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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Diemos Federation UPDATED: 12/10/08
Exalion wrote: This mod has potential, but it needs more interesting weapons. It's all a bit... boring. Machineguns, rocket launchers, whatever. We've seen it all before. maybe DSMK2 should just make it do what everything else does in a cooler way. smoke on the bullets (trails), steam from joints perhaps, just make something more aesthetically cool and people like it. cool explosions with smokey emissions never go astray either.
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Sat Dec 13, 2008 12:46 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Diemos Federation UPDATED: 12/10/08
(The diemos cyborg = chinese bootleg of a DSTech robot)
I'm going... Or rather working on a fire support system that'll make the diemos faction more unique. This fire support system packs a punch but...
I'm going to need a dropship for this faction.
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Sat Dec 13, 2008 7:06 pm |
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10050
Joined: Wed Dec 26, 2007 4:25 am Posts: 167 Location: Hopefully in front of a gaming platform of some kind
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Re: Diemos Federation UPDATED: 12/10/08
DSMK2 wrote: (The diemos cyborg = chinese bootleg of a DSTech robot)
I'm going... Or rather working on a fire support system that'll make the diemos faction more unique. This fire support system packs a punch but...
I'm going to need a dropship for this faction. Hell yes. Please do this
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Sat Dec 13, 2008 10:04 pm |
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CantTouchTheGround
Joined: Mon Jul 09, 2007 3:46 pm Posts: 124 Location: Just dont look in your closet.
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Re: Diemos Federation UPDATED: 12/10/08
Make that VTOL that has pictures included with the pack!
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Sat Dec 13, 2008 10:23 pm |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Diemos Federation UPDATED: 12/10/08
CantTouchTheGround wrote: BLABLABLAVTOLPLZBLABLABLA Yeah I saw that lying around too. The sprites are fricken awesome, man! When's the next update?
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Wed Dec 17, 2008 11:39 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Diemos Federation UPDATED: 12/10/08
oh good, im not the only one who noticed that nice to hear youre working on it. [well, you didnt say it in that many words but its the drift i got.
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Wed Dec 17, 2008 11:50 pm |
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CantTouchTheGround
Joined: Mon Jul 09, 2007 3:46 pm Posts: 124 Location: Just dont look in your closet.
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Re: Diemos Federation UPDATED: 12/10/08
@Brainwashed Mature. He said he needed a dropship, didn't he?
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Thu Dec 18, 2008 2:54 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Diemos Federation UPDATED: 12/10/08
A bit of an update of what I am working on... Having trouble with the dropship design. The Diemos Federation just can't always rely on foot soldiers... They're semi-permanent stationary defensive units that can be deployed anywhere. The fire support units I mentioned...
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Sat Dec 27, 2008 7:15 am |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: Diemos Federation UPDATED: 12/10/08
Schweet. That's a mighty thin barrel there, son.
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Sat Dec 27, 2008 7:18 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Diemos Federation UPDATED: 12/10/08
i hope they're deployable in a more fun way than *drop rocket here*, am i wanting too much?
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Sat Dec 27, 2008 9:16 am |
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LE0Nteh1337
Joined: Tue Mar 27, 2007 4:23 pm Posts: 76 Location: somewhere in Florida
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Re: Diemos Federation UPDATED: 12/10/08
DSMK2 wrote: A bit of an update of what I am working on... Having trouble with the dropship design. The Diemos Federation just can't always rely on foot soldiers... They're semi-permanent stationary defensive units that can be deployed anywhere. The fire support units I mentioned... That, my good sir, is fu 'ckawesome.
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Sat Dec 27, 2008 1:28 pm |
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JimmytheLlama
Joined: Wed Nov 19, 2008 5:05 am Posts: 1
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Re: Diemos Federation UPDATED: 12/10/08
Hey DS, for the fire support unit deployment, how about using some kind of drop pod with a similarly shaped sprite (maybe with thermal shielding?) that gibs darkstorm pod style and deposits the turret? It seems that risking a dropship that's easily blown to bits (unless you're armoring it Tantus style) to drop an expensive piece of hardware in a combat zone doesn't make a lot of sense.
EDIT: Irregardless, awesome turrets, they'll be great for defense.
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Sun Dec 28, 2008 5:22 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Diemos Federation UPDATED: 12/10/08
Those things are awesome! But I thought they were going to be tanks, or walker turrets. They really have a really strong impression of a tank (which would be even awesomer).
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Sun Dec 28, 2008 9:28 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Diemos Federation UPDATED: 12/10/08
Why does the shovel have ammo?
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Sun Dec 28, 2008 9:33 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Diemos Federation UPDATED: 12/10/08
CandleJack wrote: Why does the shovel have ammo? AI's seem to go dumb when a weapon has infinite ammo! Bump for small update: Just want some word on the cannons, it'll be a good idea to preplace them as of now. I'm stuck on one thing though, for some reason it takes one penetrating bullet to kill the turret, can't figure out how to fix that. So currently they're in a somewhat invincible state. A heavy duty dropship is being worked on...
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Mon Jan 12, 2009 4:57 am |
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