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Messages - Richard LeMoon

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1
Community Events / Re: Sunday Community Skirmish #249 (2nd of June)
« on: June 02, 2019, 01:07:44 pm »
Just so that image makes perfect sense, the guy in the lower left is pointing to the person that didn't sign up.

2
Feedback and Suggestions / Re: Match ends are jarring
« on: April 15, 2019, 06:33:40 pm »
I double checked, and was wrong about it being in Pirate Deathmatch. It also does not show the final kill.

3
Feedback and Suggestions / 1v1, yea or nay?
« on: April 14, 2019, 05:54:03 pm »
The question of 1v1 lobby size has once again come up. With the addition of Brawl (2v2v2v2), we do have an easier mechanic that can be used to 'downsize' an existing map with an alternate score. This uses another map, and adds an alternate kill count for lower number of ships. For example, if you were to start a 1v1 of Dunes, it would say '5 kills' in the lobby, but would switch to 3 kills on entering the match.

This would use all existing 2v2 Deathmatch maps as is.

If you downsize from a 2v2 to the 1v1 via the Start Match button, the lobby will be permanently converted to a 1v1. There is no current way to upscale a lobby.

The other option is to create all new versions of each map, catered to 1v1. These would be smaller chunks of each map that would be better suited for single ship combat. Dunes Ribs, for example, which is just the 3x3 grid around the rib-like structure in the SE second of Battle on the Dunes. Downsizing from larger lobbies should still work, though. These will take more time and work, and need a unique map region and map image created for them.

4
Feedback and Suggestions / Re: Match ends are jarring
« on: April 14, 2019, 05:38:41 pm »
We have talked to the coders and have it on the tracker for investigation. The delay is still in Pirate Deathmatch, so might be an unintentional change that came with the addition of AI Directors. Will keep you updated.

6
Community Events / Sunday Community Skirmish #240 (24th March)
« on: March 23, 2019, 01:54:34 pm »

240
24th March @ 8pm UTC


Please join the Discord
to talk to the event organizers, referees, other teams, and find valuable information.



SCS is a 2v2, time limited, competitive event for not only veterans. Teams consist of 2 ships (8 players). The event lasts from 1-3 hours depending on how many teams sign up.



Sign up requirements:
Reply to this post with your Team Name and a Point of Contact that can be reached in game or through Discord before 5pm UTC (2hrs before the event starts).
Lobby passwords are sent to the team's point of contact.
Please do not sign up if you will not be able to produce at least 2 captains and 2 crew members. Playing with some AI crew is permitted but not recommended.

Please list your team's preferred maps as well (this week only).

All Interested in being a Referee or Caster this week please go to the SCS Discord.



Official Rules
Tournament Information (updated an hour before the event)

7
Dev App Testing / Re: Dev-App Testing Change-log August 10, 2018
« on: August 20, 2018, 09:29:39 pm »
You mean the paratrooper deck?

8
Dev App Testing / Re: Dev-App Testing change-log: 6 July, 2018
« on: July 07, 2018, 12:07:22 am »
Yes. Sorry, that is how it is listed in the data. It is translated to easier consumption in the Library now.

Cooldown = time between bullets

Cooldown x (number of shots - 1) = RoF in shots per second.

Shots per second is 7.25. (well, 7.246 and some change, but likely over 7.25 due to server tics.)

9
Community Guide / Re: Ship Scale Guide
« on: July 01, 2018, 12:11:17 pm »
And a less dangerous foe.


10
The Gallery / Re: GOIA memes
« on: June 16, 2018, 11:38:54 pm »

11
Community Guide / Re: Ship Scale Guide
« on: June 16, 2018, 09:13:15 pm »
Rough comparison of boss ships to Goldfish at 400 meters.


12
Community Guide / Re: Ship Scale Guide
« on: June 16, 2018, 10:52:35 am »
Just in case you missed the scale comparison in the lower right:


13
The Gallery / Re: GOIA memes
« on: May 31, 2018, 08:53:56 pm »

14
Feedback and Suggestions / Re: Making new players stay
« on: May 25, 2018, 06:47:08 pm »
HamsterIV hits the nail on the head. There is no one to blame for driving people away from the game. People drift away naturally due to the way the game itself plays. The core mechanics are vastly different than what people are used to, and only hook a small number of total new players.

The only way to stop this is to change the core game in a very significant way. Then it would be a different game.

15
Your account was likely auto-verified. This is often done during high player intake.

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