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 DarkStorm Military Technologies - Updated 6/11/09 
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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?

I recall asking the same question months ago.

Darlos9D wrote:
Roy-G-Biv wrote:
Maybe a DSMT (DarkStorm Military Technologies) Mech?
Almost every faction has one now.

You know, the more I think about it, the more I realize that my faction really isn't about big scary ♥♥♥♥. Its about being unseen, very far away, and protected by shields and automations that shoot for you. My units will become scary when they're running around with a force field and a cloaking device, they're armed with some powerful ranged weapon, and they're still as fast as usual.


Thu Nov 13, 2008 10:10 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Darlos9D wrote:
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?


if it's a napalm thrower wouldn't the oxygen in the atmosphere let in by the hole cause it to ignite rapidly and release intense amounts of energy (ie: explode)?


Thu Nov 13, 2008 10:11 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
You need to reduce the rate of fire on the rocket turrets. The AI wastes a lot of ammo because it won't stop shooting. Also, is there a way to limit it's turning, so it doesn't blow its self up?


Thu Nov 13, 2008 10:46 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
The sprites for the railgun and rocket launcher look a tad bit flat, the railgun especially. And the smaller minigun isn't really needed anymore.

Other than that everything is great, I love the new shock mortar.

Make a real sniper.


Thu Nov 13, 2008 10:50 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
the kitsune could be fox-helmeted tengus armed with smoke and hologram crap. thats not that ambitious, and id buy DL it.
Control wrote:
Make a real sniper.

ahahah agreed. it doesnt have to be a terrain raping lightsabre launcher, but the DMG doesnt quite cut it on some occasions. i suppose it is sneaky enough but still, it doesnt have the unexpected headshot followed by a WTH from the player and a lot of ! from the AI, you know?..


Thu Nov 13, 2008 11:48 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Geti wrote:
the kitsune could be fox-helmeted tengus armed with smoke and hologram crap. thats not that ambitious, and id buy DL it.

Meh. Then I might as well just hand stuff to the regular infantry units. No, it'd be some kind of four-legged robot probably. Unfortunately, an ACrab only allows a single weapon. This makes things difficult.

As for a sniper, I've been thinking heavily on the issue recently. I plan to release a nice anti-armor sniper rifle with the next release. I think I'll try to figure out how to do something to this effect:
http://en.wikipedia.org/wiki/High_Explo ... Ammunition

Should be equally devastating against both armor and flesh.


Fri Nov 14, 2008 1:05 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
What about the recall device I suggested? Would there be any application for that in this mod?


Fri Nov 14, 2008 1:07 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Alright guys, so I actually want to make a full-blown jetpack for the Shogun armor. But... I have no idea what it should look like! It needs to look fairly powerful, but also be designed in such a manner that an ammo pack for the various heavy weapons can also be placed squarely on its back. This probably means that the parts that actually shoot out the air or fire or whatever need to be sticking out away from the body. I've messed with some variations, but haven't really come up with anything great looking.

Anybody have any ideas? Maybe something they saw somewhere?

Just for conversation: the chaff grenade will be five kinds of awesome, I can guarantee it . Just imagine a cloud of small, harmless, but constantly gibbing mosrotatings and/or actors. Any actor in or near it will just freak out, and potentially start firing everywhere. The great thing is that it'd work even in PvP, as it'll freak out any actor the player isn't currently using. I can't wait to make it. It'll finally launch my mod in the direction I've always wanted it to go: stealthy and tricky.

Also, I need to figure out how to make actual silent weapons. Firing MOPixels tends to attract attention. Firing MOSRotatings does not, but that doesn't really make for great regular bullets. Not sure about MOSParticles...

Edit: actually, now that I test it, actors seem to notice when you fire anything nearby. pity...


Fri Nov 14, 2008 7:03 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
what about orientstovel tdexplosives? just make them "explode" a mopixel when they gib. it just makes them kinda useless against craft.. ><

make the jet not that huge, and placed at the base of the back, with a small tank near the neck and pipes joining them. whatever badly worded. i might make fox troopers anyway


Fri Nov 14, 2008 7:36 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
For the boosters to look decent you should probably just make a "universal ammo cannister" as part of the jetpack sprite and make the weapons that are automatically added to the Shogun separate from those that can be bought, and missing the fuel/ammo can on the back. I mean, it is a modular power armor system, so it'd only make sense that one weapon would get built into the armor upon purchase. Make the boosters themselves look like small hatches opening in the armor and nozzles popping out, kinda like you did for the Shinobi clone wing-pack.

Another fun idea: hologram grenade! I used to have decoy grenades for my old Desert Punk mod which would spawn very easily killable "balloon decoys" like in the actual show and they drove even the old AI crazy.


Fri Nov 14, 2008 7:45 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
lazermaniac wrote:
For the boosters to look decent you should probably just make a "universal ammo cannister" as part of the jetpack sprite and make the weapons that are automatically added to the Shogun separate from those that can be bought, and missing the fuel/ammo can on the back. I mean, it is a modular power armor system, so it'd only make sense that one weapon would get built into the armor upon purchase. Make the boosters themselves look like small hatches opening in the armor and nozzles popping out, kinda like you did for the Shinobi clone wing-pack.

Great. You pretty much said everything I was already going to do, in a way. Every shogun with a different heavy weapon will have a different ammo pack to go with it, not a universal pack. They'll all be about the same size though.

My problem is just how the jetpack itself will look design wise. I suppose I could just expand off of the Shinobi design, but I feel like I need to expand a bit more than that.


Fri Nov 14, 2008 3:09 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
If you've ever seen the Vernier thrusters on Gundams, maybe something like that? Doesn't have to be a huge wing-like shape but sort of elongated thruster attached to the back?


Fri Nov 14, 2008 8:52 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I think the reload on the shotgun is a little too long. Then again, maybe I just reload too much.


Last edited by CandleJack on Fri Nov 14, 2008 9:15 pm, edited 1 time in total.



Fri Nov 14, 2008 9:11 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Wow. I come back, after a long time, and the first thing I see is this topic. And 68 ♥♥♥♥ PAGES.
I look at the content to see what's new and I'm like "wow, insta dl."

I have to say, bravo. Bravo for taking this mod so far.


Fri Nov 14, 2008 9:15 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
low profile. they arent going to be zooming around too much are they? also allows room for a pack and doesnt singe the tengu's arms


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Fri Nov 14, 2008 11:17 pm
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