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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Advanced Bunker Modules 1.50 (B26)
Advanced Bunker ModulesTrade star developed these new technologies for each faction to use to increase their chances of survival. Projectile Accelerators: It is an advanced bunker module which accelerates any projectile fired out of the module and slows down projectile fired into the module. The concept is inspired by the projectile accelerators from starcraft 2's terran bunkers that have similar tech. This module works great combined with projectiles with slow speed as grenade launchers or flame thrower and mass based weapons like a shotgun or a revolver cannon. The slowdown of incoming projectiles won't stop much but it can in some cases make you survive an otherwise lethal sniper shot. The device can be destroyed if you shoot the blue thingy in the same way as the conveyors. TradeStar Orbital Buying/Selling Module: This is a special bunker module that enables direct teleportation between TradeStar and your bunker. This means you can deploy and sell troops within your bunker without need of dropships and rockets. To buy something, simply select the "TradeStar Orbital Buying System" craft and send it. The cargo will be teleported to the nearest "TradeStar Orbital Buying Module" (Uses x-position). To avoid any problems delivering troops you will need to avoid placing "Buying Module"s directly on top of each other. To sell just walk into a friendly "TradeStar Orbital Selling Module" Update 1.5: Sell teleporter can now be disabled and enabled with the pie menu Buy teleporter is no longer actor Update: Fixed some bugs fx that the equipped weapon of a sold actor weren't registered causing lost gold
Last edited by akblabla on Sun Sep 18, 2011 12:44 pm, edited 6 times in total.
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Mon Sep 05, 2011 4:37 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Projectile Accelerators
Hot damn, I'm lovin' it. You, good sir, just won my internets.
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Mon Sep 05, 2011 5:16 pm |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: Projectile Accelerators
On a quick test it seems to be working great, and much more usable for fortifications than the similar thing that I think was in the old Ballistic Weapons mod.
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Mon Sep 05, 2011 5:27 pm |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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Re: Projectile Accelerators
This right here is the kinda thing I just love to see - original, inventive idea with practical applications.
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Mon Sep 05, 2011 6:33 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Projectile Accelerators
Neat. It's always good to see new unique bunker systems.
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Mon Sep 05, 2011 9:28 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Projectile Accelerators
This one is cool.
We need more "support"-like bunker modules, like this one.
EDIT:
Lol, I accelerated a revolver cannon shot through 12 of this modules and I suppose the particle just dissapeared. Then I shot with a coalition pistol and the shot went at ridicoulosly high speeds.
It's like making a huge coil gun.
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Mon Sep 05, 2011 9:30 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Projectile Accelerators
Asklar wrote: This one is cool.
Lol, I accelerated a revolver cannon shot through 12 of this modules and I suppose the particle just dissapeared. Then I shot with a coalition pistol and the shot went at ridicoulosly high speeds.
It's like making a huge coil gun. Btw it also works on actors. Just clear out the bottom and send something flying
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Tue Sep 06, 2011 6:37 am |
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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: Projectile Accelerators
i think this makes pill boxes like 100 times more plausible
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Tue Sep 06, 2011 10:20 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Projectile Accelerators
akblabla wrote: Btw it also works on actors. Just clear out the bottom and send something flying Dropship accelerator GO!
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Tue Sep 06, 2011 7:38 pm |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: Projectile Accelerators
You, sir, have class. I applaudeth thee.
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Tue Sep 06, 2011 8:30 pm |
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blargiefarg
Joined: Mon Apr 05, 2010 8:04 am Posts: 149 Location: Under your bed
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Re: Projectile Accelerators
Its little random things like this that got me completely hooked on cc. Insta-dl and plays like a charm, good work.
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Wed Sep 07, 2011 8:27 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Projectile Accelerators
Nice job. It's quite funny seeing missiles accelerate to insane speeds and shred an actor to pieces.
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Wed Sep 07, 2011 12:57 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Advanced Bunker Modules
Update
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Wed Sep 07, 2011 8:10 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Advanced Bunker Modules
Oh god, the new bunker module is awesome.
I mean, selling stuff before was so complicated at times that I didn't thought about it, now it's a good possibility to earn funds.
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Wed Sep 07, 2011 8:13 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Advanced Bunker Modules
Oh and unlike normal teleporters these can also transport TDExplosives, as long as the price is above 0. So if an enemy sneaks by a teleporter without destroying it you can just send a couple of napalm bombs as a little surprise >:D
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Wed Sep 07, 2011 8:18 pm |
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