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Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Tell me its battle role and I will try to come up with a name for it.
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Sat Dec 06, 2008 11:56 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Call it Taurus and give it a lasercannon flamer
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Sun Dec 07, 2008 12:42 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Celestial Creature Sattigarius
These are names I suguested.
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Sun Dec 07, 2008 12:57 am |
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Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Well, your current mechanical units are all named after various reptiles, right? If you really run out of ideas, you can just assemble a numbered list of names and roll dice to pick the winner.
Garial, maybe? Python? There's a load of them out there, go wild.
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Sun Dec 07, 2008 1:02 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
He should make a unit called the Medusa if that's true.
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Sun Dec 07, 2008 1:05 am |
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Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
The mechanical units are all reptiles, except for the Oppressor. Of course, we're not counting the Turret, but nobody really pays attention to the Turret. EDIT: I've got it! Goanna. Those things are dangerous, scrappy little bastards that are pretty cool looking too. http://en.wikipedia.org/wiki/GoannaIf that doesn't work for you, then there's: Gecko Skink Chameleon Iguana Matamata Caiman Gharials are awesome too: http://upload.wikimedia.org/wikipedia/c ... _diego.jpgYou could give the gun a thin barrel with a big flash suppressor at the end of it to make it look like the knob at the end of the Gharial's snout. As for weapons... Well, let's look at what Kloveska has as far as current weapons. Hmm... Lots of explodey things, and NO energy weapons whatsoever. You could edit the explodey thing on the back of the new unit's back to be a big, dangerous (glowing?)power cell that has the same weakness as the ammo drum, and it would be effective in conveying that the Kloveskans don't have compact energy technology and that's why it's not seen elsewhere. I'm thinking something of the same color as the jetpack exhaust, but not glowy spheres and instead a solid and instant beam. You could draw attention to the energy cell by making it spark a little bit when the new unit fires. ...Wow, I always make huge post in people's mods with all sorts of ideas. Maybe I need to get to learning to code!
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Sun Dec 07, 2008 2:27 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
I like the caiman name, it suits the unit's looks alot.
EDIT: Oh, and lasercannon flamer
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Sun Dec 07, 2008 2:44 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Fredrick wrote: ...Wow, I always make huge post in people's mods with all sorts of ideas. Maybe I need to get to learning to code! Welp, I'm sold, name's is Caiman and it has a big deadly energy weapon. A flamethrower really doesn't suit idea I had for it when I was spriting it. I want it to be like a tank for KMF, commonly used when the shear firepower of the Oppressor isn't necessary/is overkill. A heavy single shot cannon that can bust nearly anything open. Also, it possible to add multiple guns on a single turret/multiple turrets on an ACrab?
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Sun Dec 07, 2008 2:51 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
No_0ne wrote: Also, it possible to add multiple guns on a single turret/multiple turrets on an ACrab? Nah, just that one turret. Make the main cannon be worthy and satisfying enough on this tank and you wont need anything else. (Unless you want the mag of that weapon be exploited to make a mine layer or a shield deployer or such)
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Sun Dec 07, 2008 4:42 am |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
make it hover too.
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Sun Dec 07, 2008 5:03 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
God damn it. ACrabs don't work well at all on larger scales. It's wobbly and trips after ever other step. I'm going to have to postpone work on this until Data or someone figures a way to make them more stable. I apologize that I hyped it up and ended that sort of let down.
I suppose I'll move on to respriting some of the older actors. Not sure where I should begin though.
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Sun Dec 07, 2008 6:48 am |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
There was a jeep a little while back whose legs, which were sprited as wheels, I simply made them blank and it looked like it hovered. It worked pretty well.
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Sun Dec 07, 2008 8:21 am |
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Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
I personally think crabs are stupid.
They're a cool proof of concept but really they just come out showing the limitations of the CC engine. They don't work with jetpacks at all, they are trying to be tanks but are much too fragile by nature, and it just seems like a stopgap measure for until Data figures out how to make a real tank or something similar.
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Sun Dec 07, 2008 10:39 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
No_0ne wrote: God damn it. ACrabs don't work well at all on larger scales. It's wobbly and trips after ever other step. I'm going to have to postpone work on this until Data or someone figures a way to make them more stable. I apologize that I hyped it up and ended that sort of let down.
I suppose I'll move on to respriting some of the older actors. Not sure where I should begin though. In that case you'll be waiting for looong time. The crabs are not low priority on Data's list. As for the old actors, all you need is do some shading on them so they'd look less flat. And if you can see how to add some extra detail even on a tiny scale, do it. Experiment to see how small details work. Study pictures from the net if you need example what kind of details you can add to your creations.
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Sun Dec 07, 2008 1:38 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
numgun wrote: In that case you'll be waiting for looong time. The crabs are not low priority on Data's list. I think you got something wrong there...
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Sun Dec 07, 2008 1:42 pm |
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