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 DarkStorm Military Technologies -- Updated 12/20/09 
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Maybe instead of a full-out claw, it could be a large, curved combat blade (something like a khukuri), so it can have the nickname of "claw" while maintaining the organised military feel.


Tue Jun 08, 2010 2:23 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Nocifer wrote:
Of course not. Just making sure we have your permission to butcher your fine craftsmanship.


Alright Nocifer. I just got a new job, so I won't be able to do much for the next couple days, but I'll start butchering as soon as I can.

Oddly, the only part that I can't figure out at a glance is how to give him elemental immunity... I can strengthen him, amp up the regen, and even get the yurei abilities without much trouble, it seems.


Tue Jun 08, 2010 5:49 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Yeah, I was wondering how the elemental resistances worked. My guess is that they're part of the .ini code, so I'll take a look. If that's the case, I can probably handle that.
Now, do you want the sprite to be closer in size and shape to the Oni or the Tengu? I mean, it'll look more like the Tengu in the end, but I figure a supersoldier would probably be one beefy ♥♥♥♥, so I thought it might be good to get the actor to be about the size of an Oni, if not slightly bigger.


Tue Jun 08, 2010 8:49 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I was thinking of having it as more of an elite, than a super-soldier. I don't want to dig into the Oni code, too. He's more about skill and extreme technology than brute strength....

Oh, and we should take any further discussion to PMs.


Tue Jun 08, 2010 8:53 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The "elemental" resistances work through Lua because the darkstorm flamer, ice sprayer and the emp things are all using Lua.


Tue Jun 08, 2010 1:18 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Ah, okay. Thank you, Lizard. I suppose that we will just have to edit our weapons accordingly.


Tue Jun 08, 2010 8:47 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
[Insert Name Here] wrote:
Darlos9D wrote:
Hm, might work. Actually, now I'm interested in giving claws to all the actors.

Please don't. It would thoroughly ruin the legitimate military feel in favor of a japanese, I'm-telling-you-this-soldier-is-not-overpowered-at-all feel. Like Gundam could've been better if it had felt like actual military. The only way you could recover from that is by trying to make us believe the troops are each one of a kind, and with infinite copies on sale, the feel is ruined before we start.

... actually, it wouldn't change a whole lot, even visually. It'd just better explain how they can cling to stuff. Though I suppose at the same time I could just say that the knives are designed in such a way as to dig into and secure themselves to surfaces.

The only real functional change is that the Oni would be able to cling to walls, which isn't a huge deal since he can kind of slam himself against surfaces to stick to them already anyway, thanks to the CC engine. At the same time though I could even just explain that as "he digs a powerful hand into the surface and makes a handhold." So whatever. It's all cosmetic really.


Fri Jun 11, 2010 3:34 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Why would you ever say "Khokuri would make it more of a claw but maintaining the military feel" Freaking bipedial war machines that rips out the intestines of their victims if military enough lol {PS not meant offensive more of a joke}


Fri Jun 11, 2010 3:42 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Here's an idea for realism: Make it so only one-handed weapons can be wielded when gripping, and pin one arm to the surface being clung to.


Fri Jun 11, 2010 4:20 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
That wouldn't very easy to do.


Sat Jun 12, 2010 3:15 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
That's because you can't.


Sat Jun 12, 2010 3:18 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Give the actor a shield and force it into crouch mode somehow?


Sat Jun 12, 2010 3:28 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
You could check if the wielded weapon is one or two handed, if it's two handed, switch to the next or force-drop it.


Sat Jun 12, 2010 4:41 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I believe it is quite impossible to check that.


Sat Jun 12, 2010 5:00 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Well the I'm screwed! I just hate the idea of claws. There are so many ideas more economic than claws, and they just seem so informal and un-military.


Sat Jun 12, 2010 6:23 pm
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