Data Realms Fan Forums http://45.55.195.193/ |
|
Urchtech[WIP] http://45.55.195.193/viewtopic.php?f=61&t=18811 |
Page 1 of 2 |
Author: | Urch [ Sun May 23, 2010 3:07 am ] | ||
Post subject: | 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
|
Author: | Azukki [ Sun May 23, 2010 3:17 am ] |
Post subject: | Re: Urchtech[WIP] |
You need a car with stop-on-a-dime brakes. Also, unique weapon names. |
Author: | Contrary [ Sun May 23, 2010 6:26 am ] |
Post subject: | 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. |
Author: | Urch [ Sun May 23, 2010 7:12 am ] |
Post subject: | 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. |
Author: | Seraph [ Sun May 23, 2010 11:29 am ] |
Post subject: | Re: Urchtech[WIP] |
Make an unkillable actor that can only be defeated by say... abducting it or something. |
Author: | 411570N3 [ Sun May 23, 2010 12:08 pm ] |
Post subject: | 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. |
Author: | Urch [ Sun May 23, 2010 5:27 pm ] |
Post subject: | 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. |
Author: | Lizardheim [ Sun May 23, 2010 9:45 pm ] |
Post subject: | Re: Urchtech[WIP] |
It was an idea. Allstone wasn't implying you do know how. |
Author: | Crow [ Mon May 24, 2010 6:40 pm ] |
Post subject: | 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 |
Author: | Petethegoat [ Mon May 24, 2010 6:57 pm ] |
Post subject: | Re: Urchtech[WIP] |
Ouch. I'm not sure if that will pass as constructive. Probably not. |
Author: | dragonxp [ Mon May 24, 2010 7:28 pm ] |
Post subject: | 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. |
Author: | Urch [ Tue May 25, 2010 12:52 am ] |
Post subject: | 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. |
Author: | carriontrooper [ Tue May 25, 2010 1:44 am ] |
Post subject: | 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? |
Author: | Benpasko [ Tue May 25, 2010 2:12 am ] |
Post subject: | 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. |
Author: | Urch [ Tue May 25, 2010 2:19 am ] |
Post subject: | 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. |
Page 1 of 2 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |