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At first I thought this was an April Fools joke.
Then I checked the calendar and the video.
If it was me, I wouldn't make the grenade launcher damage tiles. Seems more like an anti-creature weapon, than a demolitions device.
I guess both. The story gave the impression thats what it does, while the idea is also a suggestion incase it doesn't do what I thought it does.
Cryptic descriptions, man. ¯\_(ツ)_/¯
Based on that story, I got this idea:
1. You build this unit in a factory
2. You send it off somewhere remote
3. Click deploy
4. The unit now becomes a rogue hive, hostile to all teams on the map
5. It reproduces new tanks and creates a small perimeter of its own with small turrets around it.
6. The tanks it creates are sent towards the nearest base from the hive.
Can be used as an area-denial weapon, a continuous harassment force against an enemy team or a distraction.
I'm mainly thinking about instances when you only control one character, especially during planetside platform segments with combat.
Having direct control in these situations gives me a feeling of autonomy that feels missing when you just have mouse-only control.
Awesome, I just hope aircraft now have rudders.
They kinda forgot to put those on the planes in JC2. Flying was really hard.
Are the controls completely mouse driven? I was hoping you could control character movement directly like a platformer with the keyboard WASD keys.
Blizzard is making a violence glorifying propaganda.
Zone of Enders!
I'm a noob to the StarForge story.
What did the devs promise and what did we actually get?
Is it any good?
Aww, that means no gibbing. : C
Reassembly is very similar to this
Groovy. B )
I thought this was going to be a simulator of putting inappropriate items inside a microwave.
This mod is pure ARMAGEDDON. \,,,/
Blastromen - Battlenet would be a perfect music track for this mod
So... now we can download and install MW4... without touching MTX?
Thank you. SO. MUCH.
Those tentacles are boss
Tentacle: "How about I slap your ****!" :P
The gifs make this whole game look like "Animal Cruelty Simulator: The Game"
Okay, I'm guessing trying to do it anyway would result in a crash?
Still, really cool to see new stuff for BW and those new features and that new gun pack are fairly significant game changers in terms of experience, so they're totally worth the effort.
Hoping some day I'll be able to combine both this fix patch, your weapons pack, Sgt Kelly's pack, Jack & Carver's pack to have a massive super compilation of BW madness.
Is this compatible with Sgt Kelly's pack, so I can both use this mod and that one too?
Not enough realism
Can't let those corpses go to waste eh?
Neat premise, would play. :)
Did I just see an aerial duel with quad chainsaws?
Looking really cool, I want to try the new release
Sounds really cool, tracking
Will I need the original Brutal Doom v19 to make this compilation work?
Its unfortunate, but it just happens that Starbound is the best there is right now, even if its not the pinnacle of what is possible, buts its the only thing that actually exists right here and right now.
Until someone builds a better game, the time between now and when its complete, we'll be stuck with Starbound being the best thing there is. Meanwhile, at the very least, we can try to shape it towards a better direction by giving feedback and criticism to the developers, to save whatever is possible in the case of Starbound.
None of it is meaningful. Sure you can build something, but for what? Vanity? It serves no function, it doesn't do anything useful to me in terms of gameplay nor educational to myself as a person.
A complete waste of time to play this game in how it was designed, when there is potential to make it meaningful by not following the same formula of Terraria or Minecraft.
The best amount of grind in a game is ZERO.
I'm more concerned with WHY did they copy Terraria or Minecraft for that matter. Is it because of tradition to uphold such ideas as a "leveling system" or "incrimentally better loot" or "grinding" or do they actually want to make a game based on addiction rather than actual fun, which is either being in action, making cool moments, learning something new, being creative?
Its not even about the genre, since all that a genre is, is a tool to categorize a game in a broad sense, nothing more. What it is about is that the developer seems to be confined in thinking that grinding is necessary.
Playing this game feels more like a chore than fun. Do you really find it fun clicking on a block over and over again for hours, just to get enough resources to beat a boss, then having all the stuff you collected be rendered useless because the next boss simply has a higher attack/HP number for an artificial reason?
Either you're braindead and a masochist, if you can actually call this "fun".
"Every game in this genre has a leveling system..."
"And there is ALOT of content missing.. But BETA."
"Any problems with replayability are mainly on the player."
With that attitude I hope you never become a game designer.
You can stuff a game with tons upon tons of content and artificial quest systems and other contrived mechanics, but if the entire core of the game is mostly grinding for loot and resources on differently colored planets, then the entire point of that content and those systems go down the toilet the instant you put them in the game.
Even now, once I've gotten the best armor and weapons, 99% of the content in the game is garbage, only taking up space in the crafting menu and uselessly filling up the inventory of players.
That's horrible game design.
Whatever. My point was that they made a grind simulator with some exploration and some shallow combat, which eventually ends. All that 5 years of work down the toilet in a few days.
What they could have done with better design was an infinite game with full focus on exploring unknown worlds, without any arbitrary artificial leveling or progression.
The progression is something that would not be the main goal of the game, its more of a background thing that will occur naturally and continuously.
The real goal of the game is to mimic real-life in the sense that everything is what it is, no artificial balancing, no scripted path to play the game... the main point is that you are a character in a massive interplanetary world where you can go and discover something new or wierd on any new planet you go to. Its like real life, you are a person in a huge world and you go on infinite adventures. Even something simple like getting fuel for the ship to travel to a distant can be considered an adventure. On your way, you might end up in interesting situations, or see something new while you're doing it.
While the game can have a larger focus or a goal, it would be infinite and open ended. Something like "conquer every world and its dangerous inhabitants". The idea is that the focus of the gameplay shifts from not reaching a dead-end goal, but to focusing on the fun of gameplay itself. Not on what will happen to you after life, but what do you do right here and now.
Am I making sense to you?
Its not about the content, but the core design of the game that puts in an arbitrary progression and leveling system, just for the sake of artificially gating the game, instead of not having one and letting the progression happen naturally (As in you do thing A to progress to thing B, not have it forcibly restricted by the number of what "level" you are).
The problem will not be solved by adding content, the issue here is that the game forces itself to be a finite adventure with a highly scripted formula of how it progresses and ultimately, how its main goal ends, despite having the potential to be an infinite game, were it not if this artificial progression didn't exist.
Also, I'd be still more calm if this were in Alpha, but were already in the Beta stage and the developer is asking the community for how to develop the game instead of knowing it themselves. That is not a good sign.
This game's core game design decisions are completely self-destroying.
There is potential to have a persistent adventure game that one can have fun in with friends or alone, but all of that is ruined when the game chooses to impose an arbitrary progression system just for the sake of it, killing any potential for geniune replayability and also causing severe damage to the games own consistency with its own content.
I tried the beta and have watched this game grow and progress and I'm sadly dissapointed by the developers for choosing such backwards design decisions, which seem to go against what is actually fun, just for the sake of following traditions in game design in form of progression systems, arbitrary value assignment to content and whimsical regard for newly created content that do not take into account the long-term cohesion of the universe of the game.
Aside from that, the procedural generation is used poorly with mostly providing reskins of existing archetypes of items, instead of having any real meaning and variation than a change of colors, armor/damage values and same-like terrain creation.
Wasted potential and dissapointment.
Holy cow, all that content, systems and depth is amazing!
I'm looking forward to this project, but I'm concerned about the overall metagame design both in single/multiplayer and the epic storyline focus.
With such a massive game with so many systems with incredible effort put into this, an adventure based storyline mode would make it playable only once, in a genuine kind of way. A procedurally generated world where players would make their own stories and be the actual heroes, instead of pre-defining such with a made-up lore is much more interesting and infinite by design.
Then the multiplayer's focus on human vs human competitive gameplay is also a concern from a social behaviour encourament angle.
Also, considering the singleplayer is driven by a story, there may be instances where the story may require something that is incompatible with the multiplayer balance (which is something of a natural necessity with human vs human game design), causing an inconsistency within the game universe and thus potentially damaging the immersion of the experience.
Alien wildlife cruelty simulator... I like it.
Making a wall of these, lining them up before an enemy base then issuing a group command to plow through it, is something totally worth trying out.
Weapon over-engineering at its finest.
That should do the trick.
"I found most tutorials to be over complicated and lush with convoluted code not pertinent to the core concept."
Oh man, you and me both.
Trying to learn this through those is agonizing to say the least. And the worst part is that this problem is not limited to the particular topic of delegates, events and singletons, but pretty much every goddamn programming tool. ******* hell.
I am eternally grateful for this tutorial.
I find it ironic how youtube's layout changed very recently. (In the "game", you come accross a computer with the old layout.)
Personally I liked the old brown M781 auto shotgun. Despite being mostly a recolor of the M731 shotgun, it somehow felt just right when using it.
Maybe leave the old version in, but have the new auto shotgun be slightly more different, like having a more focused spread and longer range?
Actually, this new character is so radically different from the old one and given how far the game has been developed so far, I'd personally recommend finishing Ex Vitro within its current framework using the old character.
I'm just seeing attempting to substitute the old samus aran style bulky space marine with this almost ninja-like assasin warrior will either look wierd or require a massive overhaul and additional features, significantly changing how the game will be. Thats a lot of work and lot of stuff going scrapped.
A better way would be save this character for an improved and better sequel within the same universe or so.
Spartan-like shield/rifle combo, huh? Thats going to change how the gameplay works to some extent, atleast with the addition of the physical shield and a more agile body form. You may be looking at a big overhaul in terms of gameplay with this.
The controls and movement of the old character will feel quite out of place on this new body if you simply change the art.
I do indeed like the design, though.
Besides all that, I still wonder WHO is the protagonist; a human, an android, a clone or an alien, never mind how did he end up where the game takes place too. So much mystery going on.
Wow, that really looks visually impressive, I love it!
Not fond of the "ditching mouse aim" thing, but everything else is class A goodness. I'm really looking forward towards the sequel.
Really neat, I'd like to see more engine trails and those cool wing vapor trails you get from air craft flying in the atmosphere.
Those prism tanks look badass, I like em.
That sounds great! I'm looking forward to try this game out. :)
Ah nvm, just read the plot for crysis 2 on wikipedia and at the end Alcatraz becomes Prophet. Forgot about that entirely.
Wait a minute, Prophet died in Crysis 2 (shot himself in the head to give alcatraz the suit), so I'm guessing this is a prequel to Crysis 2 then?
Did someone say mechs?
There are only ferocious bears and tigers surrounding the hero, yet the DLC claims to be about magic and friendship.
Oh I bet this is one of those shock-DLCs that are completely the opposite of what they advertise.
Theres something really fishy about this...
Any chance of making this a standalone on cry engine 3?
This does not work guys. : (
It says "The central directory was not found in the archive" when attempting to install.
Alright, I'll send you a message to your ModDB PM inbox within the next few days.
There are a couple solid ideas that could work well, I'll just need some time to refine them, as I need to analyse the current game a bit more indepth and see how it could be implemented in a smart way. Once I have that, I should be able to provide you detailed plan how it could work.
I just played this game non-stop up to the 6th stage so far. I love it!
This game is really well done and its got a great feel to it, especially the explosions and other effects. The intro and music blew me away completely.
The game is very centered on the action and its obviously designed that way, but as a suggestion on how you might expand this game further, is adding more depth to it by a new gamemode, that will add a metagame, where you have a mothership that you fight along its side, repairing and resupplying yourself as you take on missions.
Furthermore, this metagame could introduce a world map that you progress on either in a linear path or freely.
This video could provide some inspiration: Youtube.com
Anyway, thats just food for thought. I'm going back to play this game and beat it. :D
Looking forward to this, especially the singleplayer part.
Apparently it works alright if I just install it over the old stuff. Good thing!
Lovin' the new guns, all those awesome maps, music and vehicles :D
Oh, forgot to ask one thing:
Do I need to take any action with the old version of BW and its bonus packs or can I just simply install 2.5 over it without problems?
I am interested. : )
Gone in 60 seconds. Yoink! : D
Or you could try using different colors besides blue on other levels.
Some dark shades of green, crimson, maybe grey ect.
Not sure if it might screw up the "frozen blue" theme, but could be a good test
to see if its any good.
One thing that might be cool is some details on the maps or interactive objects
like explosive barrels, gas leaks, switches, doors, movable crates and such.
I must say this is really looking interesting and very fun to play.
Looking forward to it.
Its surface seems quite smooth, I bet all the freelancer blocky turrets/generators and such might look wierd on it?
Btw, is it possible to make a chargable weapon in freelancer?
Like a powerful charge laser that once fully charged(about 5sec), will fire a lightning fast super laser with a MANLY laser cannon sound? That'd be awesome. You'd have to hold the trigger to charge it and it would cancel out if you let go of the trigger too soon.
Not bad, I like it plenty, but sounds better for ingame music. The start is menu-qualified, but after a few seconds its pure ingame music imo.
The window was an alt route? Damn you.
I've played TNM 4-5 times now and I never thought of it that way. ;_;
Also Digital Ronin ftw, I love his appearance on that holocom thing, he's just plain awesome. :D
If you mean benefits like making the easier gameplay or something like that, then youre right.
I did this the theming/style in my mind. I always wanted a good action game where you can fly with mechas and blow things up.
Well, youre welcome! /: )
Eradication Wars 6.0 is out with huge improvements!