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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/22/08



I see one flaw in the design.

You have to swap out hands to change weapons.


Mon Dec 01, 2008 2:28 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
well that's really minimal, I mean, just for that sniper rifle. The newer models are really better about that, plus it's not impossible to make copies of the new hands and retrofit. I've got 71 MG kits :p I paid for them, so I get to flaunt 'em :grin:


Mon Dec 01, 2008 5:00 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
CandleJack wrote:
The only real problem with the scout drone right now is the AI probably won't be able to use it effectively. Would it be possible to use crawl paths to make it descend?

crawling on an actor with float emitters on it is hell dangerous. think flying-out-of-control-in-a-mess-of-gibs-soon-enough kind of dangerous. i think as its just a scout it might be a dropship, but that makes little sense in the sense of CC where you can view anywhere on the map in a matter of seconds with the "swap actor" key.. so maybe it will be a scarily dangerous actor. or maybe that's why its unreleased ;)
also, the AI doesnt have to be able to use it that effectively.. i really wouldnt care that much if it couldnt.


Mon Dec 01, 2008 9:01 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08

Since when did my turret turn into a giant humanoid robot, is what I'm wondering.

Also, CRUISE CONTROL FOR COOL!!!


Mon Dec 01, 2008 5:06 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I's talkin' 'bout the shoulder mounted 'un.


Mon Dec 01, 2008 10:12 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Geti wrote:
CandleJack wrote:
The only real problem with the scout drone right now is the AI probably won't be able to use it effectively. Would it be possible to use crawl paths to make it descend?

crawling on an actor with float emitters on it is hell dangerous. think flying-out-of-control-in-a-mess-of-gibs-soon-enough kind of dangerous. i think as its just a scout it might be a dropship, but that makes little sense in the sense of CC where you can view anywhere on the map in a matter of seconds with the "swap actor" key.. so maybe it will be a scarily dangerous actor. or maybe that's why its unreleased ;)
also, the AI doesnt have to be able to use it that effectively.. i really wouldnt care that much if it couldnt.

Why would you use flying emitters when we have anti gravity?


Mon Dec 01, 2008 10:16 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I prefer the previous version of the chaff grenade, where it doesn't slip out of my actors hand, and the clouds are thick and not wispy and scarce, the DFG slips out of my actors' hands like crazy, and I can't shoot out of them because the gun either gets destroyed or can't reach the out side of the bubble without sliding out of it.


Wed Dec 03, 2008 6:38 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
that is the first post you've made that's stumped me CJ. well played, and good point.
crawlpaths still dont work though, i dont think.


Wed Dec 03, 2008 8:29 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Foa wrote:
I prefer the previous version of the chaff grenade, where it doesn't slip out of my actors hand, and the clouds are thick and not wispy and scarce, the DFG slips out of my actors' hands like crazy, and I can't shoot out of them because the gun either gets destroyed or can't reach the out side of the bubble without sliding out of it.
The grenades aren't slipping out of the actor's hands. They're activating instantly. It's a problem with CC, not my mod. The only thing that will fix it is another build.

As for the rest of your complaints, thats how they're supposed to work. Sorry.


Wed Dec 03, 2008 4:52 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
So, I've been mulling over the idea of how I might put an energy shield onto a moving unit, and still have it so they're able to fire at enemies. Well, here's my idea: give the unit a custom weapon that is actually designed to work with the shield.

The idea is to make a unit with a weapon that somehow utilizes its surrounding shield in order to create destructive shockwaves or projectiles when it fires. I was basically thinking of making a heavily modified version of the Shogun armor (which might actually be weaker due to the armor being replaced by force field generators) and then giving the actor a weapon with two or three fire modes (really, two or three weapons that look the same), all of which fire through or past the shield effectively. Right now, the two fire modes I have in mind is a short-ranged, shotgun-like blast of energy (the gun just hits the shield from the inside in a way to make some of the energy fly out wildly), and an explosive plasma projectile (the gun fires out an magnetized slug that catches some of the energy and flies out with it). If there's a third firemode, I'm not sure what it'd be. Maybe a machine gun-like volley of non-magnetized slugs that just punch through the shield and damage through sheer mass.

So the result is a powerful unit, at least until external firepower overwhelms its shield and gets at the weaker physical parts. I might actually stick different individual emitters on it that can be destroyed separately. I'll have to be careful to make the shield itself not too hard to overwhelm, lest we end up with another Heavy DarKlone situation.


Wed Dec 03, 2008 8:58 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I think for the shield I think you should have it so that one shot gets absorbed by a small area of the shield which is then dissipated, and must wait to be restored (this should make it really effective against single shot or large spray weapons, but able to be over powered by reasonably accurate automatics). Unfortunately this means a lot of attachments of some kind witch get emitted and have a certain lifetime which may be laggy, or at the lest require a bit of thought.


[edit]
like this:
Image


Last edited by robolee on Wed Dec 03, 2008 11:43 pm, edited 1 time in total.



Wed Dec 03, 2008 10:26 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
So was your idea for the weapons to have them use the wounds or whatever on the shield offensively? Or are you just going to tweak their muzzle offsets so that it just looks like they're doing that?


Wed Dec 03, 2008 10:46 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
it would be awesome if only the third weapon actually worked without the sheild, and the rest relied on the entry and exit wounds on the sheild.
1:entry wound (shotgun blast)
2:exit wound (plasma slug) + Entry Wound (shotgun blast)
3:actual bullets.
that or just make it so the muzzle makes it look like the weapon still works on a near-depleted version of the sheild, i suppose, but it would be cooler if they had no cover and only a sprayer to combat enemies without it.


Wed Dec 03, 2008 11:25 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I've always liked the idea of an attachable shield on guns, i've never seen it used to the magnitude i've imagined though (all the guns with shields have smallassed and weak shields).


Wed Dec 03, 2008 11:36 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Comment wrote:
So was your idea for the weapons to have them use the wounds or whatever on the shield offensively? Or are you just going to tweak their muzzle offsets so that it just looks like they're doing that?

Geti wrote:
it would be awesome if only the third weapon actually worked without the sheild, and the rest relied on the entry and exit wounds on the sheild.
1:entry wound (shotgun blast)
2:exit wound (plasma slug) + Entry Wound (shotgun blast)
3:actual bullets.
that or just make it so the muzzle makes it look like the weapon still works on a near-depleted version of the sheild, i suppose, but it would be cooler if they had no cover and only a sprayer to combat enemies without it.
Well comment, I was originally going to answer "the latter," but Geti makes a good point: logically, the weapons shouldn't work if they run off of the energy of the shield itself. Since this could prove to be very difficult to pull off effectively, I think I may have to re-define them and say that they're weapons that simply aren't hindered by the shield. I'll have to think about it. Using wounds in that manner could potentially be dangerous to the person inside the shield, so it may not be the best idea. There's other possibilities though, such as the gun firing a very short-lived projectile that gibs into something else when it hits the shield, and continues on. This too could be dangerous, as it would still happen if the short-lived projectile struck something besides the shield.

robolee wrote:
I think for the shield I think you should have it so that one shot gets absorbed by a small area of the shield which is then dissipated, and must wait to be restored (this should make it really effective against single shot or large spray weapons, but able to be over powered by reasonably accurate automatics). Unfortunately this means a lot of attachments of some kind witch get emitted and have a certain lifetime which may be laggy, or at the lest require a bit of thought.


[edit]
like this:
Image
Nice example there. Yeah, I'd like to do something to that effect, though possibly in such a manner that it acts more quickly. The DFG "grenade" thing simply emits a series of big, short-lived, circular MOSRotatings that make up the whole shield. Your suggestion would require an emitter that throws out a bunch of small shield pieces that can be individually destroyed during their short lives. A problem though: if the actor wishes to fly or move in some other quick manner, they can get "tripped up" by shield parts that stick around too long, so they have to be quite short lived and quickly replaced for the shield to move with the actor properly.

I could potentially set up a series of emitters that are attached to the actor, but offset in such a manner that they float in midair. They'd be invisible and unhittable, and they'd emit shield parts. It might work out.


Thu Dec 04, 2008 1:44 am
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