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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Post Re: DSTech Corp (UPDATED: 10/9/08)
CandleJack wrote:
Or maybe you have to grab it, throw it in a rocket, and return that rocket to space so you can find out how to kill the DSTech more efficiently. Then, after X amount of time, a craft comes down and gives you a special gun that totally owns them. After killing all of them, a flying hive-like ship comes down and starts dropping drones. You obviously have to kill it to win.


Candlejack, when someone posts something to hopefully influence content in a mod, it's a good idea to make sure that it's actualy FEASIBLE.


Tue Oct 14, 2008 12:16 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
As extreme as the request was, I think in general mods are there to make the infeasible, feasible.


Tue Oct 14, 2008 12:19 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
wutangfan1990 wrote:
Candlejack, when someone posts something to hopefully influence content in a mod, it's a good idea to make sure that it's actualy FEASIBLE.

How about you just capture the brain to win then?


Tue Oct 14, 2008 12:23 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
So why would anyone try to capture a sentient antenna array? You'd risk having hundreds of DSTech forces swarm wherever it was brought to.

Hrm...


Tue Oct 14, 2008 12:51 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
-Memory extraction
-Sedation/Conditioning -> Mindslave (har har)
-Tactical/Technological data gathering

Those are the main reasons I'd want my enemy's brain alive.


Tue Oct 14, 2008 12:53 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
well if it's willing to cooperate.


Tue Oct 14, 2008 1:13 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
wutangfan1990 wrote:
CandleJack wrote:
Or maybe you have to grab it, throw it in a rocket, and return that rocket to space so you can find out how to kill the DSTech more efficiently. Then, after X amount of time, a craft comes down and gives you a special gun that totally owns them. After killing all of them, a flying hive-like ship comes down and starts dropping drones. You obviously have to kill it to win.


Candlejack, when someone posts something to hopefully influence content in a mod, it's a good idea to make sure that it's actualy FEASIBLE.



Lua makes it feasible.


Tue Oct 14, 2008 9:59 pm
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Post Re: DSTech Corp (UPDATED: 10/9/08)
RaggedDruid wrote:
wutangfan1990 wrote:
CandleJack wrote:
Or maybe you have to grab it, throw it in a rocket, and return that rocket to space so you can find out how to kill the DSTech more efficiently. Then, after X amount of time, a craft comes down and gives you a special gun that totally owns them. After killing all of them, a flying hive-like ship comes down and starts dropping drones. You obviously have to kill it to win.


Candlejack, when someone posts something to hopefully influence content in a mod, it's a good idea to make sure that it's actualy FEASIBLE.



Lua makes it feasible.

as Grif and many others before me have said Lua does not make everything possible and as far as I understand i AM POSITIVE that Lua cannot support context sensitive stage reactions at this moment such as the ones evidenced in the quote from Candlejack.


Tue Oct 14, 2008 11:33 pm
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Post Re: DSTech Corp (UPDATED: 10/9/08)
wutangfan1990 wrote:
as Grif and many others before me have said Lua does not make everything possible and as far as I understand i AM POSITIVE that Lua cannot support context sensitive stage reactions at this moment such as the ones evidenced in the quote from Candlejack.

If lua can:
1. Check if an object is in a crafts inventory,
2. Create a timer that triggers an event,
3. Spawn a craft with a device in its inventory,
4. Count the number of units on a certain team,
This can be done.


Tue Oct 14, 2008 11:37 pm
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Post Re: DSTech Corp (UPDATED: 10/9/08)
CandleJack wrote:
wutangfan1990 wrote:
as Grif and many others before me have said Lua does not make everything possible and as far as I understand i AM POSITIVE that Lua cannot support context sensitive stage reactions at this moment such as the ones evidenced in the quote from Candlejack.

If lua can:
1. Check if an object is in a crafts inventory,
2. Create a timer that triggers an event,
3. Spawn a craft with a device in its inventory,
4. Count the number of units on a certain team,
This can be done.

But most of these things are not exposed to our manipulation yet and therefore they cannot be affected by the modding community.


Wed Oct 15, 2008 4:09 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
Actually all of those things are exposed to our manipulation.

Now you'd need a custom scene, but it's quite possible (technically) to do what CandleJack is saying.

It's just bad design and in fact quite useless.


Wed Oct 15, 2008 4:22 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
Proactivity doesn't hurt a post...


Wed Oct 15, 2008 4:36 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
Definite download. This is way cool, I do think it's awesome. I'll give feedback once I test it on some unitec troops.


Thu Oct 16, 2008 2:10 am
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Post Re: DSTech Corp (UPDATED: 10/9/08)
Hmmmm.... DSTech... :-P
i love the fort modules... im eager for DSTech Blast Doors.... omg...


Fri Oct 17, 2008 11:06 pm
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Post Re: DSTech Corp (UPDATED: 10/9/08)
Hrm. New thought, since I'm seeing more weapon designs pour into my head.
I want to make a third tier for my ballistics weapons, currently I'm revolving around the second tier energy weapons.

The third tier ballistics is basically a "revisioning" almost all the first tier weapons will be upgraded, however they will have no "S" types, since the third tier weapons merge all of the good qualities. Lets see. The DSWB02 Rifle, will become a full sniper/assault rifle with a built-in more powerful bullet accelerator. Another example, the DSWB03 Shotgun will become a "base" shotgun with a low spread, high velocity, AP rounds.

What brought this up? The thought of having Last-Tier actors, since I have the DSA8 Oculus C already sprited, and its going to feature a new armoring system that people want me to do...

Image

Here, a weapon derived from the DSXX FORCE, it takes its place in the DSWE line, DSWE04 Plasma Cannon, it has a less potent plasma blast than the FORCE (I still need to test it against test mat), but it has a bigger AOE. That picture practically shows you how I design weapons. The original design was to be dual-weldable plasma cannons, then I took it more into being a under arm weapon. I think I'm having a slight obsession with underarm weapons...

Another DSWE line weapon I'm considering is the DSWE05 Lancet Laser. While I'm planning to make the first three laser weapons shoot high mass low sharpness particles (teh TDExplosive method!), this one will have sharpness added. But should I just make it a continuous laser type? Hrm.

So when I look at my chainsawd... I feel like I'm looking at the original Ferratus now, feel like redesigning it into a energy broad sword...

And I definitely feel like calling my bunker modules Rough Drafts, after Allen's comment (HE IS A ENGLISH TEACHER I TELL YOU, A ENGLISH TEACHER) I figured out a bunker mod design that will break away from the "normal" look, just need to add more canvas...

As for doors, I have two sizes in mind. Annoyingly massive, and annoyingly small. The massive types are slow closing, and are usually base entrance ways, when destroyed, they are beyond a pain to get though, no not like the blast doors now, they're too small for my purposes. The other type is the small quick shutting doors, these are cheap, they quickly open and close but are easy to get though, but they're numerous in a typical DSTech base. This brings up another thing.

The current DSTech base defenses are external, they're most probably going to be bombed out or killed by some kind of cause. So what about the interior? Ideas ideas ideas...

Possible new external turrets:
1) Two shot anti-capital ship missile launcher - Uses the basic turret as the base.
2) Light <ARMORED> outdoor turrets - I am GETTING SICK OF MY TURRETS BLASTING EACH OTHER WHEN THERE'S A ENEMY UNIT BETWEEN THEM.
3) Anti-Missile/bomb Curtains - Need I say more?.
4) Large drone hive - Remember those missions in Armored Core? God... Walking into a nice nice nice big room, look the the left, what are those holes? Operator "GET OUT OF THAR FAST" drones drones drones drones drones.

Possible internal turrets:
1) The ceiling mounted pea shooter - The most underestimated gun ever!
2) The ceiling mounted rock shooter - I hate these things when I play video games.
3) Surface mounted cannons - I hate these things too when I play video games.

Weapon ideas:
1) Gun drones - I don't really need them to move, but lets have some fireworks when they die. I have options on how to do them, but after a bit of run in with actors holding actors, it feels like the options dried up.
2) Mine layers - Numgun's idea, I think I'll have to rework how my mines work...
3) Concentrated nanobot grenade launcher - Hrmmmmm...
4) More versions of the MRL, I want to avoid the timed flak type shots...
5) Pulse lasers
4) More super weapons - Dammit I want orbital weapons too! Maybe some... Heh heh... I dream.

I really really really want high ROF Gatling Cannons, naval ship class cannons, but my friends say that its stupid, but seriously, firing naval cannon rounds with the ROF of a typical minigun... Handheld too, shoulder mounted, anti-gravity parts, repulsion generators, no recoil at all, but there's nothing left of anything afterward... But eradicating a single HUMANOID target with it! Not a building or a base, much less any ships, just ONE SINGLE HUMANOID! The thought of overkill!

Vehicle/Deployment ideas:
1) Digger rocket - Plausible? I hope.
2) Rocket rocket - Normal rocket, DSTech style, toss in some weapons from the field, ship it back to home base.
3) Drone hell rocket - Buy it, land it, hell breaks loose in both stages.

Actors:
1) DSA1 Tyrant - Delayed. School. Yep.
2) DSA(2 - 4) - Some various DSTech style MPAMs?
3) DSA(5 - 7) - Early single purpose DSTech robots?

*runs off*


Fri Oct 24, 2008 2:42 am
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