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XS Vehicles (Xyx-Shinzon Vehicles)

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    Originally posted by Jade-Phoenix View Post
    Xyx, you seen sahara right? and that thing in the desert they jumped into to save thier fannies that had some canons and such? Could you come up with a 3d Edition if I provide some updated reworked concepts of it?
    The armorclad? Your best bet is to convince us why that would be supercool and really different. Then we might take bits your idea, incorporate them into some weird vehicle concept and maybe even work on it someday. Not a whole lot of guarantees there, but I'd love to hear what you have in mind anyway. Talk is cheap.

    Originally posted by nardix View Post
    the 'heaven bender' (yeah hear me out. very original.)
    As you wish, do tell.

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      What do you mean?

      I'm sorry. But I'm not from America nor England. Probably Xyx knows it.

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        Two ideas:
        1, the Atlas; Autopilot mode: Right click activates a simple autopilot which is more like cruise control than anything else, it just keeps your height and velocity constant, which means a straight line flight unless you get hit awkwardly. But why? Because activating the autopilot also activates the "bomber" mode; your view becomes top-down and you get a reticle on the ground which can be manoeuvred with the movement keys, within a limited range. Primary fire then ejects the passengers in sequence to that point, with a protective "drop-pod" that prevents falling damage.

        2 Scorpion replacement; Portal Plopper: Similar size, HP and handling characteristics to the Scorpion, the main feature is the main armament: A relatively short ranged raygun (kinda like the pulse rifle altfire) that places vertical portal meshes on the terrain in linked pairs (primary fire for "entrances" altfire for "exits"). Now you ask, what makes this different from any other portal type device? Simple; the portals get their power from the vehicle itself: Any pair of portals with both gates within a certain large radius of the vehicle that placed them are powered up and operational. This radius and any friendly portals should be marked on the ONS radar. Also, entry/exit portals can be powered up without powering the corresponding one by cunning placement of the vehicle. Powered portals without a pair just telefrag people that enter them. This leads to awesome team operations if you have a good driver as you can safely leave portals set up near enemy bases and only power them when the assault is ready, or leave them half powered as a trap etc.
        If the PP needs an actual "gun" weapon that affects the enemy directly, I reckon that hitting someone with the portal plopper beam should just teleport them to a random spawn point in their base, or back to their original spawn point if its a vehicle, without damaging them. This could also be handy if it did the same thing to your own team. For fairness, it would have to require holding the beam on target for an extended period related to their current HP to send them home otherwise Leviathans suddenly become a null threat.

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          The levi could become a problem unless multiple PP's are attacking it because of it's huge amount of hp.

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            Can you guys use the spidermech? I've been watching it for a long time, but no version has ever worked for me. It just doesn't seem to spawn.

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              You need to have the normal Xs vehicles mutator. If you have it. typ summon xs.spidermech

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                Originally posted by Mr_Rose View Post
                the Atlas; Autopilot mode: Right click activates a simple autopilot [... and] the "bomber" mode; your view becomes top-down and you get a reticle on the ground which can be manoeuvred with the movement keys, within a limited range. Primary fire then ejects the passengers in sequence to that point, with a protective "drop-pod" that prevents falling damage.
                Cool idea. Not unlike early versions of the Lightning Energy Distributor. Or Battlefield 2142's APC-to-Titan boarding pods.

                Protective pods might not be required. If I am not mistaken, the standard issue Axon (I think) jumppad uses a mysterious technology to shield the user from falling damage for a short period of time. At least, I don't think I've ever taken falling damage from using a jumppad. The same could be applied here.

                If a pod were to be used anyway, I'd suggest it help out in some other manner as well. Like dropping powerups, clearing the landing zone with a shrapnel burst and/or deploying a small energy shield.

                Originally posted by Mr_Rose View Post
                Scorpion replacement; [...] A relatively short ranged raygun [...] that places vertical portal meshes on the terrain in linked pairs (primary fire for "entrances" altfire for "exits"). [...] the portals get their power from the vehicle itself: Any pair of portals with both gates within a certain large radius of the vehicle that placed them are powered up and operational.
                "Half-Life 2: Portal" type portals are quite the challenge, but simple "touch me to teleport" thingies (like at the back of UT3's VCTF-Containment base) are relatively easy.

                Why require the vehicle to stay close?

                Does the vehicle support multiple exits at once? Then what happens if you step through an entrance? Come out of the nearest (powered) exit? Random? Even distribution (gibs fly out of all entrances)?

                Originally posted by Mr_Rose View Post
                This radius and any friendly portals should be marked on the ONS radar.
                Also quite the challenge in UT2. Perhaps easier in UT3.


                Originally posted by Mr_Rose View Post
                hitting someone with the portal plopper beam should just teleport them to a random spawn point in their base, or back to their original spawn point if its a vehicle, without damaging them.
                Ooh, very interesting! Hah, with UT's near-instant respawn times, that's almost the same as instakill. It'd be a fearsome vehicle. This ability alone could carry the concept.

                Originally posted by Mr_Rose View Post
                This could also be handy if it did the same thing to your own team.
                Could be very annoying. You're supposed to progress across the map, and having your teammates teleport you back to your starting point doesn't exactly help there.

                Originally posted by Mr_Rose View Post
                For fairness, it would have to require holding the beam on target for an extended period related to their current HP to send them home otherwise Leviathans suddenly become a null threat.
                I'd relate it to max health or mass. Funnier that way. Makes more sense, too. The teleport doesn't care whether the subject matter is damaged.

                Teleporting stuff away should be easier than killing a target at full health.

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                  Originally posted by nardix View Post
                  You need to have the normal Xs vehicles mutator. If you have it. typ summon xs.spidermech
                  Ok, the summon command worked, before I was using worm2k4, and it wouldn't appear.

                  These vehicles are awesome, I hope they get skins soon, they deserve some high-quality textures!

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                    XS Alpha 2.5 (includes latest XS Beta) is now hosted on the XS website.

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                      Xyx, two things:
                      One, the reason for needing the PP to stay close is tactical; who wants an open set of portals leading to your own base when you could jut switch them off except for when you want to use them?

                      Two, the reason to teleport people back to base is also tactical; its an instant rescue system; instead of dying and respawning, yell teleport when you're down to 10HP or something and the nice PP pilot sends you back to base, where there are lots of reloads and healthpacks, and you get to keep your stuff.

                      Admittedly in both cases this would require actual teamwork, a sadly lacking trait in many gamers but not a bad thig to encourage, right?

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                        How's it going? I really like the vehicles and some of them would be awesome in one of my maps I'm making.

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                          woah I just realized that this thread's been here for FOUR YEARS. holy **** guys, thats win

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                            Originally posted by Mr_Rose View Post
                            this would require actual teamwork, a sadly lacking trait in many gamers but not a bad thig to encourage, right?
                            Encourage, yes. Require, no.

                            Originally posted by Zippy24 View Post
                            I really like the vehicles and some of them would be awesome in one of my maps I'm making.
                            That can be arranged on the following rather strict conditions:
                            1. No unfinished vehicles. Including any vehicle in a map suggests it is finished. I don't want to give the impression that these vehicles are finished when they are obviously not (lack of texturing being the biggest problem). Sadly, this leaves only the Lightning Energy Distributor.
                            2. Only in very good maps (subject to our personal tastes).

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                              Okay. I'm not letting this thread die one the pages of oblivion. WE NEED THIS MODEL PACK! I mean, c'mon Xyx. Don't you have a holiday too? I have.

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                                We have serious plans for an UT3 version, MSUC entries and all.

                                (and no, I don't have a holiday, but I do have time off sometimes)

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