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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: Aco Delta Covenant (28/07/12)*
Coops wrote: Also, I don't understand what you're trying to ask, Urch. The guy wants a version of the Oscar that other Oscars will detect, and follow. If only for making a swarm of Oscars, BECAUSE HEY, WHY NOT? Anyways I remember the old treats [now content devs] are pretty sweet guys, ask one or two about making an AI that can look at things that are shooting at them, at least.
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Sat Jul 28, 2012 9:43 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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 Re: Aco Delta Covenant (28/07/12)*
There would be groups of Oscars that form but don't form with other groups of Oscars. Also I didn't want it so that when you order more than one, they will stick to each other and not the one unit you wanted them to follow, also a rather unsatisfactory tail effect would occur with this set up. but, after trying it out, it was pretty fun having a huge cloud of Oscars flying around (If you can get them all into one group) also... Foa wrote: BECAUSE HEY, WHY NOT? Aco.rte/Actors/Drone/Drone.lua Replace that one with this.
Attachments:
File comment: Won't be included in Main release
Drone.lua [10.05 KiB]
Downloaded 238 times
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Sat Jul 28, 2012 9:55 pm |
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Wilq
Joined: Sun Jul 25, 2010 2:52 pm Posts: 40
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 Re: Aco Delta Covenant (28/07/12)*
They rather stated that leave oskars as they are but make one more oskar that is also buyable but acts like a "leader" do not have "scanning" ability and is used only to herd them.
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Sat Jul 28, 2012 10:01 pm |
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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: Aco Delta Covenant (28/07/12)*
Coops, just, read what I said, another version, like an Oscar-C, "This modification of the Oscar Drones have leet command modules that make it a viable ally target for the normal Oscar's AAS thinger..." And then from there you can add something to replace its ally-followy thing, like a constant enemy scanner, that whenever it trips, the special drone sends all its lackeys at the enemy, or something.
Oh lord, if the Command Oscar could recruit a Foxtrot, that'd be amazing. [The Command Oscar recruits a Foxtrot, flies around, and detects an enemy unit, and the Foxtrot sends a volley of missiles at said enemy, so much fun]
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Sat Jul 28, 2012 10:01 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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 Re: Aco Delta Covenant (28/07/12)*
Ah, Ok. My bad for misreading.
Sounds like an awesome idea, actually.
I'll have it work with other Drones too, like Golf, or Foxtrot.
Now, should the command drone (We'll call it that for now, I'll come up with a fancy Army Phonetic name later) have a weapon just like the other Oscars or maybe should it have a Scanner instead, where you fire it and it scans where you're aiming and whatever it finds acts like the Oscar's AAS?
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Sat Jul 28, 2012 10:09 pm |
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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: Aco Delta Covenant (28/07/12)*
The rest would be making it look important, and finding a few way to make it come at some cost, other than a few ounces.
I guess having to choose between firing and scanning/painting will have to be made.
Holyshit, this reminds me of my missile drone. I think I suggested to Lizard and DS Tech, about having a missle swarm, or large rokect follow a certain drone around. Of course, restrictions being the mobility of either munitions, and constraints of things like fuel, and longevity of the drone. The plus side, you could have a bit of fun with your salvos of large, and small munitions, to even the point of being able to disengage the munitions' tracking routine, the problem being is that the missiles are kind of dumb with out your help, and fly off in the direction that they were previously heading. [The drone was fragile, and though the large missile was pretty much an ACRocket, it wasn't the fastest thing it could rotate, but had problems with inertia, the missile swarm it was like playing with fire, especially if you disengaged tracking, from quite a ways away from where you want them to hit, they could miss the target, or hit the wrong things entirely in their stupor]
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Sat Jul 28, 2012 10:20 pm |
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Legatus
Joined: Tue Jul 10, 2012 5:17 pm Posts: 27 Location: Somewhere near Hoover dam in alternate future
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 Re: Aco Delta Covenant (28/07/12)*
Very good mod. Balanced and useful, but... First - crab drone. His movements are sluggish as hell. And body's too low, lift it up a bit, just for a few pixels! Second - lack of some weapons that supposed to take down dem asses. Like bazooka or gatling gun. Third - legs. I know, back-bended legs are always awesome, but it is almost impossible to stand up after some crawling. Fourth - visual style. White-green-blue is cool, yeah. But your guys reminding me of XBOX360, and this is not good. No to stripes and little lamps. This guys needs more plating style armour with coloured plates, not just stripes over them.
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Sat Jul 28, 2012 10:39 pm |
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Wilq
Joined: Sun Jul 25, 2010 2:52 pm Posts: 40
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 Re: Aco Delta Covenant (28/07/12)*
I think you should make new Oskar without weapon. And maybe name it Papa?
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Sat Jul 28, 2012 10:51 pm |
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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: Aco Delta Covenant (28/07/12)*
the only question i have is why do the mecha look like they're in the process of eating their guns?
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Sat Jul 28, 2012 10:59 pm |
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Mirefrost00
Joined: Sun Feb 15, 2009 4:59 pm Posts: 52
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 Re: Aco Delta Covenant (28/07/12)*
Hee hee, this is awesome! All previous praise stands, in addition to the Foxtrot's weapon *physically reconfiguring*! That is the coolest thing I've seen in some time.  The Golf's flight is well-handled, though the tendency to dive took a bit of getting used to. It might lead to interesting tactics with those missiles. Looking forward to new developments.
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Sat Jul 28, 2012 11:22 pm |
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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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 Re: Aco Delta Covenant (28/07/12)*
The guns are really weak, a light coalition soldier can take the railgun to the face and live. Other than the fact that these guys are brought down easy, i really do enjoy the looks of the actors. EDIT: i updated it, the guns are much better, the railgun still seems to lack the expectations of it's name though.
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Sat Jul 28, 2012 11:36 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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 Re: Aco Delta Covenant (28/07/12)*
Where does it say it's a Railgun?
EDIT: Was testing it out in a Skirmish, seemed like just enough power to me.
Not many Coalition soldiers were able to come back and tell me they lived, infact, none did.
This faction isn't overpowered, I just wanted to add another faction thats up to par with the other Vanilla factions.
Last edited by Coops on Sun Jul 29, 2012 12:10 am, edited 3 times in total.
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Sat Jul 28, 2012 11:56 pm |
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Legatus
Joined: Tue Jul 10, 2012 5:17 pm Posts: 27 Location: Somewhere near Hoover dam in alternate future
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 Re: Aco Delta Covenant (28/07/12)*
Re-dl'ed Well, now it's much more balanced.
Btw, for all who cries about weak guns: WHAT'S WRONG WITH YOU? That one-shot rifle can take out heavy browncoat in 3 shots. Aim better and use weapons properly.
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Sun Jul 29, 2012 12:04 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: Aco Delta Covenant (28/07/12)*
Coops wrote: This faction isn't overpowered, I just wanted to add another faction thats up to par with the other Vanilla factions. Missiles. [I don't understand the 40->65; thermatics buuuh]
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Sun Jul 29, 2012 12:47 am |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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 Re: Aco Delta Covenant (28/07/12)*
Foa wrote: [I don't understand the 40->65; thermatics buuuh] When you reload that gun, it will go to 40 ammo. If you wait for it to charge, though, it will go up to 65.
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Sun Jul 29, 2012 12:51 am |
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