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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 9/7/08
what about something to do with dark matter? cmon, invisible huge mass stuff. with refraction^lots.
also new heads look awesome, but i would like to be able to buy my dudes with some retro armour.. possibility? i like the old helmets a lot.. actually dont bother, ill just keep an old copy somewhere XD. looks damn sweet.
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Thu Sep 11, 2008 8:39 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DarkStorm Military Technologies - Updated 9/7/08
My only suggestion is drop the pre-loaded Shoguns. We can load out our own troops, they just clutter the buy menu.
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Thu Sep 11, 2008 9:42 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 9/7/08
Exalion wrote: what he meant about the names is he doesn't remember which pre-loaded shogun troopers have which gun because they have stupid names.
Just go english, it's easier for all involved. Minigun Shogun Pyro Shogun RPG Shogun THIS MAKES NO SENSE. I HAVE NO IDEA WHAT WEAPONS THESE GUYS COULD POSSIBLY BE USING. Exalion wrote: My only suggestion is drop the pre-loaded Shoguns. We can load out our own troops, they just clutter the buy menu. You're really not paying attention. The pre-loaded Shoguns come equipped with SPECIAL weapons that only they can use. Go ahead. Order one and try to drop the weapon. It goes defunct and nobody can pick it up. I have it set up that way because I don't want normal, more agile troops to be using these weapons. And if you have some beef with this way of doing things, I don't care.
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Thu Sep 11, 2008 3:29 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 9/7/08
Is it possible to make a bullet with emitters on it that emit more emitters that are pinned and emit particles that kill things? Because if you attached that to a projectile that goes so fast it passes through terrain, you'd have some sort of "ghost bullet". Then again, the particle lifetimes would have to be extremely low and the emitting rate would have to be extremely high. There would be a huge margin for error.
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Thu Sep 11, 2008 8:03 pm |
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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: DarkStorm Military Technologies - Updated 9/7/08
Why do you have to ask that here?
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Thu Sep 11, 2008 9:26 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 9/7/08
Because that might be cool to have in this mod.
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Thu Sep 11, 2008 10:35 pm |
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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: DarkStorm Military Technologies - Updated 9/7/08
I don't think he needs any more ideas, you're no exception, stop thinking you are.
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Fri Sep 12, 2008 12:26 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 9/7/08
Actually, CandleJack, you do tend to run your mouth about completely absurd ideas. If you want them to come to life so much, don't run your mouth about them in other people's mods, hoping they'll catch on. Instead... try modding yourself.
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Fri Sep 12, 2008 4:47 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: DarkStorm Military Technologies - Updated 9/7/08
I think it can be done though, just not sure. It'd be cool at any rate.
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Fri Sep 12, 2008 5:17 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DarkStorm Military Technologies - Updated 9/7/08
@Darlos9D: Fair Enough @CandleJack: JUST SHUT UP!
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Fri Sep 12, 2008 7:39 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 9/7/08
ohkay, just extensively tested the new shinobi im convinced, these things are awesome especially the jetpack. that is pure win.
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Fri Sep 12, 2008 7:50 am |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: DarkStorm Military Technologies - Updated 9/7/08
another cool thing about pre-loading benefit is for map making and setting up a defense before the game starts. Also it's a fewer number of clicks if you want anything specialized like that (which i often do).
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Fri Sep 12, 2008 10:59 pm |
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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: DarkStorm Military Technologies - Updated 9/7/08
At that you don't have to be a genius to make the alt weapons buyable.
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Fri Sep 12, 2008 11:09 pm |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: DarkStorm Military Technologies - Updated 9/7/08
The trail on the RPG needs a bit of work. Looks kinda bland right now, especially compared with the fire sprites on the flamethrower.
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Sat Sep 13, 2008 7:09 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 9/7/08
Can you make the stream on the flamer a little more narrow and increase the sharpness(it can't break doors).
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Sat Sep 13, 2008 7:49 pm |
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