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 DarkStorm Military Technologies - Updated 6/11/09 
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Joined: Fri May 22, 2009 4:22 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Darlos9D wrote:
I don't really have access to any women willing to commit their voices to my mod.



I have doubts that the entire population of DataRealms is male.


Sun Jun 14, 2009 4:39 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
You'd be surprised.


Sun Jun 14, 2009 4:52 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
@Darlos' Stealth Description: Actually the movement speed would have some effect, but not a significant one. Because the Shinobi would be moving at a higher speed, it would be hit by light at a higher rate, meaning the nanomachines would have to do their work faster. Of course, since the nanomachines are already precise enough to perceive invisible waves traveling a few million meters per second, the extra speed added on would maybe make it drain 0.000000000000000001% faster or something. Unless you somehow got the Shinobi moving at the same speed as light, but even then, it would only drain twice as fast.

Obviously it would be a little useless to code it, but cool as a meticulous addition.


Sun Jun 14, 2009 4:56 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Ragdollmaster wrote:
@Darlos' Stealth Description: Actually the movement speed would have some effect, but not a significant one. Because the Shinobi would be moving at a higher speed, it would be hit by light at a higher rate, meaning the nanomachines would have to do their work faster. Of course, since the nanomachines are already precise enough to perceive invisible waves traveling a few million meters per second, the extra speed added on would maybe make it drain 0.000000000000000001% faster or something. Unless you somehow got the Shinobi moving at the same speed as light, but even then, it would only drain twice as fast.

Obviously it would be a little useless to code it, but cool as a meticulous addition.

It'd get hit by light at a higher rate on one sight, but be hit at a lower rate from the other side. It'd even out.

HappyBirthday wrote:
Darlos9D wrote:
I don't really have access to any women willing to commit their voices to my mod.



I have doubts that the entire population of DataRealms is male.

The only person in this community that I know (or, at least, am pretty confident) is a girl I haven't seen around here or on IRC in ages.
And I actually have recently met some cool chicks IRL at a local anime con. Problem is, they're out of town until school starts back up.


Sun Jun 14, 2009 5:02 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Darlos9D wrote:
Actually, the ice's material is concrete. Maybe I could make it weaker, but I figured the ice probably had some kind of pulp in in it to make it stronger, which actually would yield ice as strong as concrete.


Behold I am the weird knower of random military tech. Your Ice gun could shoot this stuff with something to freeze it on contact.

http://en.wikipedia.org/wiki/Pykrete


Sun Jun 14, 2009 7:25 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Nice idea, but how would the sawdust work? Better to make it sand or something. Or maybe paper mache :P


Sun Jun 14, 2009 7:28 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Small Bug: When loading up a Yosei onto a dropship, the stealth meter remains for about 12 seconds.
Not really a big deal though.


Sun Jun 14, 2009 8:34 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
TuefelHundenIV wrote:
Darlos9D wrote:
Actually, the ice's material is concrete. Maybe I could make it weaker, but I figured the ice probably had some kind of pulp in in it to make it stronger, which actually would yield ice as strong as concrete.


Behold I am the weird knower of random military tech. Your Ice gun could shoot this stuff with something to freeze it on contact.

http://en.wikipedia.org/wiki/Pykrete

Well, yeah, that was the idea. I knew about that stuff. Though that only explains why its strong. It doesn't explain why it freezes on contact. Not that I really need an explanation for it.

Sparx wrote:
Small Bug: When loading up a Yosei onto a dropship, the stealth meter remains for about 12 seconds.
Not really a big deal though.

Uhm... huh. I have it scripted to get rid of the bar immediately upon death or destruction. Unfortunately, I have no idea how to check if it just went into a craft. Luckily, that probably means that the actor is no longer running its script on the power bar. So when it disappears, there should be no fear of it crashing.


Sun Jun 14, 2009 10:15 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Hmm the spray could be infused with nano machines that cause the substance to freeze on striking. Like nano released liquid nitro or something along those lines good enough for an explanation same could apply for the pyro. Oddly im related to the inventer of Pykrete.

Im still waiting for someone to make explosive or incendiary "nano dust" particle clouds :grin:. Too much scifi fiction for me.


Mon Jun 15, 2009 1:11 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Darlos9D wrote:
I don't really have access to any women willing to commit their voices to my mod.

Ask Dauss.
She's a girl.
At least that's what everyone else established.


Mon Jun 15, 2009 1:23 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
I was looking in the index for the mod and found a unit called D28Jorogumo and from what I know a jorogumo is a monstrous water/marsh spider that use thin lines of webbing to ensnare people as pray for there ghostly "masters" of deep pools of water ,thickets of dark marshes, and the bases of waterfalls.
it has four long legs which will work as a ACrab and it looks "monstrous" and yet still is stealth like. --Edited to take up less space--


Last edited by gtaiiilc on Mon Jun 15, 2009 6:33 am, edited 1 time in total.



Mon Jun 15, 2009 1:43 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
gtaiiilc wrote:
Jorogumo stuff

Alright, I'm just gonna copy and paste what I wrote in my PM response to you here, since it addresses this as well as some other things that might be of interest to people:
Quote:
In regards to your suggestions, there are two problems: uniqueness and rationality. I try to set it up so all the stuff I make (especially from now on) is unique from both vanilla content and other things that I have already made. In the case of the shinigami, my shinobi is perfectly capable of filling the same kind of stealth role, so another AHuman stealth actor that is invisible is fairly redundant. Similar case with the Jorogumo, where making it a unit that hides and attacks enemies would be redundant since a shinobi can do that already too. In the case of the Kappa, I already have the Kitsune in mind for that sort of "trickster" role. I'm hanging on to the idea of a "Kappa" unit until CC supports water, if that even ever happens.

In the case of rationality, I try to create units that are cool and fun, yes, but I also like everything to follow a certain logical flow. Really, why would a future military hardware developer create a giant spider that attacks with webs? It seems like the development time could be better spent creating better guns and soldiers. Also, in the case of the shinigami, not only does having a completely different method of attaining invisibility contradict the shinobi's camo, but why would the system dictate that it only uses a melee weapon? It doesn't quite add up. Note that I'm not asking you to try to come up with explainations for these things. I don't intend to do any of them.

Returning to the Jorogumo, my original intent was to make a tiny - not giant - spider that could crawl on all surfaces and use a web to move between surfaces. I planned on it being a surveillance unit, and also having the same ability as the nano key. I guess the idea is that you'd release one into the enemy base and it'd crawl around and mess things up (though not kill anything) until they caught it. Unfortunately, its movement code proved to be a major problem, so I just scrapped the idea and made the micro camera and the nano key.

As for the Oni, yeah, I could do that right now maybe. But I'd rather wait until I have more control over actors, since I figure its movements and controls will be unique. Same thing with the Kitsune.

I sort've wonder about taking another look at the Jorogumo code though. I have some experience with programming platformers from scratch, so perhaps I could just go about ignoring the physics entirely to create this thing. I could probably pull it off.

Also, I'm thinking the nano key should be something with limited use, if not only one use. Since it works by releasing nanomachines into doors to screw them up... don't you think it'd run out of nanomachines? Or maybe it recharges? Ugh, I dunno. CC is so weird with its resource handling. Guns apparently have infinite bullets (even if you have to reload), and this includes grenade launchers and rocket launchers. Yet, thrown grenades are limited. I don't get it.


Mon Jun 15, 2009 5:30 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
I think to prevent the complete trivialization of enemy doors and other pinned actors like sentries, nano keys should be expendable on use, perhaps even limited to one use per battle.

Why bother being stealthy with a shinobi, sneaking around a base when you can walk up to their front door, and make it your front door?

I think it's power was a little underestimated, at least, that's how I see it.


Last edited by LowestFormOfWit on Mon Jun 15, 2009 6:01 am, edited 1 time in total.



Mon Jun 15, 2009 5:47 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Err, the nano key only effects adoors.

Unless you decied to make a turret out of a door, no need to worry about turrets.

Also, darlos, have you tried out using the scale variable on your attachables?

It does work.


Mon Jun 15, 2009 5:50 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Ragdollmaster wrote:
@Darlos' Stealth Description: Actually the movement speed would have some effect, but not a significant one. Because the Shinobi would be moving at a higher speed, it would be hit by light at a higher rate, meaning the nanomachines would have to do their work faster. Of course, since the nanomachines are already precise enough to perceive invisible waves traveling a few million meters per second, the extra speed added on would maybe make it drain 0.000000000000000001% faster or something. Unless you somehow got the Shinobi moving at the same speed as light, but even then, it would only drain twice as fast.
It only gets hit by photons faster if it's moving at speeds that allow it to screw with relativity. Until then, the speed of light is completely constant, in any frame of reference; as per relativity. Your description assumes that if you take the point of view of the shinobi that the photons moving towards you are in fact moving at their speed in addition to yours. This wouldn't work, due to the speed of light being copmpletely constant.


Mon Jun 15, 2009 8:12 am
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