DarkStorm Military Technologies - Updated 6/11/09
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 6/5/09
I was thinking more along the lines of giving the missile turret ionizing missiles, but that would be too similar to numgun's ionizer.
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Tue Jun 09, 2009 2:38 am |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: DarkStorm Military Technologies - Updated 6/5/09
What about a missile that when it hits it makes the actor turn white for half a second, then has a small chance of teleporting it somewhere on the map, if it doesn't hit that chance it just deletes the actor.
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Tue Jun 09, 2009 3:41 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 6/5/09
@ recent posts: wow, okay, lets make up completely random weapons for my mod. Yeah, sure, I'll add those. I'll get right on it. Yup yup yup. Not ridiculous at all...
Now, for a tragic story: I thought I could bring to you fine folks bunker modules THAT REGENERATE. Unfortunately, due to the lack of options there are for adding terrain to a scene, this is a no-go for now. I was hoping I'd be able to surprise everyone with it. Sigh...
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Tue Jun 09, 2009 6:16 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: DarkStorm Military Technologies - Updated 6/5/09
What's wrong with auto settling MOs?
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Tue Jun 09, 2009 6:17 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: DarkStorm Military Technologies - Updated 6/5/09
Dude! Dude, dude, dude! Best idea ever alright here it comes (brace yourself)
it's a gun (wait for it this is the good part) that--shoots bullets
OH MY GOD RIGHT
also @mail2345: the IsScrap setting that's automatically applied to all MOs that settle.
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Tue Jun 09, 2009 6:18 am |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: DarkStorm Military Technologies - Updated 6/5/09
I know ideas are always being posted here but I put some thought in to thease for quite some time.
When we have control over attachments with lua a Shinigami unit would be a epic stealth actor! it would be completely invisible when moving and jetpacking, can't take damage when invisible like "phase shifting" BUT the catch is it can only carry a mid ranged sword that has to charge up like the shogun Punch but while it's charging he can be shot,and to support that kind of "phase shifting" he has no armor and of course the whole one and only weapon it can use.
Another Idea I have had for a while would be a long legged fast ACrab "Kappa" that since kappas are usually seen as mischievous troublemakers it could be used as a decoy unit it drops EMP mines or can turn on a EMP/Chaff field for a few seconds both of those "attacks" would make it work well as a decoy unit or support for the other units. to make it more like a kappa if it is flipped over or unable to move for too long (thats the reason for the long legs so it is not overpowered a good shot to the legs and down it goes) it starts to leak oil then it starts to spark then a "powercore" falls out which is the EMP/Chaff field but for balance it is a grenade(same if it uses EMP mines) .
also that "oni" you said you might do that would be like EVA-01 when it goes berserk should be Well doable now.
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Tue Jun 09, 2009 6:21 am |
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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 6/5/09
@grif: i though IsScrap was default for objects that settle without a background behind them? so IsScrap = 0 still works if you have a bunkermodule behind you. darlos, have a look at the indestructblocks for a (semi-buggy) way to repair damaged terrain.
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Tue Jun 09, 2009 6:42 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: DarkStorm Military Technologies - Updated 6/5/09
Grif wrote: Dude! Dude, dude, dude! Best idea ever alright here it comes (brace yourself)
it's a gun (wait for it this is the good part) that--shoots bullets
OH MY GOD RIGHT
also @mail2345: the IsScrap setting that's automatically applied to all MOs that settle. And, a grenade, that, blows up, and, and andand, sprays shrapnel everywhere! Anyway, I love using the shinobi's jab, it always keeps the job clean! Concern, these guys have really low impulse threshold... the ultimate defense, smitten by a farting ronin... Any chances of remote charges, or placeable alarm/trap systems?
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Tue Jun 09, 2009 6:50 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DarkStorm Military Technologies - Updated 6/5/09
I think this mod needs more stealth stuff. - I'm thinking: working cloaked actors, or better: a cloaking device for any actor. - BRING BACK THE DISINTEGRATING CASES! They were so amazing and stylish. - There are a lot more heavy units than light, sneaky ones. heavy ones are cool, but I want more sneaky ninja soldiers - weapon idea: sniper, but makes target killed disappear. Ie he leaves no body. this function might be better in a knife. I suggest a dissolving effect if possible. - cloaking base. 'there's the enemy ba- wait, where'd it go?' Noo idea how you'd do this. Maybe a retracting entrance which leaves a fake dirt ground above it would have to do (some kind of door), but anything like that would be awesomely cool. - smoke grenade: ultimate ninja style. throw grenade. it detonates as soon as it leaves you hand, leaving an AI confusing cloud and teleporting your actor directly below his previous position underground. Will require a digger.
there are some random ideas, but basically I just want to see the stealth factor become top priority. it's very stylised-but-standard military kit as is.
Also, as mentioned earlier: your pyro shogun is one of the greatest actors to play with ever.
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Tue Jun 09, 2009 8:16 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: DarkStorm Military Technologies - Updated 6/5/09
Exalion wrote: - weapon idea: sniper, but makes target killed disappear. Ie he leaves no body. this function might be better in a knife. I suggest a dissolving effect if possible. This would be a cool effect to add to the electrosniper, which doesn't seem as elementy as the pyro and cryo weapons to me anyway. Possibly rename the vorpal shogun or something?
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Tue Jun 09, 2009 8:32 am |
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Hachimitsu Boy
Joined: Mon Jun 01, 2009 3:56 pm Posts: 15
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Re: DarkStorm Military Technologies - Updated 6/5/09
Darlos9D wrote: Now, for a tragic story: I thought I could bring to you fine folks bunker modules THAT REGENERATE. Unfortunately, due to the lack of options there are for adding terrain to a scene, this is a no-go for now. I was hoping I'd be able to surprise everyone with it. Sigh... Is it default regenerating bunkers, or cool all-new DarkStorm regenerating bunkers?
Last edited by Hachimitsu Boy on Tue Jun 09, 2009 8:55 am, edited 1 time in total.
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Tue Jun 09, 2009 8:38 am |
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Hachimitsu Boy
Joined: Mon Jun 01, 2009 3:56 pm Posts: 15
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Re: DarkStorm Military Technologies - Updated 6/5/09
Exalion wrote: I think this mod needs more stealth stuff. - I'm thinking: working cloaked actors, or better: a cloaking device for any actor. - cloaking base. 'there's the enemy ba- wait, where'd it go?' Noo idea how you'd do this. Maybe a retracting entrance which leaves a fake dirt ground above it would have to do (some kind of door), but anything like that would be awesomely cool. What for? In my opinion Tengu-ghost wasn't so much of a good idea, invisibility is absolutely useless on long ranges (at least my snipers never died from enemy shots. In most cases they got ripped by random flying gibs or blown up because of this bug with MO surplus) and disbalanced on CQC. Invisible base either disbalanced or not gonna work the way you see it (I mean AI still gonna at least see where your actors and brain are) . Maybe invisibility is a good idea, but not in CC. And yeah, sorry for a double-postin.
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Tue Jun 09, 2009 8:53 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DarkStorm Military Technologies - Updated 6/5/09
you can quote two different people in one post. And I want stealth in darkstorm because THAT'S THE WHOLE POINT OF THE FACTION, DUMMY!
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Tue Jun 09, 2009 12:13 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: DarkStorm Military Technologies - Updated 6/5/09
Exalion wrote: And I want stealth in darkstorm because THAT'S THE WHOLE POINT OF THE FACTION, DUMMY! Seconded, why have a stealth faction without stealth units? And i can't wait for the stealth shinobi to be finished.
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Tue Jun 09, 2009 2:43 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 6/5/09
Lizard wrote: Exalion wrote: And I want stealth in darkstorm because THAT'S THE WHOLE POINT OF THE FACTION, DUMMY! Seconded, why have a stealth faction without stealth units? And i can't wait for the stealth shinobi to be finished. Stealth units = ??? What? Specify, since a modder cant know what you have thought of in your head.
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Tue Jun 09, 2009 7:28 pm |
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