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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: 'Cash For Kills' concept
There are guns that "Pull", If only you could mount weapons on a bloody dropship that might just do the trick. I can imagine it now, as the ceasefire kicks in, massive dropships come down, pulling up dropship and rocket GIBS, as well as guns...
Well I can dream, can't I?
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Sun Sep 16, 2007 9:21 pm |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: 'Cash For Kills' concept
Grif wrote: That's so impossible it's laughable. Well, engines shoot particles down, right? I guess you can't mess with them as much as I thought, then...
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Sun Sep 16, 2007 11:53 pm |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: 'Cash For Kills' concept
Solace wrote: Maybe you could make a drop ship where, when it opens, it shoots a weak but somewhat long range digger beam downward, as well as whatever those "pull" guns use to pull stuff... basically making it like a UFO with those suction beams, as well as being able to clear up gibbed stuff... or even hover around and mine, with a more heavy duty version. You could set it up to get gold from sucking up certain things; sucking up gold would of course give you gold, items could be a percentage of how much that item costs, and maybe even a small amount from sucking up certain typed of gib, like robot parts. Maybe the heavy duty version could even suck up entire actors for a partial refund... even enemy ones if they happen to be unarmed.
- Just an idea, no idea how to code for this game, but I think it sounds fairly doable, even relatively easy. Unfortunately, you can't mount any weapons to dropship. Unless you ♥♥♥♥ around with the thrusters, which in turn would destabilize the dropship. D:
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Mon Sep 17, 2007 8:12 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: 'Cash For Kills' concept
Seraph wrote: Unfortunately, you can't mount any weapons to dropship. Unless you ♥♥♥♥ around with the thrusters, which in turn would destabilize the dropship. D: Not necessarily. My F-35 only used one of the engines for lift. The other was tilted 90 degrees to give lateral thrust. You have to tweak the offsets so that the balance is correct, but as long as there is some upward thrust, the automatic stabilizing thrusters on top will keep it fairly balanced. That was the whole point of my F-35. Two thrusters meant I could manipulate them. Point is, its possible to fly a dropship with one thruster, then screw with the other thruster to make it do something different.
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Mon Sep 17, 2007 1:53 pm |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: 'Cash For Kills' concept
I never knew that, I guess it might just be possible then.
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Mon Sep 17, 2007 2:01 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: 'Cash For Kills' concept
Problem is, if you're planning on an engine emitter that would pull items from the surface, that pulling motion would counteract the lift.
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Mon Sep 17, 2007 3:35 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: 'Cash For Kills' concept
You could have one thruster countering the pull, but then it'd be immobile.
It'd make a good immobile anti-infantry weapon, especially if the "suck beam" was invisible.
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Mon Sep 17, 2007 5:09 pm |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: 'Cash For Kills' concept
ProjektTHOR wrote: Problem is, if you're planning on an engine emitter that would pull items from the surface, that pulling motion would counteract the lift. If you can get one engine doing one thing and the second engine doing something else, can't you have the "lift" engine stronger than the "pull" engine? Or something along those lines?
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Mon Sep 17, 2007 5:20 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: 'Cash For Kills' concept
You could, but the problem I see with that is the amount of force would have the be substantially higher than the other. Imagine what would happen if you killed one of the engines, it'd either go flying into the ground or into the air (and costing you money).
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Mon Sep 17, 2007 5:25 pm |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: 'Cash For Kills' concept
Well, if you sort of "hid" the pull engine so it was hard to kill, the downward pulling force on the entire dropship probably wouldn't make it much different than a regular crash... it would also depend on the strength and size of the pulling beam. If it took a lot of pull to get it to do what you wanted, you could make the beam fairly tight so it wouldn't crash through the ground, but you'd have to be right over what you wanted to pull... or maybe get the engines to shut off if it's destroyed? Or make it so that if one engine gets destroyed, the other will too? Or... and forgive the crappy drawing, but maybe if it was like this, it'd only crash no matter which engine gets destroyed... it'd be hard to balance, though.
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Mon Sep 17, 2007 5:47 pm |
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coilgunner
Joined: Mon Apr 02, 2007 11:08 pm Posts: 163 Location: Kansas
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Re: 'Cash For Kills' concept
that makes sense but in the army you don't get paid by the kill. So it would end up more like vice city then this totally original game cortex command
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Mon Sep 17, 2007 10:02 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: 'Cash For Kills' concept
Okay, just thought I'd throw tis in: Cash-per-shot concept... One of the BurstWound particles is a no-mass, no-sharpness, invisible gold particle. It comes out extremely quickly, thus going through terrain, and hits the actor who shot it, giving them gold. Only downside is if somebody gets in the way...
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Tue Sep 18, 2007 12:44 am |
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RaggedDruid
Joined: Mon Aug 13, 2007 6:36 pm Posts: 161
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Re: 'Cash For Kills' concept
That "grinder" idea is awesome. Would make for some awesome traps.
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Fri Sep 21, 2007 5:22 am |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: 'Cash For Kills' concept
TheLastBanana wrote: Okay, just thought I'd throw tis in: Cash-per-shot concept... One of the BurstWound particles is a no-mass, no-sharpness, invisible gold particle. It comes out extremely quickly, thus going through terrain, and hits the actor who shot it, giving them gold. Only downside is if somebody gets in the way... If it went fast enough there is only like a .1% chance of someone actually getting in the way.
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Fri Sep 21, 2007 10:57 pm |
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Electroclan
Joined: Sat Jun 30, 2007 4:39 am Posts: 521
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Re: 'Cash For Kills' concept
With Data revealing that gamemodes for CC won't be far off, this will be a great one.
Players start out with 2000oz of Gold, and they get cash equal to the target they destroyed. No Gold will be on the field, and both players fight until one loses all cash.
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Fri Sep 21, 2007 11:01 pm |
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