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Now all it needs at level 3 is to allow Tesla Troopers to charge it up.
Well if there needs to be more incentive for it, maybe have the upgrade increase outpost(Or even Con Yard) build radius too?
Just seems like it might get poorly balanced, considering the previous rig had everything but the build radius and infantry healing and the weaker armor for balancing.
I'd say make the build radius an upgrade.
Lego also has hinges. When you place a hinge on a swivel, you have pitch and yaw, but these look a little wonky, IMO. The less bizarre looking brick hinges look better, but present less freedom of range, but the plate hinges tend to look terrible. Seeing as you're making a videogame and are not quite as limited as designing little pieces of plastic, this shouldn't be as big a problem, but I can't think anything up myself with all the lego comparison.
The best idea I can think of is the more advanced kits that use ball sockets, but that would only be ideal for a single mounted weapon and that's stretching the 1x1x1 brick rule a little far.
Furthermore, it's only supposed to target larger vehicles that could potentially damage its tendrils by rolling/walking over them. I may be mistaken, but I believe the waving tendril animation may have been intended to be veins snapping and spraying corrosive chemicals on the thing causing it harm.
I like the sound of this particular change and it makes sense, and I can think of at least one way to make that better, as, let's face it, you couldn't very well justify giving a capital ship a 1x1x1 megalaser, then anyone could plop one down, but it would be silly to arm a cruiser with anything less.
Larger more complex weapons could be made from multiple 1 meter blocks.
Imagine you have your standard laser beam block, a decent weapon in of itself, but you want it to have a longer pulse duration, so you add capacitors on each exposed side, these allow it to sustain a beam longer. That's a pretty simple upgrade mechanic, but how about larger more complex weapon designs with more upgrades than just adjacent blocks?
The beauty of this system is that you can always have a bigger weapon, but it will always cost more energy and space to transport and to use.
I think I'll flesh out the idea a bit more on the forums.
I think the thing that makes running around with a full load to grind up your strength ridiculous is the fact that you don't need to rest or suffer painful consequences.
Oblivion had this, but it just made you ragdoll, I suggest something a little more tangible.
Valve doesn't care if their content is moved between source/goldsource games, but this is clearly lower poly, and thus not being a port.
Look out for zombie karate chop
I had to download using desura because the files kept getting corrupted.
So, got to blast pit. A couple things bother me, loading screen are long, I suppose I should be thankful they're not as frequent as they were in Half-Life. And then there's sounds, many frequently used sounds don't seem to be precached, so on the first instance of them, the game has a second of lag as each new sound is cached. This includes guns firing, bullet pings, and previously unplayed enemy sounds. It would be one thing if the system requirements were significantly higher, but I beat out recommended system requirements on every source game to date.
This truly is a first for TW, I believe.
The original mammoth would fit through that, if just, it's big but not gargantuan like the Mk. 3.
No, they're techno labs, the only place where the bass is blasting louder than the cars driving through it.
Looks great, but I don't think it looks distinctly Nod with all that dust in the foreground. Basically, it could be mistaken for another sci-fi motorcade. GDI's has the benefit of looking really distinct despite the obscuring factor, also it just seems more visible.
Also, that's supposed to be an XM8, not exactly cutting edge.
Sure, great news, but I can't help thinking DNF managed to come out before this...
I dunno, I just can't see any modern day RTS capturing the feeling of this song.
I take it these will be replaced by some other mechanic at a later date, or is this how it's gonna be for the foreseeable future?
Has more of an Aliens (The movie) vibe to it, which I guess is fitting considering the massive shift in perspective it was gonna have.
I kinda wish I could double track this.
Not bad, looks like it has a bit of a beer gut, though.
Might I suggest some sort of afterburner upgrade that gives the avatar cliff jumping, or a short radius jump jet option similar to zone troopers?
Also, what's the point of giving it a free hand? Will it still plug in upgrades it steals from units with it?
And to me, lasers seem better as anti-armor and plasma as anti-personnel. Plasma makes quick work of anything flammable caught in the blast radius, it would literally melt exposed skin and do it in a relatively large radius. Meanwhile, a laser could relatively easily be kept focused on a tank's vulnerable portions, like the ammo stocks or fuel tanks.
Plan on fixing up the destruction meshes/textures for structures?
That was really the only thing that bothered me.
Some of those seem a tad oversized. I don't mean the large carriers and what I presume are spacecraft, I mean those vehicles resembling MBT's, unless of course those are actually some kind of artillery guns, then they're the right size.
This reminds me of those old Apogee titles before Duke Nukem and Commander Keen.
I don't imagine mushrooms still spread while in those.