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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Urchtech[WIP]
This mod is definitely functional, but far from complete or polished, hopefully it will be finished sometime in the reasonably near future. Current content(arranged from cheapest to most expensive): Bore - This tool will allow you to dig at speeds far beyond that of any standard digging device. This is the only energy-based device produced by UrchTech. Swarmer - Explodes into a huge number of tiny but powerful explosives that fly in every direction Runner - A very light, very quick, but unfortunately very fragile actor. Suppressor - A one-handed revolver shotgun designed to be used with a shield, or if one prefers, guns akimbo. Rifle - Moderate fire rate, ammo count, power, reload time, and range. Unremarkable in every way, but it is rather cost effective. Eradicator - A huge explosion with tons of shrapnel and a devastating shockwave that will instantly destroy anything it blasts through. What more could a commander want? Overseer(brain) - A reciever node used to extend the reach of a commander's area of control. Razer - Flamethrowers are fearsome weapons that bring a quick yet torturous death, this one is no exception. Shredder - Huge ammo capacity, high fire rate, but low accuracy. Smasher - This rocket launcher fires shots that easily shatter crafts, actors, and doors alike. Gold Generator - An extremely valuable asset to our facilities, The Gold Generator is a far more efficient, and much longer lasting source of income than mining. Keep in mind that it is very fragile. Planned for next release: Striker- medium combat actor Some Doors Shield a plantable explosion like the vanilla C4 proper offsets for weapons Planned for some other release: some form of bunker modules a few more weapons Exterminator - a stupidly hard to kill actor. a scene or two
Last edited by Urch on Sun May 23, 2010 3:54 am, edited 3 times in total.
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Sun May 23, 2010 3:07 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Urchtech[WIP]
You need a car with stop-on-a-dime brakes. Also, unique weapon names.
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Sun May 23, 2010 3:17 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Urchtech[WIP]
The sprites are pretty good, IMO. I definitely agree with Azzuki; the names are really uninspired.
This is more of a general gripe about all factions, but it applies to yours as well: light, medium, and heavy is a done to death and very boring system. Having very different actors is better.
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Sun May 23, 2010 6:26 am |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: Urchtech[WIP]
Contrary wrote: The sprites are pretty good, IMO. I definitely agree with Azzuki; the names are really uninspired.
This is more of a general gripe about all factions, but it applies to yours as well: light, medium, and heavy is a done to death and very boring system. Having very different actors is better. Well, if you could suggest a different system i would gladly try to use it, because honestly i can't think of another one.
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Sun May 23, 2010 7:12 am |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: Urchtech[WIP]
Make an unkillable actor that can only be defeated by say... abducting it or something.
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Sun May 23, 2010 11:29 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Urchtech[WIP]
you could make a brain that drastically increases effectiveness of surrounding units, but requires them to be in a set radius before they can be manually controlled. By effectiveness I mean by like increasing sight range, stopping random ducking if appropriate, making them more aware, etc.
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Sun May 23, 2010 12:08 pm |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: Urchtech[WIP]
Seraph wrote: Make an unkillable actor that can only be defeated by say... abducting it or something. well, my heavy actor is basically going to be invincible except for a small weakpoint somewhere on his head. 411570N3 wrote: you could make a brain that drastically increases effectiveness of surrounding units, but requires them to be in a set radius before they can be manually controlled. By effectiveness I mean by like increasing sight range, stopping random ducking if appropriate, making them more aware, etc. no i couldn't.
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Sun May 23, 2010 5:27 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: Urchtech[WIP]
It was an idea. Allstone wasn't implying you do know how.
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Sun May 23, 2010 9:45 pm |
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Crow
Banned
Joined: Sat Aug 16, 2008 7:17 pm Posts: 282
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Re: Urchtech[WIP]
Holy ♥♥♥♥, it's another "faction" with a completely unoriginal and forgettable name, boasting a moderate number of unremarkable cookie-cutter actors (I'm sorry, I meant to say "a single trade-star bot with a new head") and a generous supply of weapons which, though attempting to cover a broad range of practical applications (while of course having their utility nicely offset with the stock array of disadvantageous balancing attributes), are nevertheless fairly useless (not to mention completely redundant), and are fated to be left in a pile with their obnoxious names like forsaken pieces from a disassembled lego set!
This is so awesome!
User was warned for this post: Chill out bro, don't be hating on the new modders. -Duh
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Mon May 24, 2010 6:40 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Urchtech[WIP]
Ouch. I'm not sure if that will pass as constructive. Probably not.
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Mon May 24, 2010 6:57 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Urchtech[WIP]
Crow wrote: Holy ♥♥♥♥, it's another "faction" with a completely unoriginal and forgettable name, boasting a moderate number of unremarkable cookie-cutter actors (I'm sorry, I meant to say "a single trade-star bot with a new head") and a generous supply of weapons which, though attempting to cover a broad range of practical applications (while of course having their utility nicely offset with the stock array of disadvantageous balancing attributes), are nevertheless fairly useless (not to mention completely redundant), and are fated to be left in a pile with their obnoxious names like forsaken pieces from a disassembled lego set!
This is so awesome!
User was warned for this post: Chill out bro, don't be hating on the new modders. -Duh If your not going to comment constructively, don't comment at all; besides, I don't see you posting a better mod, now do I? On-topic, though everything is rather Generic, It's good to see that it isn't as bad as most first mods, [mostly of my own failed attempts] i can't wait to see something a bit more original though. I'll give it a 5 on a 1 - 10 scale.
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Mon May 24, 2010 7:28 pm |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: Urchtech[WIP]
Crow wrote: Holy ♥♥♥♥, it's another "faction" with a completely unoriginal and forgettable name, boasting a moderate number of unremarkable cookie-cutter actors (I'm sorry, I meant to say "a single trade-star bot with a new head") and a generous supply of weapons which, though attempting to cover a broad range of practical applications (while of course having their utility nicely offset with the stock array of disadvantageous balancing attributes), are nevertheless fairly useless (not to mention completely redundant), and are fated to be left in a pile with their obnoxious names like forsaken pieces from a disassembled lego set!
This is so awesome!
about the actor-it has more than just a new head, infact the only unchanged sprites were the legs, which will be changed with next update. about the weapons- i don't see how these weapons are "fairly useless", the shotgun is great for quickly taking out one actor, the chaingun works fine for defending an entrance point, the flamethrower is probably still in need of some tweaking, and the rocket launcher's sharp-aim has been extended, making it more practical for what it was intended for: sniping/long range kill shots. Yes i suppose they are redundant, i mean nearly every faction has a machine gun and shotgun and rocket launcher, but you're not suggesting anything i could add. "obnoxious names"- this is being worked on currently. "fated to be left in a pile"- unless i'm mistaken your only mod is a resprite of the coalition, which is currently on page six.
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Tue May 25, 2010 12:52 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Urchtech[WIP]
Hmmm... about making your faction a bit unique, why not specialize in long-range stuff? I mean, flamethrowers with longer range, shotguns with longer range, etc. So the main philosophy of your faction is 'hit the enemy before they hit you' kind of thing. How about it?
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Tue May 25, 2010 1:44 am |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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Re: Urchtech[WIP]
Urch wrote: "fated to be left in a pile"- unless i'm mistaken your only mod is a resprite of the coalition, which is currently on page six. For the record, his Coalition resprite was awesome, and had a lot of things changed. While he did handle himself poorly there, he had a point. Your mod doesn't bring anything particularly new to the table.
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Tue May 25, 2010 2:12 am |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: Urchtech[WIP]
carriontrooper wrote: Hmmm... about making your faction a bit unique, why not specialize in long-range stuff? I mean, flamethrowers with longer range, shotguns with longer range, etc. So the main philosophy of your faction is 'hit the enemy before they hit you' kind of thing. How about it? Thanks for that, i think i'll use this, actually.
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Tue May 25, 2010 2:19 am |
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