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 DarkStorm Military Technologies -- Updated 12/20/09 
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Geti wrote:
Suggestion: Mobile brain units. In essence, the brain bot but fused with a tengu or oni or yurei. Do want, without my own edits.
I, personally, would think that there'd be dedicated commander versions of them if they were brains.
Idea: Commanders have slightly special armour and use Geti's randomised unit code to have randomised special traits and corresponding appearance. For example, a Yuurei commander might have a large battery on her back to increase energy stored, or a generator to increase recharge at the cost of possible detonation, or a set of goggles to increase sight range at the cost of a normal helmet, or a special set of boots to increase jump range at the cost of running speed, or a longer knife at the cost of slower stabs, or more armour and less speed, or higher output hover boots to move faster but less armour, or nozzles on the wrists to fire small bursts of electricity instead of a knife but unable to use a melee attack that doesn't use power, or the ability to wall grab when already wall grabbed to allow for better climbing but inability to use electric stabs, etc. Arghagh, too many ideas to say without sounding like a orifice irrigation bag.
It'd add a sense of uniqueness to each commander, a sense that the commander you just ordered is a veteran that has chosen a specialisation and modified their equipment to suit it, as opposed to a samey pink blob that you use every skirmish. However, it'd also be sort of hard to implement.
Tibby wrote:
While I know you can change the key for the secondary fire and the melee, which I've done, I'd simply suggest having the default be closer to the standard WASD keys that most people use to make melee easier to use
I have my melee and secondary fire keys set to V and C, respectively. That way I can use them from my mouse which has Ctrl+C and Ctrl+V set to buttons near where the thumb rests.


Thu Dec 03, 2009 8:56 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
411570N3 wrote:
possible detonation
On a commander? Otherwise, excellent, I just didnt think that darlos would want to go to much more effort if he wasnt going to go all out in his usual fashion, but oh well.


Thu Dec 03, 2009 9:04 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
I meant if damaged. The commander is presumably confident that she can avoid this happening.
EDIT: Also, I made up all those ideas on the spot. I could make more and probably justify, produce technological explanations and give possible backstories for them all too, so just shout if you see something that doesn't look quite right: I'm up for forcing it to make sense.


Last edited by 411570N3 on Thu Dec 03, 2009 9:26 am, edited 1 time in total.



Thu Dec 03, 2009 9:17 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Cool cool.
Random abilities is do-able without too much hassle, assuming the abilities are already there. you could have a few extra armour groups on the body that would be randomly detached upon spawning, as well as a random overall ability, ie stealth (yurei stuff), speed (dash jets), power (oni powers), the tengu's knives, or whatever. It would be pretty amazing, and it's something I haven't got around to with Zombies09 yet. It would be nice to see in Darkstorm.


Thu Dec 03, 2009 9:21 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Oh, that's a good idea: a commander suit that is a mixture of the units, depending on randomisation.


Thu Dec 03, 2009 9:36 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Random commander sounds cool, but I'd rather some bug fixes.

lets get that energy system working properly again, refine the Oni (I know you're onto it Darlos), and have a good look at the stealth unit.

This mod pack is the best out there, but the stealth unit is painfully unrefined
(hard to jump with, energy is unlimited, invisibility doubles as invincibility, even the proportions annoy me).

I will stick to the standard Tengu, who is brilliant and does everything perfectly (and can still crawl like a pro)


Thu Dec 03, 2009 9:54 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Just chiming in to say the Yuurei armor mixes up the gameplay just enough to feel original while not feeling too gimmicky. I'm a bit saddened by the disappearance of the cluster mine grenade, though. I noticed a few strange issues with the cloaking device though, namely if you switch weapons around and then uncloak the weapon sometimes stays invisible, and vice-versa, with a supposedly camo-treated weapon staying in plain sight while the actor (actress? You did say they're female :P ) disappears. Another suggestion is to make the grenadier Oni suit EMP-resistant. Either just exclude grenadier Oni units from EMP stun effects or decrease the duration compared to normal actors. Also, I may be alone on this one, but I think your old weapon sprites looked a lot better. These new ones seem kinda flat and not particularly exciting.


Thu Dec 03, 2009 10:00 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
lazermaniac wrote:
actress? You did say they're female :P )
...
Another suggestion is to make the grenadier Oni suit EMP-resistant. Either just exclude grenadier Oni units from EMP stun effects or decrease the duration compared to normal actors. Also, I may be alone on this one, but I think your old weapon sprites looked a lot better. These new ones seem kinda flat and not particularly exciting.


Actress is obsolete, someone decided Actor is now unisex.
I completely agree with your Oni suit suggestion.


Thu Dec 03, 2009 10:14 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
lazermaniac wrote:
I noticed a few strange issues with the cloaking device though, namely if you switch weapons around and then uncloak the weapon sometimes stays invisible, and vice-versa, with a supposedly camo-treated weapon staying in plain sight while the actor [...] disappears.
411570N3 wrote:
Darlos9D wrote:
Christ, people would have less questions and make less repetitive comments if they'd just READ the [...] last page or two.
Been mentioned several times and has apparently already been fixed.
I do, however, agree with the reduced EMP effect idea and your sadness at the lack of the cluster mine. It was essentially the most effective massed minefield in CC.
Also, do you still plan to make some of the other units you mentioned in the old thread?


Thu Dec 03, 2009 10:44 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Not to worry, cluster mine is coming back. Probably with some minor EMP effects as well. So the next release should have that as well as that nano grenade I mentioned.

I'll go ahead and make the grenade oni EMP resistant. I actually considered it but never did it. But now that there's popular demand... I wonder what color it should be? Green would be the most distinctive, I suppose.

As for all the custom unit stuff, by god I wish I could do that all easily. I'm sure some of you remember my past rants in the old thread about how I wanted to make custom interfaces that allow you to go through various parts selections for each unit. So basically the D22 Bushi would just be a single entry in the game's main actor list, but then when you select it another menu pops up asking you to pick a suit of armor, and then from there individual options for the armor that rebalanced it in different ways, such as with 411570N3's various ideas, or the different heavy weapon setups for the Oni. There'd probably be a "make it a brain" option too. And then there'd be similar options when purchasing weapons (underslung weapons, accessories, different ammo types, etc). I'm not really sure how to go about implementing all that right now though. Being able to pick out attachments by stepping through all of the MOIDs is nice, but I'm not 100% certain how powerful that is. Like, can I pick out an MO, and then set it to something new? I'll have to look into what Geti has done.

Regarding the units I talked about in the past, such as the Kitsune and the Jorogumo, don't expect to see either of them any time soon. I'm not really sure how to implement either of them, or what they'd be particularly useful for. Kitsune would still be hella-badass though, even if it'd just be a somewhat different Yuurei at this point.


Thu Dec 03, 2009 4:20 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
GREEN I SAY! I like green I love green I will call it... oni link! Image

but your logic says it should be brass or coper so it is grounded from the electric pulse.


Thu Dec 03, 2009 4:39 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Darlos9D wrote:
I'll go ahead and make the grenade oni EMP resistant. I actually considered it but never did it. But now that there's popular demand... I wonder what color it should be? Green would be the most distinctive, I suppose.


How about making the grenade oni have slightly bulker armor added to his existing armor to represent a blast suit or something of that sort? I feel like effect-resistant oni's should have something more distinctive than just special colored trim.


Thu Dec 03, 2009 8:47 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Uh, to protect against EMPs, you'd only need a different material, not more of it. If anything, the armor could be less bulky. Kind of like a vanguard that carefully disables enemies so that the rest of the troops can move in with less resistance.


Thu Dec 03, 2009 8:52 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
gtaiiilc wrote:
but your logic says it should be brass or coper so it is grounded from the electric pulse.
Grounding is not the issue with an EMP. Something can get hit by an EMP in midair.

Now I'm wondering how resistant the armor should be. Should it just resist EMP bursts, or should it also resist the stunning effect from the Yuurei's knife and the electrolaser? If I want to take it really far I could very well make it efficiently grounded and have it resist electrical damage altogether, rendering those two weapons completely ineffective. I just wonder if it becomes particularly overpowered at a certain point though.

The Cling Clang wrote:
How about making the grenade oni have slightly bulker armor added to his existing armor to represent a blast suit or something of that sort? I feel like effect-resistant oni's should have something more distinctive than just special colored trim.
Eh, modern guys firing grenade launchers don't really wear anything special. They just stay faaaar away. And I do kinda wish I had some kind of excuse besides simply the rule of cool to actually make their armor look different, but all that's really going on is that the material composition of the armor is changed up a bit. The materials could still be molded into the same shapes to make production simpler, and there'd be no reason not to do it. Slapping on a slightly different paint job seems like the best way to go.


Thu Dec 03, 2009 9:18 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
You cant change MOs to something else in lua, but you can detach attachables or whatever if you want mixnmatch parts. sorry that this is so breif, train leaves in 5 minutes.


Thu Dec 03, 2009 10:27 pm
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