DarkStorm Military Technologies -- Updated 12/20/09
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Ragdollmaster wrote: If I could make a suggestion, I think it would be nice to have the D113 Force Digger as an under-slung weapon; it would let you dig through terrain (or do some serious melee damage to enemies) without having to switch to a digger, and it would generally cause less clutter in a soldier's inventory. Just a thought  Huh. That's a cool idea. It shall be done. duo9ace wrote: Also, is it possible to switch the secondary fire modes so that you don't have to have multiple versions of the assault rifle?
Additionally, I think it would be great to add to the Yuu's inventory by making a silenced coil rifle. Probably in the future I'll try to make it so you attach and replace underslung weapons on the fly similarly to Oni ammo packs. On a similar note, I have a neat idea for alternate ammo types for regular weapons that simply require you to have ammo modules held in your inventory. All guns would automatically come with standard rounds, and then you'd buy small ammo packs and maybe use some kind of ammo-switch key (I'd have to add it) to tell the gun which one to use. This, of course, is assuming that inventory handling will be more sensible in the next build. If not, I'll have to figure out something else or scrap the idea. Speaking of new keys, I'm thinking I'll have to add more custom keys for future functionality. A "secondary reload" might be nice, and if there's going to be ammo switching, both a primary and secondary ammo switch key might be in order. And unless I come up with some neat way to do it with existing controls, I might even want to make a "drop current underslung weapon" button. It'd make controls more complex, but with a mod that runs so hard on the rule of tacticool, it's to be expected. Also, I do probably need to extend the Yuurei's cloakable weapon lineup a bit. The coil gun would be a tad excessive, but I could probably make some kind of intermediate marksman rifle, which is something I've considered anyway. Also at some point I'd like to have it so the silenced rifle can also have underslung equipment. This would require me being able to actually have a silenced primary fire, though. The current setup is purely a gimmick. Maybe B24's actor AI control can facilitate that.
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Wed Dec 23, 2009 5:12 pm |
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Mirefrost00
Joined: Sun Feb 15, 2009 4:59 pm Posts: 52
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Great minds think alike, RagdollMaster. I'm glad you had the guts to throw that one in, cos I thought it'd be laughed out.  I finished the testing. Turns out my "bug" was indeed due to the presence of an RPG Brain robot in the scene. I'm guessing the regular updates it applies to all actors changes a state that the Onis need to use their weapons. So, there is no bug, no problem.  In my book, DarkStorm takes priority, so the RPG Brain will only be used when I feel like going Dummy (Lv. 9 Dreadnought is an adamantine wall with a machine gun). Thanks for your patience, Darlos. I look forward to B24, as well.
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Thu Dec 24, 2009 12:18 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
While I'm at it with the suggestions, have you considered making nonlethal ammo for the underslung shotgun? Eg beanbag rounds or vortex ring rounds? While the EMP Grenades kind of already serve that purpose, I think it would add to the sense of 'tacticool' in the mod 
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Thu Dec 24, 2009 3:50 pm |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Building on that, why don't you make a non-lethal version for all weapons and a lethal version for all the guns. Maybe you can press a button to switch between lethal and non-lethal rounds.
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Thu Dec 24, 2009 4:35 pm |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
I don't want to rain on your parade... but uh... isn't CC all about blowing the absolute and utter ♥♥♥♥ out of your enemies? I guess it would be good for stealth missions, but it seems like a whole load of work for what would be a rarely used function.
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Thu Dec 24, 2009 5:47 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Yeah... that's a negative on non-lethal. I mean, in the CC setting there's nothing really immoral about blowing your enemies into bloody chunks since they're just remote-controlled puppets... usually. And really, any actual living entities that step into such a conflict are seriously risking their lives.
The only thing you might want to take out non-lethally is anything with a brain in it, assuming you want that brain alive. We'll have to see how any future campaign missions handle non-lethal brain-capturing, if at all. At the moment, it would be pointless to implement since it would still wind up with the exact same result: you winning the match.
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Thu Dec 24, 2009 6:37 pm |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Yea that makes sense to put that idea off for now.
So what about making a brain actor (moveable) like a shogun or something to that effect? I would like to try a last stand kind of thing.
Also, have you thought about expanding the bombs/gernades? It would be pretty sweet to have a napalm/HE/EMP bomb that would be dropped from a dropship.
Additionally, do you think you could expand the EMP's range and possibly have it effect doors as well as actors?
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Thu Dec 24, 2009 8:18 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Based on what Darlos has shown so far I think the answers for the first two suggestions are "No". DarkStorm is proving to really just be a mercenary company centered around infiltration missions, so other than the turrets and the current brain, I don't think they'll put much effort into making 'home base' eg various types of brains or bunker modules etc. Also, I feel like if any bombs are made (as in, not grenades) they should be Craft class bombs, maybe delivered in a similar way as the Raiju and releasing an EMP.
^Though that's all just speculation.
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Fri Dec 25, 2009 12:43 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
If you have a Incendiary Grenade, why not have a Cryo Grenade?
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Fri Dec 25, 2009 12:48 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
CaveCricket48 wrote: If you have a Incendiary Grenade, why not have a Cryo Grenade? I tried making one. It was retarded. Like, utterly wonky and useless. Really, a small amount of cryogenic chemical being thrown around isn't going to really do anything to anything. Ragdollmaster wrote: Based on what Darlos has shown so far I think the answers for the first two suggestions are "No". DarkStorm is proving to really just be a mercenary company centered around infiltration missions, so other than the turrets and the current brain, I don't think they'll put much effort into making 'home base' eg various types of brains or bunker modules etc. Also, I feel like if any bombs are made (as in, not grenades) they should be Craft class bombs, maybe delivered in a similar way as the Raiju and releasing an EMP.
^Though that's all just speculation. The very beginning of the first post explains what DarkStorm is: it's a business involved in arms research and dealing. They're not paramilitary or mercenaries or anything. There not even in actual competition with the other factions. They just want to sell stuff to them, and they do it through Trade Star. Granted, they probably have their own personal elite soldier/commander brains, but they or their services aren't for sale. Like, the Kotei is just a shell a faction buys for its own brains. It doesn't contain an actual brain that is purchased from DarkStorm or anything. What DarkStorm's own personal force is used for is yet to be determined. Don't get any fancy ideas though. If DarkStorm mobilized its own forces, they'd just be using the same stuff that the company already sells to others. The brains controlling them would just be really badass and experienced.
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Fri Dec 25, 2009 1:24 am |
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ville000
Joined: Fri Sep 05, 2008 3:30 pm Posts: 11 Location: Fin
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
I think that the 'Drop Ammo' button shouldn't be the double-tap 'Down', because I always drop my ammo accidentaly and die when trying to pick it back up.
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Fri Dec 25, 2009 7:28 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Hm... I guess this could be a problem with those with controller-type controls. I was considering making some kind of "actor ability" key. It'd be cloaking for the Yuurei and ammo pack dropping for the Oni.
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Sat Dec 26, 2009 2:51 am |
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ccjav
Joined: Tue Apr 17, 2007 11:10 pm Posts: 55
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Okay, as no one else is having this problem, it might be CC, but maybe there was a fix? My primary fire button does not work for either the laser revolver or the gatling gun (handheld, not turret model), along with all of the dual guns, the assault (rifle and silenced rifle) does however.
Both the laser and the gatling work on the turret
I have no idea what is going on, tried reinstalling, nothing
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Sat Dec 26, 2009 9:22 pm |
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maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote: I have a neat idea for alternate ammo types for regular weapons that simply require you to have ammo modules held in your inventory. All guns would automatically come with standard rounds, and then you'd buy small ammo packs and maybe use some kind of ammo-switch key (I'd have to add it) to tell the gun which one to use. This, of course, is assuming that inventory handling will be more sensible in the next build. If not, I'll have to figure out something else or scrap the idea. Maybe just make them like the the switchable guns from halflive.(forgot creator's name, god I'm lazy today.) ccjav wrote: Okay, as no one else is having this problem, it might be CC, but maybe there was a fix? My primary fire button does not work for either the laser revolver or the gatling gun (handheld, not turret model), along with all of the dual guns, the assault (rifle and silenced rifle) does however.
Both the laser and the gatling work on the turret
I have no idea what is going on, tried reinstalling, nothing you have to equip the ammo packs from the shield catogorie. and remember to drop those so they attach to you character.
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Sat Dec 26, 2009 10:02 pm |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
I love the new update with all the alt fire modes but the Cryo gun was missing one, so I had two ideas for a Cryo gun secondary fire. There could possible be a "rain of ice" secondary fire on the Cryo gun, since the Cryo gun already uses what looks like water with the ice chunks I don't see why it couldn't chill the water and fire it at a high pressure so it could freeze and make quick bridges, crush your opponent under the pressure, or freeze in the sky and rain death from above! Another idea for the Cryo gun's secondary fire is a ice spear. The Cryo gun could charge up a blast of ice that when released would form in to a thin, long, and sharp spear. The ice spear would Gib weaker enemies; but pierces and drain heath from the ones it doesn't kill till it melts. Since the Cryo gun is meant to be a weapon and a tool the ice spear could be used for make shift ladders, stairs, and walls.
Comments?
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Sat Dec 26, 2009 10:47 pm |
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