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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Darlos9D wrote:
Well, I gotta admit that I recently realized with the new vanilla content that extra weight reducing flight efficiency is a pretty good balancing method. The thing is, this would mean that if you got a shogun with regular or no weapons, they could possibly fly normally. I sorta want to have it so they always suck at flying, which is what the jump jets accomplish: they can only jump, loaded down or not. And really, I haven't found many situations where that jump doesn't get you where you need to go. Really, consider a Shogun as a somewhat more mobile Dreadnought.

Now if more content, such as certain levels, makes it blatantly obvious that they need to be able to fly, I might change it. But then they'd probably be LESS effective when wielding heavy weapons.

As for the concussion grenade... thanks for all the suggestions, but I'm fairly confident that I have a good idea of what I'm going to do with that already. Really, if I'm stumped about some technical issues, I'll go ask about it in mod making.

The electrolaser has two rounds because one round is a MOSRotating that gibs into the lightning bolt, and the other round is an MOPixel that is pretty much just an ineffectual trail. As for how the bolt itself works... well, its complicated. I don't have time to get into it now.

Here's my idea:
The best guy in the world wrote:
Give him a bit of both, give him a jump-jet (as an infrequent burst) that allows him to push up into the air about a metre, and then have him with a jetpack that can very slightly lift an unarmed Shogun, so that when he's kitted out, it allows you to have a more easily controlled jump-jet.
So like, jump into the air, and then hover for a few seconds.


Wed Nov 12, 2008 5:22 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
CandleJack wrote:
What makes you decide whether a weapon should be shogun only or not? Why should I bother with the electrolazer when I have the shock mortar? Even though they're a stealth faction, do the DarkStorm have a giant mecha tucked away somewhere?

Darlos9D wrote:
You may be wondering why the shock mortar can be used normally, then. Well, when the mortar goes off way up in the air, the bolt spreads out a lot more. It can damage quite a few enemies if they're below it, but its also a lot more random in what it does and doesn't hit, and isn't always lethal because of that. Sure, you can launch the mortar directly at an enemy to get a direct-hit effect similar to the electrolaser, but thats difficult and not the best way to use the mortar at all.

On top of this, the electrolaser is much more long-ranged. Also, in my next release they'll both have the exact same reload times. With such better range and precision, and with the ability to hit instantly, the electrolaser is clearly the superior of the two weapons.

As for the giant mech, maybe. But I'm not planning on doing anything like that in the near future.

As for the shogun jump jet issue, I'll try to think of some things. With all of their back-mounted stuff, I'm not sure how I'll incorporate a jet pack into them. I'll try to think about it. I honestly didn't think about the fact that the supposedly leg-mounted jump jets still work after the legs have been blown off. That IS sort of silly.


Wed Nov 12, 2008 6:11 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Shoulder mounted? Armored Core features some shoulder mounted boosters.


Wed Nov 12, 2008 6:17 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
so basically the jetpack has massive burstscale/size etc, and then a weak float effect? the problem with this is that it allows you to use the jumpjets whenever you like, for example you can tap jump 3 times and then hold it to do a 9 story leap then glide down.

CandleJack wrote:
What makes you decide whether a weapon should be shogun only or not? Why should I bother with the electrolazer when I have the shock mortar? Even though they're a stealth faction, do the DarkStorm have a giant mecha tucked away somewhere?

the electrolaser is both more accurate and satisfying, and i think it reloads faster and is lighter too.
and about the mech - look at the planned things. there is a light drone that flies and an android in production.

- damnit darlos beat me to it.

just make there be low profile jump jets mounted at the base of the back, as a support for all the backpack stuff. like, twin nozzles that flash quickly as you jet, or similar.


Wed Nov 12, 2008 6:18 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
problem is, the electrolaser Doesn't always kill either, and it's reload time is so long if you don't kill, you're screwed.
Also, with the jump jets, can't you just sci-fi it the way it is? a jetpack which burts instead of thrust, and (sci-fi mode) this has been done because there's not enough room for a conventional reactor set-up as seen in normal jetpacks, but there is enough room for specially tailored super-conductors, which charge up and then go off in one pulse when used. this method is also cheaper, as the mini-reactors are very expensive.

thankyou, thankyou very much.
the major gameplay problem is that if you lose your legs your jump pack is muhc more powerful, but hey, that would happen in real life too.


Wed Nov 12, 2008 7:40 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Geti wrote:
so basically the jetpack has massive burstscale/size etc, and then a weak float effect? the problem with this is that it allows you to use the jumpjets whenever you like, for example you can tap jump 3 times and then hold it to do a 9 story leap then glide down.

I did say infrequent, as in, slow recharge.

Also I just had an idea for the Shogun specialists.
Make them separate actors with the backpacks on their back, so that it looks right (sometimes aiming with backpack weapons looks stupid) and so that you could incorporate an exploding system into said backpack :D


Wed Nov 12, 2008 7:52 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Winterous wrote:
I did say infrequent, as in, slow recharge.

Also I just had an idea for the Shogun specialists.
Make them separate actors with the backpacks on their back, so that it looks right (sometimes aiming with backpack weapons looks stupid) and so that you could incorporate an exploding system into said backpack :D

wow, i suppose.. except you can still burst fire while its recharging.

now, that second idea, that is a good idea. i fully support this idea. do it now. you cant pick up their weapons anyway. the electrolazer would just be an outfitted Shogun, however, ohwell. electrolazer for shinobi! equal rights!


Wed Nov 12, 2008 8:19 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Geti wrote:
wow, i suppose.. except you can still burst fire while its recharging.

No no no, with a long gap inbetween bursts, like most actors in the new build.


Wed Nov 12, 2008 8:34 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I love the shock mortar. Park a couple shoguns with these at the top of my towers (which usually almost hit the top of my playable scenes) and it rains down destruction. I've found the electrolaser to not kill my target sometimes, even when it smashes them in the face.


Wed Nov 12, 2008 8:40 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Winterous wrote:
Also I just had an idea for the Shogun specialists.
Make them separate actors with the backpacks on their back, so that it looks right (sometimes aiming with backpack weapons looks stupid) and so that you could incorporate an exploding system into said backpack :D

I've been thinking about this myself. I've had problems with it though. For some reason, even if you set it to DrawAfterParent = 0, any attachment you add to the torso besides the jetpack overlaps the torso visually. It's kinda lame. But then again, I suppose I could just combine the weapon backpack and the jetpack into a single sprite for each weapon. I think I might do that.

Not so much on the exploding part though. That's dumb.


Wed Nov 12, 2008 3:35 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Could you then do an exploding death for shoguns/actors holding a flamethrower? It only seems logical that a flame-spewing tank would go boom when shot to bits.


Wed Nov 12, 2008 3:57 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
dracura wrote:
Could you then do an exploding death for shoguns/actors holding a flamethrower? It only seems logical that a flame-spewing tank would go boom when shot to bits.


And it's quite logical that a future flamethrowers tank would be armored against small arms fire.
Not that I'm against the idea, but just giving Darlos a getaway from the situation.


Wed Nov 12, 2008 6:15 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Well, small arms, sure. But a well placed sniper round should be capable of making the Shogun go BOOM.


Wed Nov 12, 2008 6:33 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
In my opinion, if you want the Shogun to explode so much, you should learn to code it and gib it yourself. But that's just me. From what I'm seeing, he obviously doesn't want to do this, so I'd leave it alone.


Wed Nov 12, 2008 7:20 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I do believe I've been over this issue in the past, but...

No, it actually makes NO sense that a fuel tank would go "boom" when shot. Regardless of what television and Hollywood might think is cool, the chances of a fuel tank exploding upon being shot are actually very, very low. The most that would happen is that there'd be a hole in the tank and the fuel would leak out. Now if something else ignited the fuel externally after that point, that'd be another issue. But the only way the initial bullet hit would ignite the tank is if the bullet itself was an incendiary round. Bullets hitting metal doesn't just make sparks all the time. It hardly ever does.

And then on TOP of this, the tanks, as Kallemort points out, are probably fairly tough anyway. Though this is a moot point, as an armor-piercing round wouldn't ignite the fuel. Though it probably WOULD go all the way through the tank and hit the guy wearing it.

So no, no exploding fuel tanks. It's dumb and I won't make it happen, ever.

PS: Food for thought: do you really think that a real military would employ a weapon that is so volatile and deadly to its user and his squad?


Wed Nov 12, 2008 8:06 pm
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