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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: MPAM - AAL heavy unit
numgun wrote: And no droppods btw, I hate those. That's why >_>
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Sat Dec 15, 2007 6:53 pm |
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MrEvilPoni
Joined: Sat Jun 23, 2007 9:16 pm Posts: 89 Location: Laukaa, Finland
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Re: MPAM - AAL heavy unit
Well thats too bad... That woulded look wicked sick.
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Sat Dec 15, 2007 7:34 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: MPAM - AAL heavy unit
metal chao wrote: numgun wrote: And no droppods btw, I hate those. That's why >_> And another point is this: Im making 2 crafts, havent decided what to base them on or how will they look like and what the f*** anyways, but: 1. Infantry/light stuff delivery ship ACRocket or DS based, not sure which yet but its gonna be easy to fly and very flexible in for all terrains, maybe ill come up with a cool concept or something. This ship is rather freeform so I can think of pretty much anything for it. I'll try my concept of automated weapons onboard craft and if it works ill attach either a gauss cannon for attacks or few small turrets to defend the ship if it works. 2. Heavy armored cruiser This one is most likely going to be a dropship based craft with heavy armor and if the weapon thing works out, it'll have heavy ion cannons (not ypsilons though lol) and several turrets to fend of nasty buggers. It will be the ship used to deliver the MPAM... officially without overweight complications along with the heaviest weapons. This one will be quite large but not too ridiculous as the ASH33's super big dropships. This one should be able to dock with a base even if its big. So yeah, theres some descriptions for you. Try thinking of some cool ship designs for those.
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Sat Dec 15, 2007 8:03 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: MPAM - AAL heavy unit
...?
Attachments:
File comment: This
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Sat Dec 15, 2007 8:08 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: MPAM - AAL heavy unit
Noo, not the default dropship/rocket design, something much more epic and mean looking and is large too, let the imagination fly like a spaghetti monster and think of something aboslutely wicked! Also the symmetry is important like on the current ships, but other than that, its a freeform thing.
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Sat Dec 15, 2007 8:51 pm |
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kamakazibob
Joined: Wed Jun 06, 2007 8:01 pm Posts: 159 Location: I have the power!
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Re: MPAM - AAL heavy unit
Hey Num, What about having it get dropped of in a Halo Jump. Have a high speed dropship (i'll sketch something today If ya want) fly across the top of the screen and have the Mpam just get launched out of the back of it.
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Sat Dec 15, 2007 8:57 pm |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: MPAM - AAL heavy unit
One thing for weapons I'd always wanted to try but have thus far been too lazy to is some kind of autogun. This is a little hard to explain through type but bear with me.
1. Attach an invisible attachment. It's not important what it is, all that matters is that you set its joinstrength to -1 so it comes off automatically. Bingo, you now have a free emitter attached to your ship. 2. Have the emitter fire invisible spinning actors (think blipflip's homing missile) with also invisible guns and a short lifetime. 3. In theory, anything that comes near your make-shift autoturret then gets shot.
Even if this doesn't work, the first part is at least interesting. There's also probably a much easier way to do it, but I'm just learning about Attachments.
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Sat Dec 15, 2007 10:32 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: MPAM - AAL heavy unit
hmmmm...
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Sat Dec 15, 2007 10:34 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: MPAM - AAL heavy unit
Well, there always was a demand fro a dropship that could deliver BIG actors, it's always interesting trying to get a steamhowitzer out of a rocket. This is my idea, you have a large square dropship, with thrusters that stick in a little bit, and BIG doors. it'd be wider than a normal dropship too.
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Sun Dec 16, 2007 1:53 am |
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Pyrofalkon
Joined: Mon Jun 18, 2007 12:38 am Posts: 18 Location: Michigan
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Re: MPAM - AAL heavy unit
I'd use my skills with large sprites to pitch in an idea, but he wouldn't use it, it wouldn't be the first time either. v.v
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Sun Dec 16, 2007 2:45 am |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: MPAM - AAL heavy unit
p.s on mine the large rectangular thing that is being held on by two metal bars is the hatch (which opens downwards)
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Sun Dec 16, 2007 2:11 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: MPAM - AAL heavy unit
Djinn wrote: One thing for weapons I'd always wanted to try but have thus far been too lazy to is some kind of autogun. This is a little hard to explain through type but bear with me.
1. Attach an invisible attachment. It's not important what it is, all that matters is that you set its joinstrength to -1 so it comes off automatically. Bingo, you now have a free emitter attached to your ship. 2. Have the emitter fire invisible spinning actors (think blipflip's homing missile) with also invisible guns and a short lifetime. 3. In theory, anything that comes near your make-shift autoturret then gets shot.
Even if this doesn't work, the first part is at least interesting. There's also probably a much easier way to do it, but I'm just learning about Attachments. Well, I dont know about this idea but its a possibility... Im actually planning on sticking proper actors with guns on the ship that are attached to the ship completely. And btw, you can make AEmitters as attachables without using breakwounds. Atleast thats what Data told me. Also behold! The amazing concept of the AAL Heavy Cruiser that will deliver your heaviest stuff, blow up that scum filled outpost and smash its way to anywhere it needs to go! From top to down listing the features: -The 2 things on the roof are ''docking posts'' that will keep the ship still when dock this baby in your nearest dropship bay -2 twinlinked autocannons mounted on the sides of the roof to tickle the ♥♥♥♥ out of any low level craft -Attached destroyable bumpers that can be used to knock other bastard dropships out of the sky and protect from light weapons and kinetic based projectiles -2 Ion cannons mounted low to blast some bunkers into swiss cheese. -2 Integrated super engines to deliver the heaviest equipment that you might need on the ground or complete armies or annihiliational bombardment. They are also protected by heavy armor so you dont really get to blow them of that easy. Thats what ive brainstormed today for the Heavy craft. Then theres the light craft that I'm going to call the ''Cannonball''. But im too lazy to type about it right now so... yeah.
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Sun Dec 16, 2007 4:23 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: MPAM - AAL heavy unit
I love it
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Sun Dec 16, 2007 4:25 pm |
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Tendrop
Joined: Sat May 05, 2007 7:21 am Posts: 662 Location: The Zone
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Re: MPAM - AAL heavy unit
metal chao wrote: I love it
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Sun Dec 16, 2007 4:38 pm |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: MPAM - AAL heavy unit
numgun wrote: Well, I dont know about this idea but its a possibility... Im actually planning on sticking proper actors with guns on the ship that are attached to the ship completely.
And btw, you can make AEmitters as attachables without using breakwounds. Atleast thats what Data told me.
Yeah, I'd heard that too, I just don't know how we'd go about doing it yet. Oh well.
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Sun Dec 16, 2007 6:49 pm |
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