[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
Messages posted by: Er_ras  XML
Profile for Er_ras -> Messages posted by Er_ras [7]
Author Message
Some idea's for Engineers and other things after playing them a while for Sub classes.

Effects for Turrets and Sentinals. AKA I would like to be able to put piercing or Maybe even Vorpal or Null as additional effects on the guns. (Artifact for those? )

-------

Also like to see a separate Engineer/Link gun.

Primary fire - Long distance Shields/fixing.
2ndary fire - Short Distance, but a significant boost in repair.
Extreme - Possible to give things an 'additional' shield or a DR? (So just maybe those turrets could stand up to Titan rocks.

---------

I would like to see level 1 resupply available for all classes.

Idea about if Resupply- Why not have it do a % of their ammo instead of set amounts?

AKA Level 1 does .5% of their max ammo every tick.
Level 2 does 1%
Level 3 does 3%
Level 4 does 5% (Max)

---------

I would like to see a new artifact - Called - Bad Juju.
Simply this artifact takes 50 adren and would get used up in the use - BUT it would allow you to throw a negative weapon away and to get a 'plain' one.
Nahh... I'm not as good as sacrificing Chickens and Goats to the computer gods... Might get a 'meatier' dinner that way though... :p

(2) possible issues for you:

1: As Engineer it's 'difficult' to pick up Artificts. I've had to run over 3+ times to get it, (Triple damage as one example) if I get it at all. I have another character that has no class right now, and I've NOT had anyy issue.

2: This might be related to the L issue when dead.

I hit a level last and hid in a corner to toss my stat points quickly on. (Already knew where I wanted them to go.) With the menu up, monster came and killed me.

This caused Game to crash out completely. Below is the fun error I got.

(Hope this helps)

History: UObject::execDelegateFunction <- (DruidsRPGStatsMenu Package.DruidsRPGStatsMenu @ Function XInterface.GUIPage.Closed : 0021) <- UObject:rocessEvent <- (DruidsRPGStatsMenu Package.DruidsRPGStatsMenu, Function UT2004RPG.RPGStatsMenu.CloseClick) <- UObject:rocessDelegate <- UGUIComponent::MouseReleased <- (GUIButton Package.GUIButton) <- UGUIController::MouseReleased <- UGUIController::NativeKeyEvent::LeftMouseClick <- UGUIController::NativeKeyEvent <- UInteractionMaster::MasterProcessKeyEvent <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- UWindowsViewport::UpdateInput <- UViewport::ReadInput <- APlayerController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level The Deck 2004 <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
I appreciate the info, and I had seen that link.

I was looking for an exercise in stupidity, and wanting to rebuild the RPG aspect from the ground up.

-------

I had found somewhere, where they had an ingame map/quest thing that showed realtime actor locations. (Heck I don't want to get THAT fancy, just would like to something different.)

Admittedly it's UT3, but here's the example of what I saw - http://www.youtube.com/watch?v=NOen9HJqYe4

This is what I found for a script reference:
http://wiki.beyondunreal.com/Legacy:UnrealScript_Lessons

And This is what I think both of us were kinda talking about:
http://wiki.beyondunreal.com/Legacy:Bulldog_Player

That latter one 'vaguely' talks about instead of a player it 'destroys' the player and spawns them 'as' the car. Which if this isn't too complicated, would be how "I" would consider doing the 'mech' aspect.
I have some questions about a mod that I'm toying with making. (And might work on making it also for ut3 also, but 2k4 is what I'm looking at right now.)

I'm looking at remaking the RPG mod as a learning experience for myself.

Several questions I have:

Druid (And/Or others) - I like several of the idea's that have been implemented in your version of the mod - Is there any issue if I incorporate some of those in to this? Am I going to be stepping on too many toes doing this?

Yes I'm looking at a bunch of work here, but think it'll be fun.. In a twisted kind of way.

----------
This is my basic idea that I can flesh out upon request.

(4) classes of War/Healer/Adren/Engineer

Ability to 'mix' class abilities or specify own. Configuration to allow abilities to either make other classes sub/part of them. (AKA - Warrior can then choose a sub of healing or Adren, Healing can choose Adren or Engineer; etc.) Other direction to take this would be like Warrior can choose to do more 'area' damage or more direct damage to things. Engineer can build bases or cars better.

Weapons - Yes to do magic weapons, but make sure the ability to 'assign' abilities or Change % chances a class get's an ability. (AKA Warrior has a 'higher' chance to get Piercing. Healing - Vampire.)

A couple of idea's reading this:

1: For mechs - Looks up http://www.mechlivinglegends.net/
(Mechwarrior/BattleTech Remake) They'll have enough variations for you to use.

2: Options of user placement.
A: Immitate what the Redeemer does. (Locks the player's body and you just 'fly' around the Deemer, so why not the same idea here.)
B: Can look at the assault in space types and the 'teleport' that it does for the player.

Going to all that - Why not just a 'battle' armor suit that goes around the player? http://images.google.com/images?hl=en&safe=off&q=rifts%20power%20armor&um=1&ie=UTF-8&sa=N&tab=wi As just a few examples.

 
Profile for Er_ras -> Messages posted by Er_ras [7]
Go to:   
Powered by JForum 2.1.7 © JForum Team