Untitled Tech 2.5 (B31) [26th April 2015]
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motochad
Joined: Mon Apr 09, 2012 7:44 am Posts: 80
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Re: Untitled Tech 1.8 [UPDATE]
So, if i may suggest seeing as how you have some BADDASS sprites, that something like deployables would fit this mod very nicely.
First off, things like sentry/mounted guns, and Tesla towers, are pretty cool, but what about a robot, say something like an EOD bot, and it has a Tesla sheild and an HMG, BUT, the twist is you can deploy it on the feild.
If you remember the R.E.T.A.R.D.S mod, you could carry around bombs that, when thrown, would turn into a robot, and hunt stuff down.
I think something similar to that, except with tracks or something, would fit nicely.
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Fri Oct 19, 2012 5:28 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]
unitech has deployable turrets like that for sure.
i'm pretty sure whoever did cortex command reloaded got the code from unitech (and gotcha got it from someone else. probs)
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Fri Oct 19, 2012 6:23 am |
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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]
Some sort of bi-pedal heavy mech with your styling and some turrets would really flesh out and round out this mod and make the most out of that nice repair tool you've conveniently already got
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Fri Oct 19, 2012 7:12 am |
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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'll be focusing on a few new weapons for the next update. I'll start working on deployables later. (Insult) wrote: ...until everything inside it is mashed into pulp. I was hoping to go for something simpler, yet still useful. Asklar wrote: A tesla tower! I'll look into making that. Making big sprites (look good) tends to consume a lot of time. painbringer1998 wrote: What about the XM8 rifle? But realistic-looking guns look boring! Besides, there's already a few types of laser weapons, so I don't think there's any need for new models. Roy the Cuttlefish wrote: ...maybe you can find some way to yin-yang your mods? How, exactly? I see what you did there. darkness110 wrote: keep up the good work bro I will! Even when I'd have more important stuff to do, apparently. motochad wrote: ...but what about a robot, say something like an EOD bot, and it has a Tesla sheild and an HMG, BUT, the twist is you can deploy it on the feild. I'd love to work on something small that moves with tracks. It shouldn't be that complex, but it could do stuff like plant mines or bombs. motochad wrote: If you remember the R.E.T.A.R.D.S mod, you could carry around bombs that, when thrown, would turn into a robot, and hunt stuff down. Now that you mention those, a hover drone would be cool. I tried to make one at one point, but it didn't turn out too well. I'll be adding deployables and such into the tools section, when I manage to make some. tankmayvin wrote: Some sort of bi-pedal heavy mech I've been thinking about something special for an actor like this. If I made actual humanoid robots for this faction, they would probably wind up similar to the Imperatus ones. I'll look into making something that fit's the theme.
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Fri Oct 19, 2012 7:26 am |
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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]
4zK wrote: tankmayvin wrote: Some sort of bi-pedal heavy mech I've been thinking about something special for an actor like this. If I made actual humanoid robots for this faction, they would probably wind up similar to the Imperatus ones. I'll look into making something that fit's the theme. How about huge, clunky, somewhat diesel punk in style with what looks like riveted/welded plate armour using a similar shading style to the armour you've got on your human actors? Big autocannon for a gun? Digitigrade legs aren't super well represented in CC and I think tend to look cooler on mechs too.
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Fri Oct 19, 2012 7:51 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]
Quote: Roy the Cuttlefish wrote: ...maybe you can find some way to yin-yang your mods?
How, exactly?
I don't know, maybe some throw-able vials of plants from his mod that have been slightly more weaponized to cause havoc to enemy troops. Perhaps a brain unit for your faction that is actually a rare species of animal you have to protect, like an albino Trudger? A cage you can drop from a drop ship with an angry kind of giant crab that will seek out and stomp on enemy troopers? A Genetic analyzer tool for your faction that when used on certain kinds of wildlife will give you a gold boost, like between 200-500? ( the genetic samples are worth a good deal of money maybe ), or to make it more simple, make it so when an animal is picked up by one of your factions dropships and sent back into orbit you gain money from "rescuing the animal". Those are just a few little ideas for you.
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Fri Oct 19, 2012 8:52 am |
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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 kinda prefer it the way it is, with everything combat-oriented. I wouldn't like to have to worry about not using it to its full potential because there's a Striding Trudger on the battlefield somewhere.
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Fri Oct 19, 2012 1:23 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]
Sure, it's very obviously Fallout-ish, but what happened in Fallout was on Earth - and I'm sure CC takes place in a far more distant future. I'd like to think that anything that is left of Earth isn't the leading factions of Mojave. I want my mod to be seen as a faction on it's own instead of a mod based on another game, and keep the theme just as a slight major reference. Roy the Cuttlefish wrote: Those are just a few little ideas for you. I think the faction will still remain an energy-based faction rather than something that, uh... does stuff with wild creatures.
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Fri Oct 19, 2012 2:17 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]
4zK, I have a tesla tower mod with sprites made by Kettenkrad.
You can look at it and use it for some kind of reference if you want (link to the mod in my signature), I'm pretty sure Ketten would even let you use it if you wanted.
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Fri Oct 19, 2012 6:34 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]
Ketten is a pretty good spriter. I'll use the sprite for now and work on the code.
EDIT: Eh, apparently I've been using a palette that's lighter than normal for over 2 years or so. The sprites seemed to work fine though, since the palette I was using was 8-bit too. The sprites just got a little darker in-game.
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Fri Oct 19, 2012 6:53 pm |
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motochad
Joined: Mon Apr 09, 2012 7:44 am Posts: 80
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Re: Untitled Tech 1.8 [UPDATE]
Ah, when i said deployable, i meant that it would be field deployable, not pre-placed.
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Fri Oct 19, 2012 11:18 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]
Yeah, I know what you meant, but the telsa tower would be a bunker module rather than a deployable.
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Fri Oct 19, 2012 11:47 pm |
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Karroc
Joined: Fri Dec 31, 2010 9:57 pm Posts: 17
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Re: Untitled Tech 1.8 [UPDATE]
Hi! I just wanted to say I love everything you are doing with this mod. Keeping it non-fallout/totally original is good, and I approve. I also this the balance of the guns, and more importantly the feel of them, is impeccable. The only thing I am not sure about is the shotgun, but I think that has been discussed already. Maybe a combat/riot shotgun would fit? But I can also see that you might want to keep the weapons list streamline (which I am 100% in favor of). Amazing mod. I love it.
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Sat Oct 20, 2012 1:37 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 shotgun really isn't a shotgun it's more like a mini flak gun.
i must say though it needs some tweaking because it's kinda buggy.. as in they don't detonate at the right time at all sometimes. but when a shatter shot works perfectly, shredding the foe to little bits, i can't help but admit it's kinda like a miniature version of sinking a ship in silent hunter.
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Sat Oct 20, 2012 8:14 am |
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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]
Karroc wrote: Keeping it non-fallout You can't really call it 'non-fallout' as the references are pretty obvious. NeoSeeker wrote: ...as in they don't detonate at the right time Quote: Shrapnel rounds don't break in point-blank impact as a safety feature. It's just for balancing the gun to not function in the closest of combat, that's what the shotgun other mode is for. It can also come in handy in tight corners, where you can bounce the shot off a wall. (even though this often causes it to gib when hitting the wall, no matter how high the impulse limit is, it's because of the shot's small size)You're right though, I'll have to add that in the in-game description.
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Sat Oct 20, 2012 10:07 am |
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