Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I like the look of the new doors, but their overall 'style' could possibly use a little improvement.
They seem a little to 'bright' to me, mainly the light blue 'track' for the doors.
DSMK2 wrote:
As well, should I edit the command vault so that it's "rear" end fits in more with the rest of the bunker pieces?
Both facings look alright when used by themselves, but with that little 'strip' of dirt/background at the end when surrounding it with other pieces, it does seem like it could use some minor tweaks to better 'fit' more snugly. It also brings up the angled corners. They look good when the command vault is by itself, but the triangle shaped wedges of dirt/background seem a little off.
Either way, it is more of a minor thing to me, but I could at least see the end extended a tiny bit to better fit against adjacent pieces.
The only other option I could think of would be to either make 2 more command modules (one facing each direction) designed to better fit with its surrounded, or else make some sort of 'end cap' type piece that could be added on separately.
Barnox wrote:
When I used them, the little orb-topped turrets were nigh-on invincible. Bullets bounced off the top, and only a small chip of the base could be harmed.
And, when an impact hit the orb, it broke, and the base became completely invincible, and completely useless as anything other than a distracing device.
I noticed that myself, but it doesn't surprise me to much, especially with the theme of the mod.
A well rounded surface is going to be much more resistant to damage, since it greatly reduces the chances of any shot getting a 'direct' strike, meaning most shots will just end up glancing off of the armor. In terms of energy weapons, an angle means energy being spread out, and not as well focused (although the base activities don't seem to use lasers, so I don't know if those little turrets are as resistant to stuff like lasers)
The connection between the turret and base happens to be a sensible weak spot. A moving connection means there cannot be solid armor in that location.
Although I think I have also noticed that turret bases tend to 'stick around' after they have lost their gun, the main problem I have is that the weapon/turret just 'flies off' and ends up setting on the ground, where it cannot be picked up, even though it has a little name/arrow that points at it.
It might be nice if the gun could be picked up and either used as a makeshift weapon (e.g., the Sentinels from the Halo series of video games, their 'gun' can be wielded by hand if the Sentinel was destroyed), at least be recoverable and sold for a small portion of gold, or else just gib so it does not just set on the ground, doing things like silently mocking me at the deadly accuracy of flying legless digger equipped dummies.
411570N3 wrote:
The main problem with the bunkers is the shared usage of colours. Try making the light blue highlights used in the background darker than the one in the foreground.
I kind of like that idea myself.
It might help with how the doors seem a little bright to me in the door track/well area.
carriontrooper wrote:
Hmmm... the sudden dislodge also happened in my organic bunker teeth. I'd suggest upping the jointstrength and/or pinstrength (on the motor part)... Man I gotta build some more bunkers.
Thanks for mentioning that. At least one or two mods I have include doors that can take insane amounts of punishment, yet seem to 'break' the moment an actor so much as steps on the bottom half of the doors.
DSMK2 wrote:
Should I go straight with Stone's idea or go with a completely simplified... 4 square wall type?
I would agree with allstone. Keep the present style and make the light blue of the background (especially in the door well/track) at least a little darker.
Personally, aside from in the door track/well, the light blue in the background doesn't bother me to much.
Random idea.
A turret with an 'arm'...
Let it 'pick up' its own gun should it get knocked/shot off, or to 'pick up' any other hand held weapons if it presently has no weapons... although, I have no clue if that would even be possible or not.
A final question.
Will you be doing anything else with the 'generator vault'?
or is it going to be removed from the next release?