The Pelian Army *Update: Jun. 22nd '12*
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Quote: - Plasma Hybrid Shot? For railguns, and non-laser energy rounds Vaporizer-esque, but maybe not exactly identical.Maybe two variants, one with a phase that fires off a high-velocity round via railgun. - Shotgun Pellets!!! More or less. Probably going to be similiar to the Decapitator though.Hopefully slightly more accurate then the decapitator, as in, it won't horribly assrape anyone in the corridor, just send out a narrow storm of pellets. - Machine gun Rapid Fire Mode? No crap =P - Flamethrower Under-barrel flamethrower/Napalm-Shot (Dragon's Breath) That, or Cremator-esque. The Dragon's Breath is real shotgun round, 3 second of flaming hot shrapnel and white phosphorus, with a dab of napalm.Make the flames for blue, for added win cookies. - Rocket(?) RPG Shot? (Modern Day Shotguns lob Grenades 128+ feet away Not sure if i'll even make this >.>If at all possible, air-burst? Assuming you even make it, of course. In red, if it wasn't blatantly obvious. And as for the singularity cannon concept; I like it, but when you think of cannon, you would usually think of some heavy firepower. I think it'd look better either shoulder mounted or held at the waste like a minigun. I'm not really digging the way it looks more like a shotgun then a cannon, but that could just be me being stupid again, so ignore this unless it's reinforced by someone else
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Fri Aug 22, 2008 1:19 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Quote: Maybe two variants, one with a phase that fires off a high-velocity round via railgun. I don't exactly get what people mean with railgun and plasma. Railguns usually throw a slug of metal at extreme speeds, not a bolt of plasma. Railgun would probably be better off under Single Shot =P
Hopefully slightly more accurate then the decapitator, as in, it won't horribly assrape anyone in the corridor, just send out a narrow storm of pellets. Waitwhat. A corridor is generally a pretty confined space, so why the hell should one make it more difficult for oneself to blast the enemies by making it a highly accurate shotgun? >.> The Light may be accurate, but the Heavy is going to be like, BOOM and gore goes flying everywhere.
Make the flames for blue, for added win cookies. Hell no :0 This is going to be bright yellow/white, and so hot that it could be a pr0n star.
If at all possible, air-burst? Assuming you even make it, of course. Airburst inside a narrow corridor? Nowai, not flexible enough. Olive answers, yo. Ragdollmaster wrote: And as for the singularity cannon concept; I like it, but when you think of cannon, you would usually think of some heavy firepower. I think it'd look better either shoulder mounted or held at the waste like a minigun. I'm not really digging the way it looks more like a shotgun then a cannon, but that could just be me being stupid again, so ignore this unless it's reinforced by someone else I might rename it later, but seriously, ANY gun in the same scale as the MARS deserves to be called a cannon (Maybe i should get Shotcannon on the shotgun...) @Foa: Kthx I'm gonna have a looooot of fun with that one...
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Fri Aug 22, 2008 1:47 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Quote: Maybe two variants, one with a phase that fires off a high-velocity round via railgun. I don't exactly get what people mean with railgun and plasma. Railguns usually throw a slug of metal at extreme speeds, not a bolt of plasma. Railgun would probably be better off under Single Shot =P Slug of metal = METAL SLUG LOL, INADVERTENT REFERENCES. My psychological problems aside, maybe then just make a separate railgun, like Numgun's V.H.S.C
Hopefully slightly more accurate then the decapitator, as in, it won't horribly assrape anyone in the corridor, just send out a narrow storm of pellets. Waitwhat. A corridor is generally a pretty confined space, so why the hell should one make it more difficult for oneself to blast the enemies by making it a highly accurate shotgun? >.> The Light may be accurate, but the Heavy is going to be like, BOOM and gore goes flying everywhere. I meant like, it wouldn't be convenient if it goes and destroys half the corridor, any of my own units chasing the enemy, other turrets or doors, etc.
Make the flames for blue, for added win cookies. Hell no :0 This is going to be bright yellow/white, and so hot that it could be a pr0n star. Every flame starts blue, then goes white-yellow, then red. Red is the coolest out of the three layers, blue is the hawtest. So hawt it's like 5 pr0n stars combined.
If at all possible, air-burst? Assuming you even make it, of course. Airburst inside a narrow corridor? Nowai, not flexible enough. Well, maybe just the above-ground one =P Turrets aren't confined to corridors. Red again, yo.
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Fri Aug 22, 2008 2:32 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Ragdollmaster wrote: Quote: Slug of metal = METAL SLUG LOL, INADVERTENT REFERENCES. My psychological problems aside, maybe then just make a separate railgun, like Numgun's V.H.S.C Lolwut. Also, might make the heavy single shot turret a powerful railgun.
I meant like, it wouldn't be convenient if it goes and destroys half the corridor, any of my own units chasing the enemy, other turrets or doors, etc. Ahh, true. Also, i've kind of decided to make the light turret slightly more accurate than the Decapitator, and to make the heavy a bit more inaccurate than the Decapitator, allowing for moar blast. As in, 24-30 heavy bullets spread evenly all over a clones body.
Every flame starts blue, then goes white-yellow, then red. Red is the coolest out of the three layers, blue is the hawtest. So hawt it's like 5 pr0n stars combined. True, but incidentally, blue tends to look rather cold instead of hot, and i'm going for the looks of it being extremely hot. For example, take a blue flame and a bright yellow flame. Which one looks hottest?
Well, maybe just the above-ground one =P Turrets aren't confined to corridors. These probably are, but maybe i'll make some ground turrets too. They're going to need cover against flying dropship gibs though >.> Red again, yo. Olive D:< Also, nearly done with light shotgun turret...
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Fri Aug 22, 2008 3:26 pm |
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CantTouchTheGround
Joined: Mon Jul 09, 2007 3:46 pm Posts: 124 Location: Just dont look in your closet.
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Looking good. For the plasma axe tho, you should make the magazine the actual axe. Then when it swings it would disapear from the clones' arm. And make the round count 1 with a quick reload.
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Fri Aug 22, 2008 4:22 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Ragdollmaster wrote: blue is the hawtest Not quite. If you look at a bunsen burner, the absolute lowest level of combustions is a barely discernible purple. If you're awesome enough at tuning those things you can get the whole flame to be a ghostly purple/blue. @Shook: I have gotten many gleeful hours out of your shot-cannon. For the singularity cannon, have you considered doing something like a coilgun?
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Fri Aug 22, 2008 4:46 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
CantTouchTheGround wrote: Looking good. For the plasma axe tho, you should make the magazine the actual axe. Then when it swings it would disapear from the clones' arm. And make the round count 1 with a quick reload. Y'know, that's actually a really good idea! There's just the problem that it would be invisible in the menus, and it would stay "hidden" if you forgot to reload. I suppose people could live with that, but i'm gonna need some opinions first. @Duh102: Well, not yet for the Singularity Cannon, but it definitely isn't excluded. It would require one hell of a magnetic field though, but then again, this is the future =P Also, one can't view the image >.> Edit: Had a pretty neat idea for the turrets. A clean up function, located on the jetpack button. Should probably be a 180 degree area, starting from the base of the turret. How well it would function is another matter entirely. Else, i could try my luck with inventing some weird-ass system that would clear a roughly square area from terrain. I already have some sort of idea in my head, but i'm not sure how it'll turn out. It's going to be like this: Player presses the jetpack button, and a small cone of terrain clearing particles shoot down to clear the immediate area below the turret. These particles will be extremely fast, so a larger glob of somethingiumwhatever can fall down behind them, due to gravity, and detonate in the middle of the corridor. Upon detonation, the glob creates several emitters spread evenly over a vertical line. These emitters emit terrain clearing particles in a rough rectangle, that should be around as big as the open area of a Tunnel A. To prevent spamming, a burst delay can be put on the jetpack. The whole function should be in the burst alone, with either no particles when held down, or the previously mentioned 180 degree clearer. Also, everything should be completely harmless to all kinds of actors. It's not there to kill, y'know. Again, i don't know how well this will go, but my hopes are high
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Fri Aug 22, 2008 5:37 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
*Dblpost* Ohay guys, just firin' mah clearing system :] Works pretty much like i expected, which is nice for a change. As you probably can see, it isn't the weapon, but the jetpack. I guess this spawned from me being tired of having my tunnels clogged with stuff from dead actors and such. It's totally harmless, so don't expect to use it to massacre intruders. But so far, the (Light) turrets i've done are as following: - Machine gun - Shotgun - Plasma - Coilgun (Single shot) - Flame (Not totally done, but it's functioning nicely) All of them share this clearing system. I just need to decide whether i should make a rocket/grenade turret or not. And if i should release the light turrets first, or wait 'till i've done the heavy turrets too.
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Sun Aug 24, 2008 3:12 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Whats the 6th light turret? Also nice system, but its no good if it clogs up the hallway a few meters away from the cleaning system...
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Sun Aug 24, 2008 8:35 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
numgun wrote: Whats the 6th light turret? Rockets/explosive rounds. Not sure if i should do it though, as the plasma turret works pretty nicely as an impact explosive turret. I suppose that explosive rounds with a larger radius would be more suitable for perimeter defence, while the plasma turret works better in tighter spaces. numgun wrote: Also nice system, but its no good if it clogs up the hallway a few meters away from the cleaning system... Yeah, true, i noticed that while playing But at least it's easier to clean it away with a digger, and you don't run the risk of damaging the turret either. (If the digger can damage it, that is) Also, it can help people pass below the turret :0 ... Maybe i should just make it a shielding function instead. Or else i should save that for the heavy turrets... *Enemy fires* *Turret shields* *Enemy runs out of ammo and reloads* *Turret blasts enemy who's reloading* Of course, there should be a limit to how long the turret can shield. I guess that the clearing systems usability is limited, but it's almost a shame to get rid of it when i've spent 1-2 hours on it Maybe it'd be better as a small gadget you can put on the ceilings of your tunnels that periodically activates the system, so you can keep your tunnels clear of crap. Or else i could just save it somewhere for another time. Edit: Oh yeah, also did a (Horrible looking) concept sketch of a heavy plasma turret... http://img148.imageshack.us/img148/9840 ... eptgt1.pngLooks pretty horrible, but ehh... The green sections of the ball is supposed to be attached carbon armor, unlike the light turret, where it's just a painted decal.
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Sun Aug 24, 2008 9:15 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Ok you've added enough great stuff to convince me to download it. *DL'd*
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Fri Aug 29, 2008 2:28 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Shook wrote: Ohay guys, just firin' mah clearing system :] <pic> Now that's what I call a brain fart! I'd make the outer bullets 255 / 0 / 255.
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Fri Aug 29, 2008 2:34 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Gotcha! wrote: I'd make the outer bullets 255 / 0 / 255. Or just something that is a bit less imposing I'm gonna try it though, and see how it looks when the terrain randomly disintegrates... Also, finished up the shielding system of the heavy turrets. Right now, it's set to run for 2 seconds when you activate it (Jetpack), and there will be 2 seconds of cooldown after it's stopped. Originally, i had it so that the shield was active as long as you held the button down, but then i saw that the jetpack bar didn't run out at all, even though i set it to one second. So i scrapped that idea, and made this less flexible system. The shield's tougher though. And yes, the heavy turrets are supposed to be nightmares to fight. Currently, i only have the heavy shotgun and heavy plasma done, but don't worry, i will finish them sooner or later Oh yeah, dumped the sixth turret, there's only going to be five different ones. Each with a light/heavy and ceiling/ground variant. Which means twentydifferent turrets for you to play with.
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Fri Aug 29, 2008 3:47 pm |
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Phatmonkey
Joined: Fri Aug 24, 2007 8:29 pm Posts: 85
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Could you make wall variants at some point for outer and inner wall defense? I just really like turrets that you can stick sideways into a wall, if its not too much trouble anyways.
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Fri Aug 29, 2008 4:56 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 16/08/08* - dd/mm/yy
Well, that depends on whether i can just rotate it or not. If i can, sure, won't be a problem, but if i have to define a new turret entirely... Probably not. The menu is going to be pretty huge either way.
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Fri Aug 29, 2008 5:22 pm |
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