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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Duh102 wrote:
Foa wrote:
One, what the hell is a tyrant ( in your faction's terms )

One of these giant monstrosities.


That is... ... large?

could they fit into capsules like on DBZ and just be thrown at people by a smaller robot?

Edit: @ guy below this post... True...


[quote=Darlos9D]
rditto48801 wrote:
a bullet packing 1 microgram of anti-matter

Uh-oh, we're talking antimatter. The amount of resources it would take to produce even that much antimatter probably wouldn't be worth the output. More conventional explosives would be much more cost-effective. Furthermore... how do you contain antimatter when it annihilates with anything you could possibly contain it with? The only way you could make an effective antimatter weapon would be that the projectile itself somehow CREATES the antimatter upon impact. Considering the fact that you need a large facility in order to make antimatter, you would have to fire a laboratory, complete with scientists, at your enemy.[/quote]

Magnetized Vacuum tube is how they store antimatter now so in the future I would think they could shrink the technology in the future


Last edited by ZevN47 on Sun Oct 25, 2009 11:46 pm, edited 2 times in total.



Sun Oct 25, 2009 11:40 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
That might leave a gigantic hole in the ground and the robot half buried.
Maybe not such a great idea.....


Sun Oct 25, 2009 11:41 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
true... Would work for a 10000000ton nuke though


Sun Oct 25, 2009 11:53 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I think the Activities.ini needs fixing. It keeps crashing CC to desktop. I've tried everything i know (which isn't much really) to fix it.


Mon Oct 26, 2009 1:49 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Hyperkultra wrote:
OHIGOTANAWESOMEIDEA.
Combine miniturization with the DSAI Tyrant. Maybe an extra backpack as well. In any case, you have acquired a portable Anitmatter factory. Mounted on a giant robot. Go end something, and make sure it's loud.

Proposed solution to antimatter weaponry problem. The Tyrant would also (unless it took a direct hit) be big enough to survive the blast from antimatter based weaponry.


Mon Oct 26, 2009 2:11 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
ZevN47 wrote:
true... Would work for a 10000000ton nuke though

Yeah, and that would be just another one of those mods that wipe the entire map in a near computer-stopping lag.


Mon Oct 26, 2009 2:13 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
bbbzzz234 wrote:
ZevN47 wrote:
true... Would work for a 10000000ton nuke though

Yeah, and that would be just another one of those mods that wipe the entire map in a near computer-stopping lag.

Fixed.


Mon Oct 26, 2009 2:16 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Hyperkultra wrote:
bbbzzz234 wrote:
ZevN47 wrote:
true... Would work for a 10000000ton nuke though

Yeah, and that would be just another one of those mods that wipe the entire map in a near computer-stopping lag.

Fixed.


Unless you spawn a single giant MOSRotating that eats the entire scene, then have all actors, weapons have SetToDelete equal true. And a indefinite white screen and what not. All this with a sound that starts for a few, then it just stops... Not going to do this in my mod, or any of my mods for that matter, its gonna be one of those keep to myself for kicks type.


Mon Oct 26, 2009 2:27 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Topic was ammended by OP's request. Go here if you want to continue discussion of Dyson spheres and the like. -D


Thu Oct 29, 2009 5:24 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Alright decided to show my redone Oculus, and MAC. For the most part the MAC is "as intended".
MAC Test Video
But man, the Ferratus and Oculus bots came a long way... Design-wise.


Fri Oct 30, 2009 6:05 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
So... "as intended" includes the extreme terrain rape?

I mean, its pretty obvious the only reason you didn't blast through the rock ceiling to blow up the generator is because you simply chose not to. Haven't we established in this community that terrain rape is bad bad bad?

You don't need that much power to kill, well, anything really. You can have the same number of particles, that's fine. Just tone down their mass and/or sharpness. They'll still kill zombies (or dreadnoughts or dropships), trust me.


Fri Oct 30, 2009 8:10 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
To support Darlos on this realism binge, think- true, the point of the faction is an arsenal of powerhouses, but the power is unnecessary. This still is a faction, after all; the leaders (or rather, the giant supercomputer) would want to keep costs and material harvesting down to a minimum to upkeep an efficient military system. All the weapons could be toned down and still kill everything and anything that a DS robot encounters, while the terrain rape would drop drastically. It would be a lot funner and balanced within the mod- why should I get a JUDGEMENT or JUSTICE when the basic assault railgun can tear through a squad of heavily armed soldiers in a single clip?


Fri Oct 30, 2009 10:33 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I could tone down the basic weapons for the... Wait you know I'm reworking most of my weapons already, so I'm not going to blab about my weapons.

Anyways the DSWB05 MAC:
I'm calling it "terrain piercing" rather then terrain rape, as in to destroy all meaning of the word "cover", as its a anti-vehicle weapon, made to puncture deep into the armor and reap havoc in the insides. With that in mind, I needed it to rip through doors and pass through actors, as well. So meh.

Though you'll also need to remember I'm making drone soldier/scouts, which will pretty make make up 80% of the attack force. The DSA series is pretty much the back bone, and they're pretty much tasked with things outside of the drone's control. Though I'm quite stumped on what direct-offensive features other than the twin tri-lasers/twin gatlings.


Fri Oct 30, 2009 11:05 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
What sort of theme do you want with them?
I'm assuming some sort of great force but with better efficiency than the larger robots, so I suppose you could do a whole bunch of stuff.
Suggestions:
-Some sort of electricity-based weapon? Arcing or electro-laser or other type?
-Some sort of short-ranged thermal spike?
-An air-mine system?
-Some kind of concussive wave type weapon?


Sat Oct 31, 2009 3:40 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
411570N3 wrote:
What sort of theme do you want with them?
I'm assuming some sort of great force but with better efficiency than the larger robots, so I suppose you could do a whole bunch of stuff.
Suggestions:
-Some sort of electricity-based weapon? Arcing or electro-laser or other type?
-Some sort of short-ranged thermal spike?
-An air-mine system?
-Some kind of concussive wave type weapon?



Doesn't the shockwave grenade launcher basically have what could be considered a concussion effect?
Isn't the Lance already along the lines of a 'short range' thermal spike?

I like the idea of some sort of floating/flying mine.
Especially if it has a nasty habit of trying to explosively suicide itself on any enemies that get to close.

As for the electricity based weapon... the first thing that pops into mind is a really big 'war hammer' that can shoot or otherwise call down lightning on the enemy. Maybe be a hefty melee weapon, with a secondary trigger (such as the Z key) that causes it to shoot a bolt of lightning... sort of a high tech version of Thor's hammer... maybe rip of Halo, borrow the concussion effect thing, make the hammer itself generate a shockwave that can damage and push away nearby things/enemies when used in normal attacks.
Barring that, a 'rapid fire' weapon that shoots a 'weak' bolt of lightning, but with the ability to basically function like a gatling gun, firing dozens of times per second with an 'arc' that makes it... well, like lightning on a leash or some such thing.


Mon Nov 02, 2009 1:54 am
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