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W40Kenrikiller
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« on: September 08, 2009, 12:31:40 PM »

well first of all i don't know if this is where i must put this so admins erase or move it, but read it before please.
I'm new here but i would like to help you with some ideas and i could make some work.
First of all you should put the feeding system of the heavy bolter for the heavy marine, or put the high capacity magazine.
http://media.giantbomb.com/uploads/0/5119/593245-heavy_bolter_large.jpg
http://pics.garou.ca/images/models/scout-hvybolter.jpg

Seond: in th veteran marine you should put the sword more to the center and the gun all to to right so it looks like more realistic.
http://www.solegends.com/citle/citle2000/prcodes/sub2008marine.jpg

Third: Make the chimeras bigger and the thunderhawk bigger, but the harpy smaller and put three in the air not one.

Fourth: It would be cool to put a Scout marine with a Snioer riffle and a silenced boltpistol as a playable unit for a special mission or something like that. Also make a unit like the scout but for the tyranids such as a Ravener.
http://www.fantasyshop.gr/gallery/40k-tyranid-ravener.gif

And last of all my ideas is to make the special weapon operator a plasma rifle it will be really cool.

Thanks for reading, keep working on this awesome mod!  Grin
« Last Edit: September 09, 2009, 11:19:46 AM by Typheron » Logged

Typheron
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« Reply #1 on: September 08, 2009, 12:54:22 PM »

Were going to need some justification for these kind of things, simply saying "it would be cool" is not sufficient.

Heavy Bolter:
Were not changing it at this time, we are aware of and have discussed the feed/high capacity mag but decided its not a priority at this time. We tried the feed, but it proved promlematic as a model does not move with the player and anything else looks weird.

Chainsword/meltapistol combo
Why should the sword be more centred? Being realistic about a 8 foot tall power armour wearing space marine is not a valid justification (theres nothign to be real about).

Additionally if you look at the way the 3rd person view of the space marine moves, the sword is off to one side compared to the pistol. Finally the intent is to focus on the pistol rather than the sword, as the sword is not much more than a glorified knife when compared to the Tyranids claws while the pistol is far more effective.

Chimera/Thunderhawk/Harpy:
They no longer fly are are static props only, Chimera are correctly scaled to a guardman while a spacemarine is considerably larger than a guardsman. Again not a priority right now.

Scout Marine:
We have no singleplayer or missions, so how would you see the scout working within the framework of the current game (small team of marines). How would they play and what woudl your role be?
Same applies to the ravener (maybe later if theres a good idea of how they should work)

Plasmaguns:
Again how would this work? Splash damage slow firing weapon? Whats the tryanid counter? Or equlivilant?
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W40Kenrikiller
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« Reply #2 on: September 08, 2009, 01:11:17 PM »

i know this thread was only a list of ideas not ehat you sould do i put this becase i think that this ideas can make the game even better and it's not a priority, of course it's not! but i like giving my ideas and i accept everything you tell me this where only ideas, for first if you think that some of this ideas can be tested or started ok then i gave you everything i thought for them, just if you have a fast look to the S.M. codex you can see many things.

i know that some or all of this ideas can be rejected so i was only making a small contribution.
and i have more ideas if you want just a little bit of orientation of what will the normal half life 2 users think about this mod.
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Typheron
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« Reply #3 on: September 08, 2009, 02:11:47 PM »

What im looking for is a more technical insight into your ideas. How would playing as a scout actually work?

Are you a long ranged stealthed based class? or just a cheeper space marine?

We have all the relivant codexes and the like, so we know who carrys what gear, but were looking for how it would apply to the FPS team-based game that Exterminus is, moreso than just what could be added.
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W40Kenrikiller
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« Reply #4 on: September 08, 2009, 05:22:13 PM »

ok if you want more info about my ideas i tell it now.
Ok the heavy bolter theme is not A PRIORITY but by only making the hi-capacity mag will be enough. i think you don¡t need more explanation.

The plasma gun is a lil bit longer.
First of all it sould have a low fire rate but much more damage than the normal bolter, and it doesn't do any splash damage, but it gets overheated and if it's fired to much fast needs a cooldown time of 6 seconds or whatever you think is a good time of cooldown. And the tyranid counter is a Carnifex but with a venom cannon, deathspitter or devourer in the down arms.
http://gallery.koehls.de/albums/warhammer/tyraniden-carnifex3.jpg

And the space marine scout cold be a super cheap unit with a silenced bolt pistol and a sniper riffle hat kills with one or two shoots depending of the enemy who he is facing, he has stealth ability like the liktor and he is much faster than a normal marine but with a very light armour. The tyranid counter could be the Ravener as i told you before but this are only suggestions.
http://www.games-workshop.com/gws/common/xLargeProductImage.jsp?mWidth=873px&mURL=/MEDIA_CustomProductCatalog/m490359_99060106057_TyranidRavenor1Main_873x627.jpg&mAlt=M%C3%A1ntifex+Tir%C3%A1nido+1&mHeight=627px
http://www.games-workshop.com/gws/common/xLargeProductImage.jsp?mWidth=873px&mURL=/MEDIA_CustomProductCatalog/m1252509_99120101044_SMSniperScoutsqdmain_873x627.jpg&mAlt=Exploradores+Marines+Espaciales+con+rifles+de+francotirador&mHeight=627px
http://www.games-workshop.com/gws/common/xLargeProductImage.jsp?mWidth=873px&mURL=/MEDIA_CustomProductCatalog/m1252494_99120101036_SMScoutSquadmain_873x627.jpg&mAlt=Exploradores+Marines+Espaciales&mHeight=627px
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Typheron
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« Reply #5 on: September 08, 2009, 06:33:57 PM »

Ah, but how would the Ravenour counter the scout? as far as i can tell its a fast moving close combat class. It could borrow but then it can beat every class with ease.

How would the ravenour work in game?
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ChromeAngel
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« Reply #6 on: September 09, 2009, 09:43:35 AM »

Quote
First of all you should put the feeding system of the heavy bolter for the heavy marine, or put the high capacity magazine.
Originally the Exterminatus (EX) heavy bolter (HB) was intended to be a belt fed model.  However animating the droop and swing of the belt in sync with that of the carrying marine was beyond our capabilities, so a box magazine was made as a later addition (you may notice the colour does not quite match.)  with the move to the orange box engine we now have the option of using physically simulated joints to animate the belt.  However since we now have working box magazine changing back to a belt feed seems like an academic exercise.

How can we make the current magazine look more "high capacity"?

Quote
In the veteran marine you should put the sword more to the center and the gun all to to right so it looks like more realistic.
In order for the perspective on the melta beam to appear correctly the pistol muzzle needs to be near the center.  The pistol used to be further right during the idle and brought to center during firing, however when you started firing the beam appeared to stretch elastically as the pistol was shifted to it's firing position. Which looked bad.  So I settled on iding with the pistol more central.  As Typh said the pistol is also the primary weapon in the combo, since it has greater range.

Quote
Make the chimeras bigger and the thunderhawk bigger, but the harpy smaller and put three in the air not one.
Vehicle scale is a bot hard to judge in 40k, I think we're pretty close to correct scale as compared to the miniatures, but not necessarily realistic (obviously no way you would 30 marines a model Thunderhawk or 10 guardsmen in a chimera model).  The EX look has always been aimed closer to the miniatures.  If you are going to suggest scale changes a percentage would help us visualize the change.

Quote
It would be cool to put a Scout marine with a Snioer riffle and a silenced boltpistol as a playable unit for a special mission or something like that. Also make a unit like the scout but for the tyranids such as a Ravener.
Scouts with sniper rifles have been pretty much ruled out for gameplay reasons.  Both the Lictos cloak ability and the high accuracy, high power ranged attack of the Zoanthrope have proved to be very potent in EX beta tests, combining them both would create some kind of overpowered uber class.  If we get scouts  they will probably end up being a cheap, fast, close range class, with bolt pistols, shotguns and maybe a chainsword (as a counter to an equally cheap genestealer class).

The big thing with Raveners is burrowing, how the hell do you make that work in an FPS?

Quote
Make the special weapon operator a plasma rifle it will be really cool.
I would like to have an alternative set of plasma weapons for the Veteran, Specialist and Heavy marine (ie replace melta weapons with their plasma equivalent).  It's one of the shortlisted ideas for the 1.1 version (after the 1st public release).
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Typheron
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« Reply #7 on: September 09, 2009, 11:28:38 AM »

Quote
The big thing with Raveners is burrowing, how the hell do you make that work in an FPS?

Actually i had a thought about that.

Say 2nd fire with a cooldown and burrowing animating (leaving you vunerable while the digging animation plays). Post animation the model is removed and only a invizable ball remains. Attached to this ball is a particle emitter that throws dirt into the air as the ball moves. The ball moves slowly along the ground and the player gets a fish eye view from behind it. Any damage to the ball results in the Ravener being forced to surface (ball turns back into ravenor model) with suitable animation or Big puff-o-dirt.

However this could make the Ravener just a different kind of lictor, with the bonus they can be marked by Meltas. Maybe a lictor upgrade...

Although i can hear Chromeangels coding scream in terror right now at the thought of this.
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ChromeAngel
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« Reply #8 on: September 09, 2009, 02:15:27 PM »

Quote
The big thing with Raveners is burrowing, how the hell do you make that work in an FPS?

Actually i had a thought about that.

Say 2nd fire with a cooldown and burrowing animating (leaving you vunerable while the digging animation plays). Post animation the model is removed and only a invizable ball remains. Attached to this ball is a particle emitter that throws dirt into the air as the ball moves. The ball moves slowly along the ground and the player gets a fish eye view from behind it. Any damage to the ball results in the Ravener being forced to surface (ball turns back into ravenor model) with suitable animation or Big puff-o-dirt.

However this could make the Ravener just a different kind of lictor, with the bonus they can be marked by Meltas. Maybe a lictor upgrade...

Although i can hear Chromeangels coding scream in terror right now at the thought of this.

Interesting... but what about burrowing upstairs or through metal?  I can't see this working in spacehulk / hive world maps :/
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Typheron
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« Reply #9 on: September 09, 2009, 07:09:39 PM »

materials have codes in game right, for sound and stuff, limit against those materials? or limit it to displacements.

I dunno, i never thought that far.
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W40Kenrikiller
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« Reply #10 on: September 09, 2009, 08:43:51 PM »

maybe the ravenor could have a shotting weapon in the down arms like in the table top such as a deathspitter or a devourer
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crave_beast
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« Reply #11 on: November 01, 2009, 11:35:05 AM »

This is to typheron. If your looking for some great models check here. Im sure it wouldn't be hard to obtain permission seeing as though these are game mods and not anything official.

http://www.fallout3nexus.com/downloads/file.php?id=4651

http://www.fallout3nexus.com/downloads/file.php?id=5885
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crave_beast
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« Reply #12 on: November 01, 2009, 11:37:54 AM »

These guys know how to make some badass ultramarine models.
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Typheron
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« Reply #13 on: November 02, 2009, 01:03:56 AM »

permission would have to be got from the creator of the models, which can be easy or hard depending on there modeling views. Given there calling them mods, theres a good chance they will want to keep it as a fallout 3 thing. I also dont know the polycount comparisons offhand.

The other problem is all fallout amour are made of "bits" body/chest, helmet, etc and thus would probably require a bit of work to reconnect them and then re-animate them for use in EX.

They certainly look good.

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crave_beast
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« Reply #14 on: November 02, 2009, 02:13:12 AM »

There are only two parts to the armor the body and head. Im sure these guys are 40k fans like yourself and would oblige if asked nicely. These models have more potential in source seeing as though fallout 3 is just singleplayer.
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