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Re: 153rd Legion Mod

Posted: Sun Mar 20, 2011 3:11 pm
by kinetosimpetus
The SE-14 is stock, the DLT-19 with drum magazine is mine, from modified stock rep sniper rifle and chaingun.

Re: 153rd Legion Mod

Posted: Sun Mar 20, 2011 3:24 pm
by Twilight_Warrior
kinetosimpetus wrote: @TW: I could do darts or flamethrowers i guess, but who gets which? I don't think poison darts would be effective vs droids, or possibly armored stormtroopers, so would the clones and rebels have to have flamethrowers and empire have poison darts? or maybe the clone could have a static dart (poison with electirc fx), empire have poison, and rebels have fire darts?
What makes the most sense to me would be to give the clones a limited use arc caster (either weaker than the dark troopers or can only kill one droid at a time?, 4-5 shots? Think R2-D2's shock thingy), rebels have the flame or some sort of explosive, and empire has the poison.

Re: 153rd Legion Mod

Posted: Sun Mar 20, 2011 4:05 pm
by kinetosimpetus
Re: Arc Caster.
How about a single target, one shot, low damage, but then smolder damage? one Arc in a clip, and give him, say 5 clips? or 4?

Re: 153rd Legion Mod

Posted: Sun Mar 20, 2011 4:39 pm
by Twilight_Warrior
Sounds like a viable secondary to me.

Re: 153rd Legion Mod

Posted: Fri Apr 15, 2011 10:24 am
by kinetosimpetus
Hm, well I seem to have taken a break from this mod, I was modeling some stuff, and then had Hard drive issues, but its been taken care of, so here's some update candy.
Hidden/Spoiler:
Image


ok... seriously now...
Hidden/Spoiler:
Image

It's the Delta 7 interceptor. It's a good example of how each faction's light interceptor will be set up, fast, agile, guns-that-can-burn-a-hole-in-your-hull-in-no-time (but overheat as quickly), no missiles, light armor.

Ok, so maybe you've seen it before and it's not much different, but I also changed the Vulture Droid into this class of fighter instead of multi-role, so I plan to model a new fighter to replace that, but its almost midnight, so I won't be starting anything till tomorrow probably.

Update: Starfighter Layout plans for the mod.

^^ Interceptor (Delta 7, Vulture Droid, Z-95, TIE Fighter)
-------
Multi-role (V-19, Porax 38[?], X-Wing, Alpha 3[aka V-Wing])

flight characteristics and armor similar to the stock multipurpose fighters, scout lasers, linked or single but not rapid (by rapid, i mean the linked rapid lasers used by interceptors in the above vid, in other words, the multi-role fighters here will have similar lasers to stock interceptors, not my interceptors), and carry about 4 rockets that can lock on to vehicles and hardpoints, do the damage that stock proton torpedoes did, but waver kinda like hailfire missiles, so they aren't as precise.

Fighter/Bomber (ARC-170, Hyena Droid, Y-Wing, TIE Bomber)

These are kind of like the stock multipurpose, but specialized a little more toward anti capital ship, frigate and hard-point. they have stock multipurpose lasers, linked or single. their proton torpedoes are accurate and do the damage of a stock y-wing bomb, but turn so slowly it takes a pretty dumb pilot to get shot, or a really slow target. These ships also have a turret of some kind on them. ARC 170: automatic tailgun, Hyena: I plan to attempt buzz droids, Y-Wing will still have its turret, not totally decided what kind of weapon to put on it, TIE: possibly buzz droids.

Gunship (LAAT/i, MAF[subject to change pending possible bugfix]) - used in CW space

the usual stuff, slower (can hover in place at minimum throttle), more armor. LAAT/i has multilasers, a bunch of missiles, beam turrets (x3?), supposed to have the same tailgun as the ARC-170.

MAF has multilasers, missiles, beam turret, mass driver turret. (it shoots faster than scoutlasers, but not as fast as the interceptors)

I think both are still command flyers, but I'm not sure about the MAF. It's also having some strange problems, it has the ability to rotate while on the ground before it takes off, and when the AI fly it, it suddenly stops moving and then starts up again... And I'm thinking of using the HMP instead and saving the MAF for a ground vehicle in an expansion or something.

MAF
Image

ARC-170 (sometimes chasing an MAF)
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Strike Fighter (B-Wing, TIE Defender) - will replace gunships in GCW [probably]

Speed from scout fighter, maneuverability and armor from bomber, pilot has scout lasers and proton torpedoes, auto turret has multilasers.

From a test map last year.
Image

Re: 153rd Legion Mod - Starfighter Layout info

Posted: Fri Apr 15, 2011 1:25 pm
by Lephenix
It is great :thumbs: .

Re: 153rd Legion Mod - Starfighter Layout info

Posted: Fri Apr 15, 2011 1:38 pm
by [Padawan]Helkaan
You should use FragMe!'s converted MAF, it works fine ingame.
http://www.gamefront.com/files/20226571/MAF.zip

Re: 153rd Legion Mod - Starfighter Layout info

Posted: Fri Apr 15, 2011 1:54 pm
by kinetosimpetus
I am, but I mixed the odfs a little, starting with the cis gunship and using the mafs weapon setups. And its the odf that makes the difference, not the msh.

Re: 153rd Legion Mod - Starfighter Layout info

Posted: Fri Apr 15, 2011 2:39 pm
by [Padawan]Helkaan
? I didn't say the MSH changes the things :faint:

Re: 153rd Legion Mod - Starfighter Layout info

Posted: Fri Apr 15, 2011 4:43 pm
by kinetosimpetus
I know, sorry.

I just mean that using the converted odfs didn't work correctly the first time so I took what I needed from them to make the weapons work on the stock gunship odf but somehow it seems to have learned strange behaviors.

Re: 153rd Legion Mod - Starfighter Layout info

Posted: Fri Apr 15, 2011 9:04 pm
by Eaol
Love all of it. My only suggestion is making the laser sound for the MAF sound...bigger, not like a little probe droid gun. Then again, the probe droid gun in Elite Squadron sounded like a gun from a huge turbolaser. Your choice.

Re: 153rd Legion Mod - Starfighter Layout info

Posted: Sat Apr 16, 2011 11:34 pm
by kinetosimpetus
Image

What kind of missiles should it fire? I only ask about which FX it should use, not the flight characteristics or damage. (See poll)

In case you dont read previous posts, this is an Imperial ship.

Re: 153rd Legion Mod - Starfighter Layout info - Poll

Posted: Sun Apr 17, 2011 2:29 am
by sim-al2
I guess it should fire some kind of standard missile with a yellowish flame a la the stock tanks or the Tie Interceptor, although with a longer smoke trail left behind it and more defined engine exhaust. Am I being too specific again?

Re: 153rd Legion Mod - Starfighter Layout info - Poll

Posted: Sun Apr 17, 2011 3:14 am
by [Padawan]Helkaan
The poll doesn't work for me, I choose Yellow flame with black smoke.

Re: 153rd Legion Mod - Starfighter Layout info - Poll

Posted: Sun Apr 17, 2011 8:10 am
by Eaol
Never really liked the stock blue torpedo effect. And the purple missile seems too much like a proton torpedo. So I'd have to go with the yellow flame and black smoke - a generic concussive missile.

Re: 153rd Legion Mod - Starfighter Layout info - Poll

Posted: Sun Apr 17, 2011 8:11 am
by Lephenix
Yellow flame with black smoke 8) .

Re: 153rd Legion Mod - Starfighter Layout info - Poll

Posted: Sun Apr 17, 2011 9:48 am
by kinetosimpetus
sim-al2 wrote:I guess it should fire some kind of standard missile with a yellowish flame a la the stock tanks or the Tie Interceptor, although with a longer smoke trail left behind it and more defined engine exhaust. Am I being too specific again?
Actually, that's how the fx I would use is already set up. :lol:

Re: 153rd Legion Mod - Starfighter Layout info - Poll

Posted: Sun Apr 17, 2011 9:50 am
by THEWULFMAN
I like the blue trail. I think its more realistic in space rather than real smoke.

I also like how it looks 8)

Re: 153rd Legion Mod - Starfighter Layout info - Poll

Posted: Sun Apr 17, 2011 10:36 am
by MrCrayon
I agree with wulfman here. Blue streaks can be real eye candy at times.

Re: 153rd Legion Mod - Starfighter Layout info - Poll

Posted: Sun Apr 17, 2011 10:56 am
by Eaol
I guess blue streaks can be cool looking sometimes, but they confuse me haha.

I say blue streaks are my second choice.
(Does second choice count?)