Poll

What to focus on first?

Polish and mod completion (add special functionality to bugs and stuff that have been needing it)
Finish and release the MAS Magma Exo-suit
Finish the MAS Scarab-Wasp playertypes
Create more ASN (robotic) playertypes
Finish up and release the currently exsistant but unrelased bugs (the Tremormites, the two spiders, BugMod 3, ect)
Work on the remainder of the wasps
Work on new bugs!
Create more MAS weapons/suits/items/ect

Author Topic: The Bug & MAS Mods (Server coming maybe)  (Read 731313 times)

<cut, wrong thread x,x>
« Last Edit: August 10, 2011, 11:46:03 PM by Trinity Armory »

Never noticed this video before:
http://www.youtube.com/watch?v=TWjSDEDsWtc&feature=relmfu
It is related to this topic because the use of bug mods models (jumping spider yay).

Holy heck. That guy's awesome with animation o,o


Never noticed this video before:
http://www.youtube.com/watch?v=TWjSDEDsWtc&feature=relmfu
It is related to this topic because the use of bug mods models (jumping spider yay).
That's ancient, but I still love it so much.

And also the worm makes a cameo.

I don't see many ways for the intercepter's roosterpit to be tweaked.  Maybe bulk up the body a tad near the roosterpit.

Ok, I'm working on a 'Staged' TDM for Bug Mod, which basicly is Bugs are trying to escape a underground research facility (through the vents of various sizes of course), and must breach various bulkheads to do so. MAS, of course, has to prevent them from going through 3 levels of labratories before any of them can reach the surface. What I want to know, however, is this:

-First, should I set up the bugs having to use capture points to disable things (such as doors) or should I do it via events, such as having to break wires or make holes in walls?

-Second, as there is only two weapons release to MAS at the present time (Bug Zapper and MAS HRL), should I divide it into classes (Aka Zapper as the main units, and then Heavies for the HRL which have a cooldown to be selected)?

-Finally, there's sections of the map (doors in particular) which bigger bugs (scorpions and worms as it stands now) can't access. How would you guys suggest they get to the upper areas without getting the MAS players a free ride? Tunnel Network? Breakaway walls which check the playertype, leading to a larger tunnel system?

Well if Army would tweak the HHF like he said he would we would have 3 MAS related weapons :U

I think capture points for bugs is a good idea.

I agree with the second idea.

I think bigger bugs should be able to break walls by checking playertype.

the thing i love about these mods are that they are all about creativity. it's no real life incarnation that's been done already.

-Finally, there's sections of the map (doors in particular) which bigger bugs (scorpions and worms as it stands now) can't access. How would you guys suggest they get to the upper areas without getting the MAS players a free ride? Tunnel Network? Breakaway walls which check the playertype, leading to a larger tunnel system?
Elevators or tunnels.  Or, perhaps climb on tops of vehicles to get to second story through observation deck (from hanger bay or garage).

Well as current plans go, it's gonna have the latest (private) updates to the original bugs, which will include Poison, and four loadouts for the MAS side (Two exclusive loadouts being the Orb Launcher and a generic 'Security' class armed with a P90). Additionally, MAS troops will be armed with a Sandvich to simulate the (unpatented) MAS Rechargable Health System. Simply prime and inject, and you will be filled with 200% Adrenaline and nanobots to but you back in the fight!*

Also, the base's contents from the ground up: Storage (the starting floor for bugs will technically be in the center of this, with vents leading into the facility), the labrotories the bugs first broke out of before making thier central hive, a secretarial floor and research/development wing (including giant doom lazer), and then finally the surface access. If even one bug makes it past the MAS drop point, it's victory for da bugs. Think Jail RP for the type of gameplay. While the combat bugs like Scorpion and Worm keeps the MAS troops busy, the smaller bugs shall focus on breaking the facility to make escape possible/easier. MAS can use elevators to travel through the facility floors themselves.

*side effects include nausia, heart attack, cardiac arrest, stroke, arthritis, joint pain, toxic shock syndrome, and halitosis. Rechargable Health System is not for everyone, consult your doctor before use.

Feedback on the Orb Launcher would be appreciated since the Orb Launcher will probably have a tweaked damage.
Because Army and i had a discussion. :3

Feedback on the Orb Launcher would be appreciated since the Orb Launcher will probably have a tweaked damage.
Because Army and i had a discussion. :3
When the files gets sent over I'll give it a looksee. Also as Army said, me running this server is a great testing ground for stuff as well as general balance of Bugs vs. Humans.

When the files gets sent over I'll give it a looksee. Also as Army said, me running this server is a great testing ground for stuff as well as general balance of Bugs vs. Humans.
Well it was more aimed on the general public on the eventual server. :P

Well as current plans go, it's gonna have the latest (private) updates to the original bugs
Orly?