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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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REmote Controlled Aerial Bomb (RECAB)
REmote Controlled Aerial Bomb. This small drone is manually controlled and can fly around the map and self-destruct. Use UP, DOWN, LEFT, and RIGHT to move. Press FIRE to self destruct. These little guys pack quite a punch, but if they're destroyed before they can be manually detonated, the explosive charge doesn't activate. Also note how they stack nicely on top of each other, making them easy to store. Update - Drones will hover closer to the ground.
Last edited by CaveCricket48 on Mon Oct 04, 2010 9:38 pm, edited 1 time in total.
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Sun Oct 03, 2010 10:32 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: REmote Controlled Aerial Bomb (RECAB)
I'm not really sure how to respond to this, but I'll give it a go.
The mod itself is too limited in my opinion for it to be really any use. I'd personally make it a superweapon, so that it is really disappointing if it gets destroyed. On that note, you could make an entire theme of flying bombs that would be far more extensive in my opinion.
Other than that, it's well polished and perfectly coded.
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Sun Oct 03, 2010 11:07 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: REmote Controlled Aerial Bomb (RECAB)
It wasn't my idea to make it, it's the request prize for the Mod Contest winner.
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Sun Oct 03, 2010 11:10 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: REmote Controlled Aerial Bomb (RECAB)
I'd disagree with Roast Veg, I think they're fun to use, and very good at what they do. I think the magnitude of the explosion is perfect. The only constructive criticism I can think of is that the height they float at should be much lower (half?) for stay, and what it currently is for return. It would also be interesting to have a storage bay module for these, just a corridor and a half width designed for storing eight or so of them. Something like that, anyway. Edit:The only other thing that I can think of after further testing would be to make them die from gunfire a bit easier. They're a little to easy to blow things up with at the moment. I like how most craft can just about outrun them, but infantry don't have much of a chance. I do like the effects for when it harmlessly explodes, so I guess I just want to see that more often. Also, I think the price could use upping to 75oz right now, but if you make them weaker as described above, I think 50oz would fit nicely.
Last edited by Petethegoat on Sun Oct 03, 2010 11:28 pm, edited 1 time in total.
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Sun Oct 03, 2010 11:12 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: REmote Controlled Aerial Bomb (RECAB)
ACrab and AHuman versions in the same series wouldn't go a miss either. I know it's been done, but using the same style you could create a whole load of suicide drones.
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Sun Oct 03, 2010 11:17 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: REmote Controlled Aerial Bomb (RECAB)
It's funny, I really want to win that contest so that I can get you to mod somehting for me
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Sun Oct 03, 2010 11:25 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: REmote Controlled Aerial Bomb (RECAB)
Yeah, a CC48 Mod is one hell of an incentive... Makes me wish I were a halfway competent modder, because I have a cool idea now.
Bomb Hover Drone + Nanoassembler = Deployable, Mobile Mini-factories, that can produce any weapon, tool, bomb or shield.
It would make building makeshift bases w/o the build phase a helluva lot easier. No more running out of weapons and med supplies.
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Mon Oct 04, 2010 9:08 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: REmote Controlled Aerial Bomb (RECAB)
Updated: The bombs will now hover closer to the ground, and are more fragile.
Edit: I'm also thinking about adding a simple AI "Mine" mode that the bombs will have where they chase down nearby enemies and explode on them. What do you guys think?
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Mon Oct 04, 2010 9:38 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: REmote Controlled Aerial Bomb (RECAB)
That sounds awesome, Cricket. I seriously hope you do that.
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Mon Oct 04, 2010 10:03 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: REmote Controlled Aerial Bomb (RECAB)
Okay, after some tests and thinking, having a bunch of these on the battlefield will cause some lag due to the area searches for the "mine" mode. I'm not sure it it's worth it or not.
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Mon Oct 04, 2010 10:36 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: REmote Controlled Aerial Bomb (RECAB)
Using the MovableMan function GetClosestActor might be faster.
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Tue Oct 05, 2010 12:15 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: REmote Controlled Aerial Bomb (RECAB)
Wait what, there's a function for that?
Though, I highly doubt it will be any more efficient than the current method I'm using.
Remember, I also have to do terrain checks so the bombs won't hit the walls when "attacking."
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Tue Oct 05, 2010 12:17 am |
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Squeegy Mackpy
Joined: Tue Mar 20, 2007 10:16 am Posts: 186 Location: Australia
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Re: REmote Controlled Aerial Bomb (RECAB)
These are incredible, far better than what I imagined <3
My only complaint is that the explosion is a little underwhelming, but that's an easy alteration.
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Tue Oct 05, 2010 4:18 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: REmote Controlled Aerial Bomb (RECAB)
Does just what it says on the tin, a remote controlled aerial bomb.
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Tue Oct 05, 2010 6:42 pm |
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