level map and nkz, allowing for more components to be added to the lower map. Its not close to being ready.

- DSBPUB0 is classic DSB.

?go DSBPUB1 is the current project.

- DSBPUB2 undecided.

?go halo is this years Halloween theme. Open to all map/tileset thing.. I'll be making a post on this soon. You can check it out it on the server now.


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 Post subject: Re: DsbPub Project.
PostPosted: Tue Sep 18, 2012 2:05 pm 
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Joined: Sun Dec 18, 2011 3:33 pm
Posts: 164
Good job.


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 Post subject: Re: DsbPub Project.
PostPosted: Tue Sep 18, 2012 2:50 pm 
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Joined: Mon Dec 19, 2011 9:11 pm
Posts: 1606
So I lost my hard-earned 4k tokens? :(


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 Post subject: Re: DsbPub Project.
PostPosted: Thu Mar 28, 2013 11:07 am 
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Joined: Sat Dec 17, 2011 8:28 pm
Posts: 260
Another project, these projects just keep on coming over and over again and..........

nothing happens (in DSB popularity).


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 Post subject: Re: DsbPub Project.
PostPosted: Sat Sep 14, 2013 9:48 pm 
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Joined: Sun Aug 26, 2012 2:31 am
Posts: 9
replace pub with bab arena


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 Post subject: Re: DsbPub Project.
PostPosted: Tue Oct 08, 2013 7:17 pm 
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Joined: Sun Dec 18, 2011 3:33 pm
Posts: 164
Very harsh measure but could work.


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