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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Post Re: DSTech Corp (UPDATED: 11/10/08)
New Oculus looks pretty awesome. So does the pulse laser, although I still don't like the primary blue. I also think the autocannon trail needs a bit of work. Still working on those blast doors?


Wed Nov 12, 2008 12:13 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
I did not intend the pulse lasers to be in this update (oh well)-_-; I'm kinda focused on getting some small indoor and outdoor turrets right now, plus I'm going to red(design)o the bunker mods.


Wed Nov 12, 2008 12:54 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
Both times I tried to use your units in the zombie cave, I ended up accidentally death tackling my brain.


Wed Nov 12, 2008 1:23 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
CandleJack wrote:
Both times I tried to use your units in the zombie cave, I ended up accidentally death tackling my brain.


Wait what? How?

--Extensively plays the zombie cave map with his units--


Wed Nov 12, 2008 2:05 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
I guess I just suck at controlling them in flight, but they are definitely capable of killing the brainbot with just a little momentum.


Wed Nov 12, 2008 2:11 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
Brain bot = Practically a metal skeleton.
DSTech bot = Dense metal.

How do you fly? I usually use bursts...


Wed Nov 12, 2008 2:45 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
I used bursts, but I guess the hill made me tumble back a little and smash the brainbot. Another time, I was trying to get him close to the brainbot so I could pick them both up, but I couldn't stop and my head smashed into his. These guys are like humanoid wrecking balls.


Wed Nov 12, 2008 2:48 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
Hrm...

I'm wondering about DSTech Gameplay. Basically all the prices for the units/weapons are high. So you start out with two to three DSTech units equipped with first tier weapons, and a particularly low sum of gold. Bother making massive alchemy machines? Hrm...

I typed this out some time ago. This pretty much outlines how missions will go.

Quote:
In my mind, DSTech Corp appears to the public world as a major upcoming electronics manufacturer, making some of the industries finest TVs and advanced toys.

However media, astronomers and police, are trying to figure out why some uncharted planets are disappearing, and growing amount of reported attacks and destruction of some space stations and mining projects.

The sides mentioned before amount to nothing more then first level missions of assassinations, chase, and 100% base destruction/defending missions. In later missions there would be a larger organization which want to procure great amounts of relics and technology, and take over some civilized worlds, their weapons however would be somewhat lesser grade but still dangerous, I might want to have them resort to black magic as well (Wheee demons vs robots, magic vs science...). At this point your squad is probably decked out with full high-end robots and weapons, as well you'll have much more resources open to you, carpet bombings and what not.

The missions you fail will lead to the other side(s) getting higher end technology and better armoring. Them getting your technologies will cause them to spawn new lines of tech, from researching them more, for example letting them fully analyze a JUDGEMENT will give missions a chance of orbital bombardments from JUDGEMENT style lasers, and or giving powerful laser weapons for that matter. Though there will be the option of retrieving the technologies. Timed missions where each second counts. Quickly taking the weapon back or destroying it, leaves less chance for significant data to be sent or saved by some damned scientist. Usually these missions will cumulate to destroying all base personel and equipment.

Sooner or later the DSTech group may encounter angry family members and ex-lovers, very quick and short bonus missions with nothing attached to it.


Now with the advent of B22, the ability to pick up units with crafts, letting your units get stolen, will have you fight those units in later missions. Like always, if you have too many units lost by kidnapping, expect DSTech vs DSTech boot leg fights.

But it all culminates to, why? Hrm...

Here, have a flight type design:
Image


Wed Nov 12, 2008 6:43 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
Looks interesting, and nice to see things are still kicking around here. I assume the flight type would be something like the ARH Tiger? Constantly airborne? Greater mobility at the cost of armour protection of course, and inability to carry the heavier weapons?

Also, the game occasionally freezes in a very particular circumstance when using these weapons. Namely when an autocannon shot (either from the turret or the guns) strikes certain (metal?) surfaces at a certain angle. For example, I had it lock up not ten minutes ago from having an AC round skim the top of a Heavy Coalition Clone's helmet. Striking the body doesn't usually cause a problem, however.

On the missions note, you could also do some 'theft' missions, similar to the example Zombie Cave mission. Raid an enemy installation, blow up their stuff, steal as many shiny bits along the way as you can (data disks, that kinda thing, spawned by blowing up computers and such) and grab a specific object. Each extra item you grab gets you a little extra cash for the effort, but only the specific object is needed to complete the mission; extract it in a dropship/vehicle of choosing to win. They could be optional missions, but would unlock extra equipment for your units if completed?


Wed Nov 12, 2008 7:09 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
Laser rifle/pulse laser round doesn't always cause damage. If shot at a wide enough angle, it simply does no damage or vanishes in a puff a few feet away from the hit. New air unit looks intriguing, by the way. Did you do any work on that sketch you put up of the rocket?


Wed Nov 12, 2008 7:17 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
Arcalane wrote:
Looks interesting, and nice to see things are still kicking around here. I assume the flight type would be something like the ARH Tiger? Constantly airborne? Greater mobility at the cost of armour protection of course, and inability to carry the heavier weapons?

Also, the game occasionally freezes in a very particular circumstance when using these weapons. Namely when an autocannon shot (either from the turret or the guns) strikes certain (metal?) surfaces at a certain angle. For example, I had it lock up not ten minutes ago from having an AC round skim the top of a Heavy Coalition Clone's helmet. Striking the body doesn't usually cause a problem, however.

On the missions note, you could also do some 'theft' missions, similar to the example Zombie Cave mission. Raid an enemy installation, blow up their stuff, steal as many shiny bits along the way as you can (data disks, that kinda thing, spawned by blowing up computers and such) and grab a specific object. Each extra item you grab gets you a little extra cash for the effort, but only the specific object is needed to complete the mission; extract it in a dropship/vehicle of choosing to win. They could be optional missions, but would unlock extra equipment for your units if completed?


Might just redo the AC.

With the airborne type, its armor is comparable to the basic robots. That weapon its holding is a special machine gun type that is light, has less recoil, high velocity but light shots. I have some weapon ideas lined up though, though it all depends on one simple thing: If it works.

Theft missions would be something like raiding and stealing artifacts, most things made by humans would mean nothing to the DSTech faction, unless it poses a threat. A string of item/data retrieval missions would be fun though, destroyed stolen DSTech weapon, but data sent, data was tracked, eradicate base, and everything around it. Retrieving artifacts spawns "unique" weapons, super weapons not normally buyable. The Current super weapons do not fall into the artifacts category :P

For some reason on some surfaces the laser shots "bounce" which occasionally annoys me as well... No idea how to get around it, that problem has been existing for a while.

Started spriting the rocket some time ago, its going to be a large rocket -_-; Its currently an outline with a robot (for scale) sitting in it.

Image

School is getting in way of a lot of "large" projects...


Wed Nov 12, 2008 7:27 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
DSMK2 wrote:
Retrieving artifacts spawns "unique" weapons, super weapons not normally buyable. The Current super weapons do not fall into the artifacts category :P


:oops:

The judgement cannon is more than overkill already not to mention the oldest force gun is really powerful too that I would classify it as a most powerful "standard" gun and anything after it would be a superweapon.


Wed Nov 12, 2008 3:12 pm
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Post Re: DSTech Corp (UPDATED: 11/10/08)
numgun wrote:
DSMK2 wrote:
Retrieving artifacts spawns "unique" weapons, super weapons not normally buyable. The Current super weapons do not fall into the artifacts category :P


:oops:

The judgement cannon is more than overkill already not to mention the oldest force gun is really powerful too that I would classify it as a most powerful "standard" gun and anything after it would be a superweapon.


QFT. The existing ones are beefy enough! Unless they're going to be seriously toned down...

The idea of 'Theft' missions was perhaps to allow the unlocking of them. Besides, it'd be no fun if you had every single weapon and unit available to you at the start (that's what Skirmish/Defense/Invasion/Onslaught/etc. is for); the only real roadblock at that point is your bank budget, which, let's face it, people are going to find ways around no matter what you do.

Other items could unlock with 'time' (mainstream missions) but more specialized gear could require stolen tech. There's always something to be learned from a competitor.

Also, the Basis' jetpack is hilariously overstrength for it's weight, or it's far too light for it's Jetpack. Combine it with a Blade Digger when you're underground and you can almost always make a nice straight line to the surface. The Imperator seems to suffer from weight problems as well; a Ferratus can easily jet around with a basic minigun (the small one, not the giant walker one) and a sniper rifle, but the Imperator can barely get above a couple of meters with the same gear.


Thu Nov 13, 2008 11:12 am
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Post Re: DSTech Corp (UPDATED: 11/10/08)
numgun wrote:
DSMK2 wrote:
Retrieving artifacts spawns "unique" weapons, super weapons not normally buyable. The Current super weapons do not fall into the artifacts category :P


:oops:

The judgement cannon is more than overkill already not to mention the oldest force gun is really powerful too that I would classify it as a most powerful "standard" gun and anything after it would be a superweapon.


Artifacts:
Judgement cannon: Obtain the ypsilon cannon remains and send it to space.
Force guns: collect at least 5 computer chips.


Thu Nov 13, 2008 1:21 pm
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Post Re: DSTech Corp (UPDATED: 11/10/08)
Roy-G-Biv wrote:
Artifacts:
Judgement cannon: Obtain the ypsilon cannon remains and send it to space.
Force guns: collect at least 5 computer chips.


DSMK2 wrote:
The Current super weapons do not fall into the artifacts category :P


Ahem.

What do you have in mind? A giant DOOM LASER? Mapwipe launcher? Giant scale orbital bombardment? Drone swarm gun that fires 1000 super piranhas that can eat through test material?

In any case, were all gonna die. :roll:


Thu Nov 13, 2008 3:16 pm
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