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Snoopy

Snoopy's SWZ Wish List

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Alright, first of all yall.. SWZ rules! Okay, so there may be some problems with staffing, with settings, with players and population, but SWZ will always be THE zone. Don't act like you don't know this is true...you all love this zone, despite whatever may happen and how many three page flames you write on the forums. I know you write them because you care for the zone and its community; I'm writing this on the same grounds. Although I understand why some of you may be frustrated with the whole situation, It is refreshing to see that so many of you are not ready to give up and still provide your suggestions rather than a rant and a blame. No matter whom or what is to blame, finger pointing will get us nowhere!

 

With that said, I would like to offer my opinions on what may improve our zone. I'm not saying this is what must be done for SWZ to survive, and I don't expect everyone to agree with me. It is my hope that we may again open a serious discussion regarding the changes made to SWZ over the years, and what changes should and should not be considered in the near future. So please, PLEASE, comment on the ideas I'm putting forth, and offer YOUR opinion too! Even if nothing changes, your voice shall be heard!

 

First of all, I'd like to point out a couple things I liked from this thread: http://forums.starwarzone.com/index.php?showtopic=2482 ... It is generally agreed that the jackpot multiplier is whack. I'm not going to complain about that, really, instead I'd like to suggest if the multiplier isn't going to be changed or removed, then increase the prices of just about everything in ?buy. Even without considering the amount of points per 5 minute game or what not, why is it a thor costs two million points and a super a mere six-hundred thousand? Is it because a thor is more valuable than a super? I'm just using that as an example, my point is the buy values are unbalanced and I believe would remain so even without multiplier. I would like to suggest keeping the huge jackpots and significantly altering the ?buy values.

 

Next, I would like to propose that anti-warp be buyable on any ship. I haven't considered what would be a fair price for it, but I believe this option would increase the fun and potentially the longevity of our flag games. What can it hurt having a warbird or jav with anti, considering if the weasel has it you're not buying it on a warbird for the extra speed. Not that I can be certain, but it seems to me that the recharge drain of antiwarp would be fair on all ships, warbird included.

 

More about buying... the warbird bomb refire must be slowed or the option for warbird to buy it removed altogether. This problem is causing a lot of disinterest in the zone, please trust me on this one. I'm not complaining because a bombing warbird is difficult for you or me or any veteran to kill (although it is at any skill level), but imagine a new or novice player entering the zone and being spammed by half a dozen warbird bombs in a short six second period (that long?) repeatedly. The energy cost for the warbird to fire off that many bombs is simply too cost effective. I've seen it too much already.. no new or novice player wants to stay and play if they feel they are being unfairly owned.

 

Two last things about ?buy.. Must gun upgrades be as expensive as bomb upgrades? I'm not sold that they're just as useful, although I kinda like lvl3's on the weasel. Secondly, thrust is so hard to green.. may we please buy it? smile.gif

 

Moving on to the "Bee", ship 7... I'll admit this is completely personal preference and totally biased, but I don't like it. The chances of it achieving its intended purpose is far less than it being pwned mercilessly, or maybe thats because I can't pilot it, but either way, I personally feel our old ship 7 was more balanced.

 

Thank you for increasing the flag timer, but how about increasing it even further? Perhaps four to five minutes? 300 seems good to me. I feel two and a half minutes is an insufficient allotment of time, wheter the flaggers be centering or basing. Sure, you may reset your timer with a kill, but often a flagger sitting back intent on the win can simply hold behind his line for a short two and a half minutes and then its over. With the population as low as it is lately, it is not difficult for a flagger to run around center for two minutes and end it all, either. Anti buyable on any ship, combined with a longer flag timer, in addition to my next suggestion seem it would play out much more balanced and actually create some old style flagging... remember when you could actually reach the flags in time to take them with enough time for your opponents to retaliate and try to win them back? Yeah, fair...

 

The next suggestion... allow the flags to stay where they're neuted. This promotes milking, which of course extends the length of flag games, giving those with the flags points and giving those without them the chance to turn them over for their own. I believe this was most important to SWZ of old, where flag games could last for several hours.. as they should. smile.gif Also, how about returning the number of flags back to 15? More flags mean more competition, and the only possible downside I can forsee is extra points while milking, but with points the way they are currently, is this really too bad?

 

Finally, I know this is kinda a catch, seeing as how you need people to host an event, but we need more events hosted! I know a couple of you mods have been trying hard to bring us events such as rabbit or zombie, and we appreciate that very much! Not only are events fun, but they give the zone a certain degree of 'life' ...It shows that administration cares about the zones patrons and it keeps people coming back, even if just to see if anything special is going on. As Jim Morrison's naked indian friend said to Wayne: If you build it, they will come. Thank you to those mods that effort to keep us entertained regardless of the population; I'd enjoy it even without the leet prizes.

 

If SWZ needs an event ref, sign me up, I'll be good, promise! I'd love to see some elims and conquer matches going...

 

Long Live SWZ! Sincerely,

 

SnoopyDog!

Subterfuge

Kancho aSSaSSin

and a few other names...

 

 

 

 

 

 

 

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1) ?buy prices

I have brought up the ?buy before, I don't think anything happened to it though. Agreed that prices are ridiculous. Super is way underpriced, and other items such as brick and rocket are way overpriced.

 

2) Antiwarp

I can't say I support antiwarp on any ship. Antiwarp specific to ships tends to improve teamwork (in my opinion) and if every ship, particularly warbird, were to have anti then I can guarantee you that there would be a whole bunch of warbirds flying around in center with antiwarp on. That would suck for obvious reasons.

 

3) Warbird bombs

Hate to say it, but sucks. The energy cost for firing bombs from a warbird is supposed to be high enough that it will not be that effective, unfortunatly this does NOT work out, as someone forgot that 8 blue shrap added to a warbird bomb can cause a 1 hit kill. Same with terrs. A delay on the bomb firing such as is present on the weasel would be helpful here, but that would probably cause a delay after using items, which everyone complained about before.

 

4) The "bee"

I like it. When I've used it, it has always been pretty darn effective, usually the enemy team has no FR anchor, which enables it to sneak in, steal the flags and run.

Probably what you've been noting is people like me messing around trying to center kill with a "bee", emphasis on "trying".

 

5) Flag timer

No problems with me, we seem to be shifting in between long, resetable flag timers and short un-resetable flag timers. All I ask is that we make up our mind and stick with one of them.

 

6) Neuting

No difference to me one way or the other. I really don't think it makes much of a difference, except with neuting there is far more likely to be a single dominant freq that is camping in base reaping flag rewards.

 

7) Events

Yeah. Not easy to host with 4 people.

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Good luck getting anyone to listen to you. Most of the people who make the decisions and/or have any influence won't follow through with good ideas unless it is their own. They care too much to be "the one who saved the zone" and would rather see it fail on their watch rather than it succeed without them. I'd say, find another interest, in life, and move on.

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In response to Snoop's post, I completely agree with most of it. Because of school I haven't been playing much lately, last week I decided to come back and see what I missed. This is what I discovered:

 

1) Ship 7 it almost completely worthless. Its has very few practical purposes and is rarely used. Bring back the old ship 7 and make Holey happy.

 

2) I personally don't mind being able to buy bombs, but I do see a couple of adverse effects on the zone. First, people buy bombs then spend most of their time in safe zone trying not to lose their investment. More importantly, as Snoop pointed out, noobs leave quickly when they are bombed by a warbird and don't understand why they can't bomb back.

 

3) I don't blame the staff for anything that has happened to the zone; however, a couple of more events would be nice. Recruit a couple of active people that seem to care about the zone and give them the ability to host games (much like the ER's in DSB). Considering adding a couple of events that don't take many people to play but are fun nontheless (dodgeball, zombie w/ a much smaller and more structured map, etc. would be ideal).

 

4) I doubt we will see many large flag games with the pop. Get rid of the capitol ship and make it playable.

 

5) Safe zones: Problematic! Nothing sucks worse than having no privs and your entire team in a safe zone. Put the safe zones as far away from the greens as possible, this will at least make those people who like whoring their bounty work to stay alive when in the center.

 

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There was a cap game today. Pretty fun to rocket into enemy base, take their flags, and slowly navigate your way back out of it.

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WISH LIST UPDATE:

 

MACK DADDY UPED THE FLAG TIMER BY 20 SECONDS

MACK DADDY LOWERED THE SPAWN TIME BY A FRACTION OF A SECOND

LIKE CIRCLE NOOB SAID, MY TEAM OWNED HIM IN A CAP GAME

POPULATION SEEMS TO BE SLOWLY RAISING CONSISTANTLY

 

WOOOHOO

 

 

 

Pwniticus

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