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Messages - TrashMan

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796
Artwork / Re: Need a modeler?
« on: June 05, 2008, 12:24:52 am »
Too much weapons? That's an oxymoron... :)

Mm...reminds me of 1.13 MOD for Jagged Alliance 2 ... soooooooooooo many weapons... Tons of Gunz.... 200 at least.. yeah, that WAS a bit too much (not much difference between guns). The trick is to have guns with personality. So far I notices ammo is not a problem in the game. I rarely even reload once during a mission.
So a devastating, expensive, ammo-hungry weapon might fit the bill.


But I digress. I got a md2 importer but it doesn't work..I'll keep looking..

797
Design / Re: Managing Mundane vs. Cutting Edge Gear and Equipment
« on: June 04, 2008, 11:38:36 pm »
New weapons are spiffy, but the standard guns you get are still very effective.
Remember they are "standard" for PHLANAX, but represent the best weapons humans built so far. It's nothing to sneeze at.

Mid game I put together a new team, equipped them with standard weapons/armor and sent it off to clear the alien-infested subway, as my high-tech armed team was taking some R&R. The mission was a success with only one casualty (due to my oversight).

I dont' see any problem with buying a stock of standard guns and ammo. I was never short of money and it's only a few klicks. A real base commander wouldn't deal with that you say? A real base commander wouldn't deal with half the interesting stuff in-game. So that's not really a great argument.

798
Design / Re: Medikits
« on: June 04, 2008, 11:24:09 pm »
Sorry if I'm brining this back from the dead.
After reading some of this (skied something, there's a lot) I can only say this:

Realism is OK, but don't overdo it.
The game is hard enough as it is (no saving during battle, not even at turn start, hospitals heal slowly).
Medikits are the only thing that keeps soldiers alive currently.

While they can be abused (overuse) that can be fixed without nefring medikits to oblivion. Fixed number of charges, fixed amount of HP it can heal (2/3 max HP was proposed if I'm not mistaken?) and it will even things nicely without turning battles into replaying loops of hell.

799
Artwork / Re: Need a modeler?
« on: June 04, 2008, 11:05:09 pm »
Sent.. Could use some more tweaks on the texture tough, but I guess it's good to go.

I can write down the PHLANAX research and UFOPedia info if you need it.

800
Artwork / Re: Need a modeler?
« on: June 04, 2008, 04:01:49 pm »
Here's another little toy:

The ammo box on the right currently looks like something that is energy-based, alltough that's easily changed (in case it uses caseless ammo)

[attachment deleted by admin]

801
Discussion / Re: Should pilots exist in the game
« on: June 04, 2008, 02:23:01 pm »
Click on the dropship cockpit and order the pilot to come out...lol!

802
Discussion / Re: Energy and Powered Armor
« on: June 04, 2008, 12:07:52 pm »
Read this:
http://www.defenselink.mil/news/newsarticle.aspx?id=25636

The black suit should be ready by 2020 and it's a powered armor of a sorts...

803
Discussion / Re: Should pilots exist in the game
« on: June 04, 2008, 12:05:32 pm »
everything medicore....12-15 points...and they should be armed with a pistol + ammo + medikit.

If nothing else, you can use pilots as medics.
Speaking of which, maybe have the shiva cannon on the firebird shoot at aliens in visual range (assuming hte pilot is in the cockpit), even when the craft landed? It's on a gimbal mount anyway, right?

804
Feature Requests / Re: Local troops?
« on: June 04, 2008, 12:21:21 am »
Maybe a new rifle is order for use in local militias? You could even have various types of militias?

Asian militias would have Asiatic faces and use uniforms and weapons from their area.
In a similar fashion, a US milita would use something that looks like a M-16.

speaking of which, more faces might be cool...ya know..Agent Chao that doesn't have a pinch of Chinese blood is a bit daft.

805
Discussion / Re: Melee attacks -- roadmap?
« on: June 04, 2008, 12:08:18 am »
I suppose the point is moot, but there's lot of information suggesting such weapons were heavier. Medieval two-handed weapons were intended to pierce plate armor, and needed to be heavy. A standard heavy kevlar vest and full load of webbing and weapon is already quite heavy. Running around with a very large sword would be difficult. Not impossible, but questionable in terms of practicality. I myself have often wondered wheher a nice sharp katana could be added to the troops. Again, though, a hip-slung sword would indeed bang into every doorframe and chair unless the agent were very careful about it, and that's likely a hindrance to special-forces types who must be as stealthy as they can.


Sigh...the best source for anything relating to matrial arts of the medieval-renesance era is ARMA. A whole lot of very interesting essays. Read this:
http://www.thearma.org/essays/2HGS.html

you might also want to check out this one:
http://www.thearma.org/essays/TopMyths.htm


Melee weapons are not used today in general, but they could be incredibly deadly under right circumstances. Tight allies, ambushes, jumping an unsuspecting alien - a chop with a battleaxe or a greatsword delivers a huge amount of force - not to mention the shock and trauma.
Even armored opponents could get pulverized.

If modern materials are used, it would be even more effective. However, the mantra for today is - travel light, use the gun. What's the point of having them if you have to resort to such "primitive" weapons anyway, right? Thing is, even primitive weapons can be very effective.

806
Artwork / Re: Need a modeler?
« on: June 03, 2008, 09:59:25 pm »
Sent..

Oh, the vindicator is optimized and the mapping is coming along nicely.. ;D

I'm also making some sketches for the armor.

807
Artwork / Re: Need a modeler?
« on: June 03, 2008, 08:41:37 pm »
Give me your e-mail and I'll send the model, the texture and the photoshop file. B.t.w. - any preference as far as model format goes? (if .3ds isn't preferred)

808
Discussion / Re: Should pilots exist in the game
« on: June 03, 2008, 03:19:53 pm »
"The plane is till on the ground? You there, what's wrong with this pilot?"
"Faulty software sir!"
"Can't you jury rig some hardware solution?"
"Uuu...I could Sir..But it would involve a baseball bat and risks further software damage."

809
Artwork / Re: Need a modeler?
« on: June 03, 2008, 03:17:15 pm »
ERm....Creative Commons then.... I guess. I honestly don't care (or really know the real difference between the two systems)

810
Artwork / Re: Need a modeler?
« on: June 03, 2008, 12:54:47 pm »
Licensing?

I've never been too worried about that.
I generally always give my models freely away..as long as I'm given proper credit, it can be used or modified freely.

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