DarkStorm Military Technologies - Updated 6/11/09
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 5/31/09
Welcome, and if you want, try suggesting ways to improve it. If Darlos thinks it's a good idea, he might use it. We al live in hope
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Tue Jun 02, 2009 5:49 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DarkStorm Military Technologies - Updated 5/31/09
Darlos9D wrote: And don't worry, the old Yatagarasu will make a return. This time in the form of something with side-doors, I'm thinking. You could even just land it on the ground that way, but it'd still be a dropship, not a rocket. With those non-lethal rotor "thrusters", this could work really well for it. As for landing a dropship, that sounds pretty risky. I'm talking about the DS's happy little autoscuttle trigger. Hope you can bypass that.
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Tue Jun 02, 2009 5:57 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 5/31/09
I like this one. Try making 2, the wormhole generator for really heavy loads, and the dropship for normal stuff, but costs less.
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Tue Jun 02, 2009 7:02 pm |
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Madrick
Joined: Wed Nov 19, 2008 9:01 pm Posts: 7
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Re: DarkStorm Military Technologies - Updated 5/31/09
very nice update to the mod, i am thoroughly enjoying the turret dropships (the shield turrets really add more strategy to the game) and the flying saucer (though i do miss the original dropship).
i was toying around with the flying drone and was thinking about how awesome it would be to have an actor attached to the drone in lieu of the turret. angelic symbolism came to mind. not sure if this is now possible with LUA, but it sure would be nifty. maybe an ability to shut off the hover feature.
P.S. hello!
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Tue Jun 02, 2009 7:28 pm |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: DarkStorm Military Technologies - Updated 5/31/09
Flammablezombie wrote: I like this one. Try making 2, the wormhole generator for really heavy loads, and the dropship for normal stuff, but costs less. I think whatever the dropship is holding shouldn't count as weight on the ship itself since the men are being dropped off through a wormhole.
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Tue Jun 02, 2009 7:45 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 5/31/09
Exactly. So it wouldn't suffer the weight of say, 10 shoguns if you needed them!
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Tue Jun 02, 2009 7:50 pm |
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ikaruga
Joined: Mon Mar 23, 2009 9:23 am Posts: 14
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Re: DarkStorm Military Technologies - Updated 5/31/09
I like the new drop ship but I prefered the old one.
Could you put it back as a gunship, for example ?
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Tue Jun 02, 2009 9:06 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: DarkStorm Military Technologies - Updated 5/31/09
ikaruga wrote: I like the new drop ship but I prefered the old one.
Could you put it back as a gunship, for example ? Its going to be put back, but Darlos said it was still gonna be the dropship, just with side doors.
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Tue Jun 02, 2009 9:10 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 5/31/09
Okay guys, here's the future plans for dropships, so the speculation can be satisfied:
Yatagarasu: This will be the drop ship with side doors that just carries stuff normally. Maybe it'd be cool to slap an MG or something on it too, though that might be a tad overpowered as far as balancing is concerned. Though keep in mind that the MG turret has TWO machine guns, so one on a drop ship would fire half as fast.
Flying worm hole: I think this will be renamed to "Kimon" with its own designation number. The way it should work is that, yes, its cargo doesn't actually weigh down the ship itself. Also, when it is destroyed, its current cargo is safely warped away and you get refunded for it anyway (though you still lose the money for the ship itself). I tried to make this work in the last release, but alas Lua doesn't seem too great at handling inventories right now. So now its just kinda around for looks.
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Tue Jun 02, 2009 9:42 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 5/31/09
the flying is getting better on the drone and kimon, but it should be a lot more "flighty" on the yosei, like when its idling it should at least move up and down a bit, or even just rotate around a little. it just feels way too deliberate for something with one rotor , imo. new ice is awesome, but could use a few more randomised sprites. use framecount to the brilliant use you have been on the HUD please the yatagarasu could use some of the akateko (sp?) carbines on them rather than full on MGs, which would be more balanced.
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Tue Jun 02, 2009 9:55 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: DarkStorm Military Technologies - Updated 5/31/09
Geti wrote: the flying is getting better on the drone and kimon, but it should be a lot more "flighty" on the yosei, like when its idling it should at least move up and down a bit, or even just rotate around a little. it just feels way too deliberate for something with one rotor , imo. I agree, it feels like it mastered the art of antigravity and has about 10 gyroscopes implanted in it.
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Tue Jun 02, 2009 10:39 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DarkStorm Military Technologies - Updated 5/31/09
After trying the newest update, I'm amazed. The whole structure of this mod allows for easy yet effective and fun strategic gameplay. Having turrets delivered virtually anywhere to hold off positions and flying those drones around the map as scouts or make them stay at a single place like surveilance cameras or just trooper buddies is very exciting and fun.
The updated heavy guys are really nice too, although the many different types and specific weapons for each type can get tedious sometimes when you keep track of them and their weapons that are only compactible with a certain soldier. The weapons, however, are very nice and equally powerful to balance the compability issues between the heavies.
Although it could be cool if the pyro shogun could resist its own fire somehow, atleast partially since crisping yourself is rather easy and fast. And I would dare say the flamer's burning effect is a little too fast and too powerful.
Other than that this is the best tactical and strategic faction mod available right now.
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Tue Jun 02, 2009 10:55 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: DarkStorm Military Technologies - Updated 5/31/09
numgun wrote: Although it could be cool if the pyro shogun could resist its own fire somehow, atleast partially since crisping yourself is rather easy and fast. And I would dare say the flamer's burning effect is a little too fast and too powerful.
Corrected. But if the pyro shogun has pyro armor, it really does make sense that it wouldn't burn him, or at least not nearly as much.
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Wed Jun 03, 2009 12:03 am |
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Sparx
Joined: Mon May 18, 2009 2:54 am Posts: 34
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Re: DarkStorm Military Technologies - Updated 5/31/09
You could make a cool bomb deployable from one of you D87 Higo's, with a 30 second timer while it assembles or something. That would be sweet.
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Wed Jun 03, 2009 3:47 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 5/31/09
numgun wrote: Other than that this is the best tactical and strategic faction mod available right now. Numgun, you warm my heart. I'm gonna keep this theme rolling. Hyperkultra wrote: But if the pyro shogun has pyro armor, it really does make sense that it wouldn't burn him, or at least not nearly as much. Right now, it resists being actually ignited. I need to cut the direct damage way down too, though. I still want pyros to do at least a little damage to other pyros though. Sparx wrote: You could make a cool bomb deployable from one of you D87 Higo's, with a 30 second timer while it assembles or something. That would be sweet. Or it'd be silly. A bomb would be designed to just, you know, explode immediately. Massive demolitions isn't really the aim of my mod anyway. No nukes here.
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Wed Jun 03, 2009 5:06 am |
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