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Comment History
dleespot
dleespot - - 15 comments @ UEF T1 Advanced Gunship

Another good unit, the green projectiles seem to aim high sometimes though for some reason.

Good karma+1 vote
dleespot
dleespot - - 15 comments @ UEF T3 Advanced Bomber

I love this thing! The wings look like they could fold forward (kind of like the Janus.) Perhaps you could have them fold forward and give it a speed boost when it isn't attacking and unfold when attacking.

Good karma+1 vote
dleespot
dleespot - - 15 comments @ UEF T3 Advanced Battle Mech

Very nice. It says it has torpedoes in the in-game description though, and they don't seem to work.

Good karma+1 vote
dleespot
dleespot - - 15 comments @ UEF T1 Point Defense updated

I loved the Owens and I like the idea of it becoming a support mech.

Good karma+1 vote
dleespot
dleespot - - 15 comments @ UEF T2 Point Defense

I like it. The original angry ace looked a little strange to me. (That didn't/doesn't stop me from building it though to watch it mow down incoming tanks!)

Good karma+2 votes
dleespot
dleespot - - 15 comments @ UEF tech 1 escort ship video demo.

Or make it only come on when it detects something.

Good karma+3 votes
dleespot
dleespot - - 15 comments @ UEF ship concept

I have an idea for the name: Sovereign class. Will this have any anti-air capabilities? It seems you removed all of the AA guns from the previous model. For the gun batteries, will you have the individual barrels fire in concert (all at once) or in sequence (rapidly one after the other) and how fast will they reload? Also, how fast are you planning to make the movement/turning speed? (Compared to say a Summit class)

Good karma+1 vote
dleespot
dleespot - - 15 comments @ UEF : Advanced T1 support gunship

Fuselage may need a little more work, it kinda looks like it was a submarine at one time... there's an idea, a submarine that can turn into an air unit...

Good karma+1 vote
dleespot
dleespot - - 15 comments @ Tech 1 UEF Cruiser.

Looks great, could do without the nuke symbols on the torpedoes...

Good karma+1 vote
dleespot
dleespot - - 15 comments @ UEF tech 1 fleet.

What you should also think about for the UEF is an actual aircraft carrier, maybe an experimental one that is also an anti-naval/artillery unit. A new submarine would also be cool.

Good karma+1 vote
dleespot
dleespot - - 15 comments @ UEF tech 1 fleet.

I'm trying my hardest not to get drool on my keyboard...

Good karma+1 vote
dleespot
dleespot - - 15 comments @ Total Mayhem

Schnitzel_Truck, no worries. No ideas today unfortunately. The idea of transporting experimental units appeals to me personally because I use a mod called Paratroopers (I like it, Forums.gaspowered.com) and thought that having a couple of UEF Banshees (one of my personal favorites from this mod) literally dropped in the middle of my base would be absolutely terrifying.
Oh, I do have one idea: a MAC gun (like in halo) style artillery piece (why I'm so hung up on artillery I have no idea) that has the same characteristics as T3 artillery (damage, range, accuracy) but a higher rate of fire. However to balance it out, make it use an ungodly amount of power and consume like 50 mass when reloading. Personally I like this design: Halo.wikia.com (Yes I know its a mass driver not a MAC gun, I just like the model)

Good karma+1 vote
dleespot
dleespot - - 15 comments @ Total Mayhem

Thank you, I think I'm just going to post my ideas in under this "thread" (for lack of a better term) as they seem to pop into my head at random intervals (there mostly UEF related as they're the faction I prefer.) I think that the UEF could use a T1 gunship (nothing fancy, maybe something based on the V-22 Osprey with the tiltrotor animation included) and an experimental air unit of some sort (maybe the Dragon Assault Ship from the Avatar movie.) A T4 transport would also be good, and let it carry a select few experimentals like the ones that can be produced in the factories.
The UEF could also use a T2 submarine, I have no idea what you could base it on (I'll probably think of something about 10 minutes after I post this...)
Aquatic landing craft would also be an interesting concept.

I'd love to help on this but sadly I don't know the .lua language and have no experience in modeling. However if I were given the opportunity I would love to learn.

Good karma+1 vote
dleespot
dleespot - - 15 comments @ Total Mayhem

If you go by that logic, there is no use for torpedo turrets as there are already submarines and other vessels with torpedoes. Light torpedo defense is basically what I mean, maybe integrated into torpedo turrets. I know that artillery isn't 100% accurate (even today but we are talking about a game set in like 2300), but they do often times have someone in the field say basically (not in these exact terms) "a little to the left, a little to the right" for precision artillery strikes. For bombardments, they are just trying to get close to the enemy position and hope they hit something (which is the tactic utilized in WWI). Bombardment was utilized in WWII and Vietnam for breaking enemy lines and destroying stationary defensive emplacements (For example there was a bombardment on Hamburger hill that lasted several hours before ground forces began their initial advance during the Vietnam War. There was also a shore bombardment in preparation for the amphibious assault on Iwo Jima in WWII which used naval artillery fire provided by ships such as the battleship USS New York) but precision strikes were called in on occasion by scouting forces to take out something like a single tank or pillbox. So I will amend my idea, if you are attacking something that you can see (ie: a spy place) then my reduction of firing randomness will come into play. But if you choose the attack ground command or attack something that only shows up on radar, then the firing randomness will remain untouched.

Good karma+1 vote
dleespot
dleespot - - 15 comments @ Total Mayhem

I have an idea: stationary torpedo defense. Another idea I had that you may want to look at is something I know about how artillery works in the real world. The accuracy of artillery gets better with each successive shot at a target as adjustments are made. This could be put in-game by having the firing randomness be reduced with each successive shot on a target. After say 4-5 shots, the artillery is "beaded in" and has 100% accuracy. When a new target is engaged the firing randomness goes back to normal. A third idea you could put in is the idea of bombers putting out chaff when targeted by SAM sites.

Good karma-1 votes