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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Bunker System Ideas
alphagamer774 wrote: wtf why are my posts always so long...
Too much to say.
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Thu Feb 25, 2010 5:54 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Bunker System Ideas
alphagamer774 wrote: i think that the different factions should get different bunker modules. the current ones work well with dummies, sorta okay with coalition, but i think that the ronins should be given tunnels from "Dirt Modules" I agree that the factions should have their own bunkers, or at least their own add ons to the current bunker style. For example the tutorial bunker bits would be the dummies' set of add-ons, coalition would have a camo entrance and some other unique stuff, etc. I think Ronin bunkers would be mostly bases that they've captured, so their stuff would be run down and generic/stolen. Using tunnels as bases would be fitting to them also, though. alphagamer774 wrote: PERSONALLY i think that traps don't fit with the current modules, because this is supposed to look like a normal bunker Stylistic conflicts aren't really a big deal. Impossible 'bamboo technology of the temple of doom' can be much more realistic, fitting, and believable when you modernize the style. For example, thousands year old smart-sensing automatic arrow emitters? 2 year old assault rifle with a tripwire rigged to the trigger. Here's the .gif for that example mod I posted earlier, see page 3. Like I said, needs brakes etc, but it's not like this current demonstration was intended for safety anyway. Extending 'rails' and acceleration based bunker system transit is the point here.
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Thu Feb 25, 2010 6:31 am |
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JangkrikBusterII
Joined: Thu Nov 19, 2009 1:35 pm Posts: 176 Location: Kartasura, Indonesia. Sit in front of my computer
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Re: Bunker System Ideas
Hi, again all.......... Rocket Dock ? It's ordinary . . . . . Drop Ship dock ? knew it long time ago.... And then........ Drop Crate Dock ! Escape the ordinary BMCPTroubledWaters.rte Check the Pack #3
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Thu Feb 25, 2010 10:49 am |
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iFail
Joined: Sun Dec 06, 2009 10:21 am Posts: 7
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Re: Bunker System Ideas
I guess I got confused by what everyone means by traps. I use the word "trap" to refer to anything I intend to surprise the enemy with, so I was thinking of traps being anything from landmines to collapsing tunnels or hidden gun turrets.
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Thu Feb 25, 2010 1:11 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Bunker System Ideas
That still pretty much is the kind of trap we're talking about here. Most of our examples don't sound very well hidden though, so I suppose they would be more of a general obstacle than a trap.
Another cool bunker system I thought of is a subterranean delivery. Basically, you set up a the subterranean delivery port at the bottom of the map (which would be connected to whoknowswhat system below the game area) and then you order stuff in a specific craft, which either fails to appear on delivery (instantly returned), or appears at the nearest subterranean delivery port, via script.
Last edited by Azukki on Fri Feb 26, 2010 2:41 am, edited 1 time in total.
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Thu Feb 25, 2010 11:18 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Bunker System Ideas
well, under that definition, then some traps would fit. stuff like landmines, actor cannons, and fishbowls mostly fit with current cannon. stuff like spike traps and *(+Large Serrated Disk+)* traps are more ronin stuff.
yes, that was a DF joke.
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Thu Feb 25, 2010 11:19 pm |
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10050
Joined: Wed Dec 26, 2007 4:25 am Posts: 167 Location: Hopefully in front of a gaming platform of some kind
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Re: Bunker System Ideas
Artillery pieces. Something like capnbubs's tank-crab, but a placeable bunkermodule. The bigger the better!
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Fri Feb 26, 2010 4:36 am |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: Bunker System Ideas
LfoW did you put the fishbowl in any of your mod packs? I never could emulate it well enough, so If yes, please indicate which one
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Fri Feb 26, 2010 5:27 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Bunker System Ideas
Nope. Never made it into a module, but I guess I could now.
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Fri Feb 26, 2010 6:06 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Bunker System Ideas
We need to have a pinned giant carp that ate people. Yeah. Maybe a pinned DS/Rocket with sparke magic that deletes whatever's inside them.
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Fri Feb 26, 2010 8:13 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Bunker System Ideas
or not, it could just have godly one-time thrusters that give you a shitload of cash after you cash the trap in, but it would not reappear.
ie: trap eats actors/guns, trap lauches vertically with five metric ♥♥♥♥ of random junk, you earn so much money that the counter explodes
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Fri Feb 26, 2010 11:38 pm |
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