Author Topic: Open The Sky Project(Images!)  (Read 286340 times)

Johnpp

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Re: Open The Sky Project(Images!)
« Reply #240 on: December 17, 2007, 04:18:03 am »
I agree with Plague, now we can bring down Jettards.

techhead

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Re: Open The Sky Project(Images!)
« Reply #241 on: December 17, 2007, 10:30:44 pm »
I am betting even money this shows up in TremX once you guys are done.
Any takers?
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Death_First

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Re: Open The Sky Project(Images!)
« Reply #242 on: December 17, 2007, 10:56:31 pm »
nah i think redsky and benmachine are going to make there own mod

Plague Bringer

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Re: Open The Sky Project(Images!)
« Reply #243 on: December 17, 2007, 11:52:49 pm »
If all goes well, perhaps we can see this class, or something similar, in 1.2! From what I've heard, MG has taken over development, and they may be more open to suggestions about a flying alien class than Timbo and his team were.
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David

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Re: Open The Sky Project(Images!)
« Reply #244 on: December 18, 2007, 12:13:20 am »
MG hasn't 'taken over', just helping out.  Timbo is the boss, were just testing ideas and code and helping how we can.
If you want a preview, }MG{Dev is running some proposed / final balance changes, some of which are quite major.  The more you play there the more balance stats we get and the better 1.2 will be.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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Plague Bringer

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Re: Open The Sky Project(Images!)
« Reply #245 on: December 18, 2007, 12:20:11 am »
I'm on the Development server more than I am any other server. To tell the truth, the only changes I really notice are: human's dodging ability; nerfed alien regen; S2 +goons; turret speeds. It still keeps to the basic gameplay of tremulous, execpt aliens are hunted a lot more than they hunt now. I know it's a little late for suggestion, but.. perhaps as aliens gain stages their regen gets buffed, not to the 1.1 norm, not even at S3, but more than 1.1. It'll add to the feel of the aliens evolving.
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player1

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Re: Open The Sky Project(Images!)
« Reply #246 on: December 18, 2007, 02:01:55 am »
I think you mean: "... but more than 1.2" and that sounds like an interesting idea.

I also stopped by to say that I think maybe Plague Bringer's idea of a vehicle for Humans might be a possible balance to the Flying Alien.

Possibilities:

MechWalker (with weapons, can't bring anything along but your blaster, field-deployable pack "unfolds" to become Starsiege/Gloom-esque mech)

OR

HoverBike (without its own weapons, just a vehicle, can't be used by bsuits, field-deployable pack "unfolds" to become Tribes/Halo-esque scooter)

double-posted from elsewhere cuz itz relevant:

I think the collective wet-dream boils down to MechWalker vs. Flying Alien, which, if introduced together, could influence the Jetpack vs. Tyrant (Skybase/Ventbase vs. Too-Big, Non-Wallwalking, Lame-Jumping Lumbering Behemoth) type of endgame (on a map like Karith or Thermal or even ATCSzalpha). Both together, in one mod, with a lot of play-testing, and maybe initially limited map rotation, might be a cool mini-mod. Love/hate/indifference?

Humans as lurching berserkers and Aliens capable of flight? A new alternative at Sudden Death (new weapon/class unlocked and "buyable" for a goodly/major amount of creds or comparatively few evos)? Open the Sky Project meets the old Berserker idea? IDK, mebbe could be cool. The walker could have one of the following: rockets/nades/freezer/zapper/gaussgun/sniperrifle; and outside it the Human is naked with a Blaster. The flying alien would be a relatively cheap class evo-wise (2-3 evos), while the walker would be the equivalent of "buying" a Tyrant, like 1000-2000 credits.

Instead of a kills-based stage-up, it would be time-based (and therefore unearned in the hardliner/oldtimer school of thought) like Sudden Death or Rampage, but unlike Rampage each individual player still needs the credits or evos to get the upgrade (cool stuff), and unlike Sudden Death it doesn't affect structures or rebuilding. An endgame variant, time-based, but still with a cost in credits or evos to participate, that doesn't affect buildings, and could be combined with SD, or not, as the ServerOp sees fit.

Also, the walker would be a field pack which the Human would have to deploy beyond his own buildzone; in other words, you have to take it away from base and "unfold" it to get inside. You can't carry another weapon besides your blaster, and you can't wear any armor (well, maybe a helmet and light armor, but I'd rather that your team has to support your lone berserker scheme or that you have to be skilled and lucky to use it). [Maybe once you deploy it, you're temporarily given a damageable shielded value, for a very brief time, say less than a minute, while it "unfolds" itself. You just need to touch it, once it's fully deployed, to climb inside the beast.]

The flying alien would either not be available to evo-down to or would only be available at respawn, limiting its use, likewise.

whitebear

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Re: Open The Sky Project(Images!)
« Reply #247 on: December 19, 2007, 12:29:25 am »
The flying alien "prototype" of benmachine is good but it has "flaw" that you can't get even top of a generator without wall walk. Personally probably most fun to use game flight mechanism is "Glider" weapon in game called wings 2 (www.wings2.net released it as freeware just while ago i greatly recommend to try). Basically small amount of froward speed (direction aimed not the hit box) is added to 90 degree angle from aim (looking up just gets you backwards).

Death On Ice

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Re: Open The Sky Project(Images!)
« Reply #248 on: December 19, 2007, 04:24:05 am »
Quote from: player1
Blah Blah MechWalker vs. Flying Alien Blah Blah

Ninjas vs. Pirates.

player1

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Re: Open The Sky Project(Images!)
« Reply #249 on: December 19, 2007, 06:49:51 pm »
Quote from: player1
Blah Blah MechWalker vs. Flying Alien Blah Blah

Ninjas vs. Pirates.



E-Mxp

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Re: Open The Sky Project(Images!)
« Reply #250 on: December 19, 2007, 09:04:29 pm »
XD NICE!! ;D

Death On Ice

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Re: Open The Sky Project(Images!)
« Reply #251 on: December 19, 2007, 11:05:36 pm »
You can see more of my Ninjas and Pirates battle simulations in the clans section. Specifically the SNB clan.

player1

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Re: Open Your Eyes!
« Reply #252 on: December 20, 2007, 05:46:15 am »
But seriously, what will balance the flying alien, when it's finished?

Johnpp

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Re: Open The Sky Project(Images!)
« Reply #253 on: December 20, 2007, 07:48:18 am »
I'm not sure anything will be needed to balance out the flying alien. Maybe some cheaper grenades, I'm not sure.

==Troy==

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Re: Open The Sky Project(Images!)
« Reply #254 on: December 20, 2007, 09:05:33 am »
generally speaking the flying part of that aliens is going to be quite rarely used, since the base maps do not give you such freedom of movement. And in anyway, a jettard somewhere not near A base is usually useless. Considering that the creature is weak on the ground, and weak in general, there is not much balancing needed, heh, dretches can fly if you really try to :)

player1

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Re: Open The Sky Project(Images!)
« Reply #255 on: December 21, 2007, 03:50:08 am »
meh, if it's that weak, why use it?

thirdstreettito

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Re: Open The Sky Project(Images!)
« Reply #256 on: December 21, 2007, 04:32:07 am »
Umm, this is kinda off topic now! And you know whos fault it is?
                                                                                                                            YOU!


whitebear

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Re: Open The Sky Project(Images!)
« Reply #258 on: December 29, 2007, 12:17:18 am »
heh, dretches can fly if you really try to :)
If you are high enough you can levitate.

Samurai.mac

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Re: Open The Sky Project(Images!)
« Reply #259 on: December 29, 2007, 04:15:17 pm »
He's right though; if you run up a wall and press "C" just as you reach the top, you launch yourself up into the air.

your face

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Re: Open The Sky Project(Images!)
« Reply #260 on: December 30, 2007, 03:04:19 am »
except it tends to fall like a rock....  ??? ::) lol, unless of course, /g_gravity 0... xD
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Redsky

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Re: Open The Sky Project(Images!)
« Reply #261 on: January 15, 2008, 01:46:39 pm »
ok i admit it: the topic is nearly dead, i had no info from ben for a long time, guess his busy as always. my myself i just dont feel so excited is i did. The truth is im not excited at all and i doesnt seem to change in any way unless there will be something that kicks this project forward...  but i doubt it.
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Shadowgandor

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Re: Open The Sky Project(Images!)
« Reply #262 on: January 15, 2008, 02:38:55 pm »
Don't give up man

benmachine

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Re: Open The Sky Project(Images!)
« Reply #263 on: January 15, 2008, 03:40:31 pm »
I'm sorry, I didn't realise you were waiting for me :(

Redsky, you're the only person I know to have released a real md3 in… ages. We really need modellers at the moment, please don't give up on us :(
I've just about run out of things that need to be done right now, so I'm sure I'll be able to make some more progress. I suspect I may have forgotten or lost many of the things you showed me though, so if you can gather your notes and PM me something nice that would be appreciated :)
benmachine

doomagent13

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Re: Open The Sky Project(Images!)
« Reply #264 on: January 16, 2008, 02:44:43 am »
If you can just finish the model, it would be sooooo much more likely to be actually added!

Death On Ice

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Re: Open The Sky Project(Images!)
« Reply #265 on: January 16, 2008, 04:29:48 am »
No, really?

mooseberry

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Re: Open The Sky Project(Images!)
« Reply #266 on: January 16, 2008, 05:00:07 am »
Don't give up! I'll help with any modeling you need.  :)
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ShadowNinjaDudeMan

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Re: Open The Sky Project(Images!)
« Reply #267 on: January 16, 2008, 06:41:46 pm »
And Ill send you quotations of "I Have a Dream" till you are finished!

My favorite player is Jesus, because everything is forgiven when he respawns.

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Death On Ice

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Re: Open The Sky Project(Images!)
« Reply #268 on: January 16, 2008, 07:05:29 pm »
Heh. I will do whatever is in my power to get this run on some server once it's done.

techhead

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Re: Open The Sky Project(Images!)
« Reply #269 on: January 16, 2008, 08:01:08 pm »
Absolute worst case scenario for what happens to this when its done:
It ends up in Tremx, ruining any hope of it being taken seriously.
Second worst would be ignored, but then it could at least be dredged up later.
I'm playing Tremulous on a Mac!
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