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(Insult)
Joined: Sun Oct 14, 2012 1:17 pm Posts: 22
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Re: Untitled Tech 1.8 [UPDATE]
The combat knife sounds good to me. Try that. It wouldn't be a Fallout clone 'cause serrated survival knives are pretty universal. 4zK wrote: motochad wrote: I think these guys should have some deployables. Now that I have my new weapon working, I can look into turning it into a turret. *coughteslacoilcough*How exactly should the shield work, though? Well, you can't shoot your own actors so you could just make it a big dome-shaped actor that deploys from a bomb? Or a lua script that checks what team you're on and disintegrates you if you're not on the right team, and blocks all bullets trying to get in from outside. That would create a really fun instantly defensible position. An idea I have that might work best is a shield that can only be shot through from the inside but any actor can get into. There's a generator powering it at the centre and when you destroy it, the shield dies.
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Wed Oct 17, 2012 6:16 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 1.8 [UPDATE]
I remember there being a very good repelling shield mod thingy somewhere, and it was pretty cool. It reflected light things such as bullets and stuff but let heavier particles pass.
I'm not sure how hard it would be to script something like that.
I could start by making a proximity triggered mine of some sort.
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Wed Oct 17, 2012 6:39 pm |
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(Insult)
Joined: Sun Oct 14, 2012 1:17 pm Posts: 22
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Re: Untitled Tech 1.8 [UPDATE]
What might be cool is a proximity mine that creates a bubble of energy which constricts until everything inside it is mashed into pulp. That'd be cool.
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Wed Oct 17, 2012 6:59 pm |
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Cerevox
Joined: Fri Oct 05, 2012 5:06 am Posts: 48
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Re: Untitled Tech 1.8 [UPDATE]
Something like the deployable box from this maybe? Throw it out and you can get either a HMG or an area force field. Ability to be packed back up might be hard in CC but even without that it would be cool.
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Wed Oct 17, 2012 7:11 pm |
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(Insult)
Joined: Sun Oct 14, 2012 1:17 pm Posts: 22
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Re: Untitled Tech 1.8 [UPDATE]
I don't think we have to worry about packing up right now. Just get it deployable and that'll be shwell.
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Wed Oct 17, 2012 7:27 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Untitled Tech 1.8 [UPDATE]
A tesla tower!
With a really cyber-punk, dark and improvised look it should fit the mod.
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Wed Oct 17, 2012 7:41 pm |
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(Insult)
Joined: Sun Oct 14, 2012 1:17 pm Posts: 22
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Re: Untitled Tech 1.8 [UPDATE]
Not really a big thing, but is 'cyberpunk' really the name for this aesthetic? I was thinking it's more focused on military than 'cyber'. 'Improvised' suits my view of it fine though. Maybe not TOO dark.
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Wed Oct 17, 2012 9:27 pm |
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Roy the Cuttlefish
Joined: Tue Apr 03, 2012 7:28 am Posts: 67
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Re: Untitled Tech 1.8 [UPDATE]
Quote: I got some subconscious inspiration from the gun's shape to another upcoming weapon, but it's not an impulse-cannon-memory-loss gun though, sorry! I'm just glad you got something out of the design.
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Wed Oct 17, 2012 10:43 pm |
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tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
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Re: Untitled Tech 1.8 [UPDATE]
(Insult) wrote: Not really a big thing, but is 'cyberpunk' really the name for this aesthetic? I was thinking it's more focused on military than 'cyber'. 'Improvised' suits my view of it fine though. Maybe not TOO dark. CC in it's entirety is somewhere on the cyberpunk spectrum. High tech (brain transfer tech, etc), low life (the ronin), megacorps, etc. etc. Maybe a bit too far forward in the future but still.
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Thu Oct 18, 2012 12:07 am |
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painbringer1998
Joined: Fri Jun 10, 2011 4:37 am Posts: 201 Location: Oregon, USA
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Re: Untitled Tech 1.8 [UPDATE]
What about the XM8 rifle, it looks like a gun that would look good shooting lasers out of it
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Thu Oct 18, 2012 12:53 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Untitled Tech 1.8 [UPDATE]
the laser rifle and capacitor look fine the way they are.
there really isn't anything wrong with this mod. it's got basically everything a vanilla faction would have (considering most factions don't have their own dropship or crab it's more than most), and it's pretty well balanced.
the tesla coil sounds awesome though.
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Thu Oct 18, 2012 4:54 am |
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painbringer1998
Joined: Fri Jun 10, 2011 4:37 am Posts: 201 Location: Oregon, USA
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Re: Untitled Tech 1.8 [UPDATE]
No I'm talking about this should be a new gun, not a replacement
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Thu Oct 18, 2012 6:18 am |
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Roy the Cuttlefish
Joined: Tue Apr 03, 2012 7:28 am Posts: 67
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Re: Untitled Tech 1.8 [UPDATE]
Trickster just brought out a mod that focuses on wildlife and such, since your factions story line revolves around the protection of said wildlife and its study and all that, maybe you can find some way to yin-yang your mods? just a thought.
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Thu Oct 18, 2012 7:06 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Untitled Tech 1.8 [UPDATE]
(Insult) wrote: Not really a big thing, but is 'cyberpunk' really the name for this aesthetic? I was thinking it's more focused on military than 'cyber'. 'Improvised' suits my view of it fine though. Maybe not TOO dark. Heh, I just can't find a good adjective to describe this mod. I can probably use: -Improvised -Underground -Cyberpunk (To some degree) -Scavenger (To some degree) -Post apocaliptic (Well, since it was based on Fallout...) -"Retro-sci-fi" (Like retro-futuristic, but retro-sci-fi, like those games from the 90' that had this feel) -Untitled.
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Thu Oct 18, 2012 7:38 pm |
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darkness110
Joined: Sun Oct 07, 2012 12:12 am Posts: 2
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Re: Untitled Tech 1.8 [UPDATE]
well im going to be very trueful here...... it is awesome love the sprites and i got to tell yea you did pretty good with the craft keep up the good work bro
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Fri Oct 19, 2012 2:23 am |
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