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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Exalion wrote:
I want cloaking Darlos. It should be easy, and these guys will be great once you've got cloaking.

Hm. More functions. Do I do some kind of constant effect, or do I have a limited energy supply where you have to turn the function on and off? Yet another button...

Of course, I plan on the defense field always staying up until it absorbs too much, then it just automatically recharges and goes back up. And you can't really combine the two fields. So I guess a cloaked unit will just stay cloaked.

Maybe I could set it up to be something like "you're perfectly invisible, until you start moving" deals. The way I was thinking about explaining the cloaking effect is, rather than a light-bending EM field or something, what really goes on is that the nanos in the unit's suit project the same colors and images that they see in one direction in the opposite direction. So basically if you look at the unit, you get projected at you whatever is behind it. But if the unit moves, some small amount of time is required to adjust to the new background, making it slightly more visible while on the move. Then maybe getting damaged kinda messes it up momentarily.


Wed Apr 08, 2009 4:24 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Idea:
Try making it so it's a lua command in the script that the actor has no colour, just 'transparent' pink, and doesn't hit MOs. Then make it so he emits actors whenever he walks that are always on his team. The more he moves, the more he gets shot at.


Wed Apr 08, 2009 4:28 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Well the mod is really good, and the bodies look really polished and done well. But really with your mod theme of robotic shoguns you should add maybe some kind of energy katana of some sort. It would really fit the mod well in my opinion. Overall awesome mod, I love the energy sniper.


Wed Apr 08, 2009 6:38 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Try the assault knife that comes free with the shinobi. It's small, but it can be used with the pistol or revolver and is generally epic.


Wed Apr 08, 2009 7:00 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Clockwork wrote:
Well the mod is really good, and the bodies look really polished and done well. But really with your mod theme of robotic shoguns you should add maybe some kind of energy katana of some sort. It would really fit the mod well in my opinion. Overall awesome mod, I love the energy sniper.


Yes, because every Japanese troop had a katana.


Wed Apr 08, 2009 8:29 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Kallemort wrote:
Yes, because every Japanese troop had a katana.

Actually, in World War II, just about every officer did iirc. They mass-produced them. From what I understand, they were fond of bayonet charges. Didn't quite grasp the whole knife-on-gun, not gun-on-knife idea.
That said, every mod and it's mother has a katana, even though this one has a better excuse, so they're unnecessary. The knife is perfectly decent for an infiltration unit.


Wed Apr 08, 2009 8:50 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Clockwork wrote:
Well the mod is really good, and the bodies look really polished and done well. But really with your mod theme of robotic shoguns you should add maybe some kind of energy katana of some sort. It would really fit the mod well in my opinion. Overall awesome mod, I love the energy sniper.


agree bu not energy good old katana but probably made of some kind of super medal, light, strong and most important it can serve as a shield (UniTec katana saved my life dozen of times, i love it)


Wed Apr 08, 2009 9:09 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Here's an idea, the cloaking device runs on the jetpack battery (if this is possible).


Wed Apr 08, 2009 11:11 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I'm quite fond of this mod, especially because the new units work well with the stock ones. They're typically stronger, but not godlike, so they make good commanders / "boss units" for your army. Also, they're roughly the same size, so they fit in my bunker!

The Raiju is my favorite ship of all time, currently. I like dropping them on enemy dropships, because they bounce off, take out an engine, and land safely. Bonk!

Also, the D4 Punch on the Shogun Tengu is a nice touch. The range is pathetic of course, but it crushes skulls, and is on the whole a nice backup when your gun gets shot to pieces.

If I had any suggestion to make, and it might be personal preference, but the tractor-effect on the Darkstorm dropship could be a bit bigger. Not a huge issue, because your dropship doesn't tend to kill its passengers, but it'd be handy.

Edit: I forgot to mention how much I like the drones. Particularly the security camera one; it has style.


Wed Apr 08, 2009 11:26 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
This mod is awesome.


Thu Apr 09, 2009 12:57 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Clockwork wrote:
Well the mod is really good, and the bodies look really polished and done well. But really with your mod theme of robotic shoguns you should add maybe some kind of energy katana of some sort. It would really fit the mod well in my opinion. Overall awesome mod, I love the energy sniper.

I tried that in the past. It felt hokey. While steeped in Japanese mythology, these guys aren't supposed to be stereotypically Japanese. They got with the times.

I mean, you don't see Japan's defense force training to fight with katanas. They don't even wear them decoratively these days. Yakuza don't go running around with swords either. Clearly, even in today's society, katanas have gone the way of the dodo (not saying they aren't cool anymore). Why would they come back in the future? And yes, I'm ignoring the Rule of Cool here. A small weapon that combines a knife and a taser is reasonable in this setting. Electric katanas, though perhaps possible, remain just as silly of a waste of space in this setting as normal katanas do now. Really, you're just going to develop and use a gun.


Thu Apr 09, 2009 4:00 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
yeah well i don't think we're taking realism into account here.


it's all about what's cool and effective to your standards. personally i think this faction needs a deadly melee weapon. just don't make it seem like you know what you're talking about because you're not actually designing weapons here lol.


Thu Apr 09, 2009 5:15 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
cornetto wrote:
yeah well i don't think we're taking realism into account here.


it's all about what's cool and effective to your standards. personally i think this faction needs a deadly melee weapon. just don't make it seem like you know what you're talking about because you're not actually designing weapons here lol.

Darlos9D wrote:
I'm ignoring the Rule of Cool here.

Of course, I guess I'd be lying if I said I wasn't trying to make something cool here. It's just at in this case the slick, clinical realism and adherence to military procedure IS the cool part. So no, no crazy energy swords. It ruins the professional aesthetic.


Thu Apr 09, 2009 6:15 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
If making a cloak turns out to be too difficult, maybe you could give each unit a repulsion field that slows objects based on mass(higher mass = harder to slow). They would be fairly weak by their selves and only be strong enough to really stop projectiles when a bunch of units group together to balance it out. This would also make surviving the cramped corridors of bunkers easier as long as you can keep everybody moving smoothly.


Thu Apr 09, 2009 6:57 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote:
It ruins the professional aesthetic.

but roaring shoguns tearing people in half over their heads doesnt? or was that not you who said that?
but no, katanas would feel wrong with this mod. the knife is cool as is, though it could use some lua goodness (coming with B23, i assume).

cornetto wrote:
yeah well i don't think we're taking realism into account here.

how you met darlos? ever? Oo"

CandleJack, that is actually fairly cool. it would be better as an accessory i think, as well as the cloaking.
Darlos, if there are lua functions for transparency you could make the cloak fade in/out depending on motion, so you wouldnt have to do heaps of colour calculations. it would be way cooler with the colour delay, but it would probably be really CPU-heavy to do, especially with more than one cloaked tengu on the field.


Thu Apr 09, 2009 7:30 am
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