View unanswered posts | View active topics It is currently Sun Apr 20, 2025 9:40 am



Reply to topic  [ 962 posts ]  Go to page Previous  1 ... 27, 28, 29, 30, 31, 32, 33 ... 65  Next
 DarkStorm Military Technologies -- Updated 12/20/09 
Author Message
User avatar

Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Ragdollmaster, on page 23, wrote:
EDIT: I also just realized that the Yuureis are ridiculously similar to FROGs :P Do they use the Van der Waals force to cling to walls, by any chance?


Harrr, just remembered that. Darlos never accepted nor denied this as canon so he could use it to wriggle his way out of the practicality/realism issue of claws being used to cling to walls.


Wed Jun 16, 2010 3:23 am
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I don't remember talking about Van der Waals exactly, but I do remember comparing my units to various things in MGS at times, which is something I'm totally okay with, haha.

I'll look into this force.

EDIT: http://en.wikipedia.org/wiki/Gecko#Geck ... als_forces

Christ. Nature is badass.

I think I'll go ahead and put this to use. I'm sure our future setting could include gloves, boots, and other things that use this force, easily. I'll have to mess with the wall clinging functionality a bit though to reflect it. Like, no more metallic "shink" sound when you grab surfaces, and maybe a retooling of how its controlled. Maybe.


Last edited by Darlos9D on Sun Jun 20, 2010 2:00 am, edited 1 time in total.



Sun Jun 20, 2010 1:52 am
Profile YIM
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Ever thought about making something compareable to a REX?


Sun Jun 20, 2010 1:58 am
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Lizard wrote:
Ever thought about making something compareable to a REX?

No. No mechs in this mod.


Sun Jun 20, 2010 2:00 am
Profile YIM
User avatar

Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote:
Lizard wrote:
Ever thought about making something compareable to a REX?

No. No mechs in this mod.

does that mean you have another mod planned with mechs in it?


Sun Jun 20, 2010 2:53 am
Profile YIM WWW
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote:
I don't remember talking about Van der Waals exactly, but I do remember comparing my units to various things in MGS at times, which is something I'm totally okay with, haha.
I'll look into this force.
EDIT: http://en.wikipedia.org/wiki/Gecko#Geck ... als_forces
Christ. Nature is badass.
I had no idea that was van der Waals :oops: They're usually really weak forces..


Sun Jun 20, 2010 3:18 am
Profile WWW
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
So, new thought process: guns with multiple magazines. I was thinking about the NS2000, which has two parallel magazines, and the ability to choose to fire from one or the other. This lets you load one with one kind of ammo (like buckshot) and one with another (like slugs). That's pretty versatile.

I got to thinking and thought, why can't you do something like that for other guns? Like, an assault rifle with dual magazines. This might be kinda odd for a typical gun where the magazine hangs down, but my guns aren't typical: they load fairly similarly to the P90, where you stick the magazine horizontally into the top/back, though unlike the P90 the magazines load such that the rounds are all pointing up. Up until now my idea was that the magazine is just one thick one that's packed with rounds, but I was thinking about the G11 which can apparently hold 3 magazines, and it holds them in a similar horizontal manner. While only the center magazine on the G11 actually feeds the gun and the other two are just there for convenient reloading, probably with some engineering it wouldn't be terribly hard to make a gun that holds two parallel horizontal magazines that both can feed into the gun. This could be a really neat feature for my weapons, though I'd have to do more interface crap in order to allow the user to switch which mag was being fed from. Also, this is easily something that'll have to wait for next build.

This would pretty much invalidate any kind of separate stealth gun, since you could just have a gun that has both regular and subsonic ammo, plus a suppressor.

Though I suppose it'd be good to keep in mind that an assault rifle with a suppressor and subsonic ammo still sounds something like this and has to be manually cycled for every shot. But I could also make a separate stealth pistol that's something like this, which is pretty ridiculously quiet.


Sun Jun 27, 2010 11:33 pm
Profile YIM
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Do you have any OICW type weapons yet? As in, heavy 20/25mm barrel over a 5.56 or 7.62 standard barrel in a single weapon?

Because you need some, if you don't.


Mon Jun 28, 2010 12:31 am
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Grif wrote:
Do you have any OICW type weapons yet? As in, heavy 20/25mm barrel over a 5.56 or 7.62 standard barrel in a single weapon?

Because you need some, if you don't.

Me and Grif talked about this and other thing on IRC last night, and I thought I'd dump some thoughts about futuristic military technology here.

In the future, bullets should actually be damn frightening. Like, a futuristic 5.56mm bullet could potentially also be a powerful high explosive that detonates in enemy proximity with the force of a modern hand grenade. Basically, it seems that realistically CC weapons should be spewing small airburst explosives - among other things - all over the place. Hell, they could even potentially be tracking rounds as well. The amount of power and functionality that could be packed into a single small-sized round in the future is pretty mind-boggling.

Of course, in the interest of balanced gameplay (since I somehow doubt Data is going to adopt this stance on weapons) I can't make it too nuts. But at the very least I can forgo any kind of over/under barrel gun (not counting underslung addons) because as I was just saying, I'm going to make guns that can accept two magazines with two different ammo types. And I can guarantee you that once I can Lua attachments and firearms directly, I'll be able to greatly consolidate the weapons and focus on developing a HUGE range of ammo types for the different guns, be they firing bullets, grenades, rockets, lasers, or liquids. This pretty much means that you could easily have an assault rifle that has one magazine with regular bullets and another with high-yield explosive rounds, both which could be fired through the same barrel. This would effectively simulate some of those wacky multibarel OICW weapons, but without having to have different caliber bullets.

I seriously can't wait for the next build.


Mon Jun 28, 2010 7:44 pm
Profile YIM
User avatar

Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Have you thought about any new systems for the under-slung weapons? I really don't lke the clutter...

On the multiple magazines thing, is there going to be a reason for using one type over another? If someone had the choice over explosive and standard rounds, they would probably go with explosive. Maybe smaller mag size for the more "expensive" ammo?


Sun Jul 18, 2010 3:00 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Mon Jul 12, 2010 5:39 am
Posts: 4558
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
This is very awesome! I love the sprites, much better than I could ever do...
I especially like how you added that neat stealth function.
But, err.. What's the 'melee' button? (I'm a n00b, please excuse my n00bish behavior.)


Sun Jul 18, 2010 5:01 am
Profile WWW
User avatar

Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The mod folder has a "readme.txt" in it that tells key information.


Sun Jul 18, 2010 5:04 am
Profile

Joined: Sun May 02, 2010 3:39 pm
Posts: 354
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
how did I not see this mod before?! This is great! I send 1 SINGLE stealth soldier with a silenced pistol in and I got in with almost no trouble! The only REAL trouble I got in was with a dreadnaught which I had to grenade due to the fact that my stealth had run out and he had seen me and was firing at me, but that was the only thing I had to kill, so I went to the brain and killed it. So, these things are amazing.


Sun Jul 18, 2010 12:40 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Mon Jul 12, 2010 5:39 am
Posts: 4558
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
CaveCricket48 wrote:
The mod folder has a "readme.txt" in it that tells key information.


Oh, thank you! Now if only my CC would work...
*ahem*


Sun Jul 18, 2010 10:08 pm
Profile WWW

Joined: Thu Nov 19, 2009 8:43 pm
Posts: 43
Reply with quote
Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I didn't like the Jump pack of the heavy guys, I prefer the older one (or Tengu's), it reminds me of Section 8. Can you put it back in the next update?


Mon Jul 19, 2010 12:30 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 962 posts ]  Go to page Previous  1 ... 27, 28, 29, 30, 31, 32, 33 ... 65  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.229s | 14 Queries | GZIP : Off ]