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Author Topic: Submissions for project CAELUS  (Read 346820 times)

TheHappyFace

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Re: Submissions for project CAELUS
« Reply #240 on: May 27, 2012, 11:45:37 AM »

soldier i think i can make the "sprites" for the weapons on my new ships.
if thats the problem?
(reaction on you saying its too much)
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Sproginator

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Re: Submissions for project CAELUS
« Reply #241 on: May 27, 2012, 11:51:14 AM »

Another one down
Hatchet Heavy Cruiser:
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K-64

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Re: Submissions for project CAELUS
« Reply #242 on: May 27, 2012, 12:05:48 PM »

Got a fancy weapon, that may be of use. I could possibly go back and play about with the sprites and such, but for now I may as well get the article on the table to begin with.

Spoiler
Gungnir Guided Munitions Launcher:

Hardpoint


Turret


Shell


The Gungnir, as the title of it suggests, is a ballistic weapon, however, it has small independent movement abilities in order to give it that extra chance to hit an enemy ship. Of course, this small amount of valuable agility comes at a price of stopping power. Despite this drawback, it is still a serious consideration for the extra accuracy it offers to the fleet
[close]

No stats for it, I just wanted to give a rough idea on how I envision it ending up
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Sproginator

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Re: Submissions for project CAELUS
« Reply #243 on: May 27, 2012, 12:07:25 PM »

Got a fancy weapon, that may be of use. I could possibly go back and play about with the sprites and such, but for now I may as well get the article on the table to begin with.

Spoiler
Gungnir Guided Munitions Launcher:

Hardpoint


Turret


Shell


The Gungnir, as the title of it suggests, is a ballistic weapon, however, it has small independent movement abilities in order to give it that extra chance to hit an enemy ship. Of course, this small amount of valuable agility comes at a price of stopping power. Despite this drawback, it is still a serious consideration for the extra accuracy it offers to the fleet
[close]

No stats for it, I just wanted to give a rough idea on how I envision it ending up

Sounds good, Liking the sprites :D
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Sproginator

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Re: Submissions for project CAELUS
« Reply #244 on: May 27, 2012, 12:15:07 PM »

And another
Freelancer Light Bomber:
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TheHappyFace

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Re: Submissions for project CAELUS
« Reply #245 on: May 27, 2012, 12:29:28 PM »


voila some more sprites (with some i allready uploaded)
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maffo

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Re: Submissions for project CAELUS
« Reply #246 on: May 27, 2012, 03:28:00 PM »

nice work guys, i love those hightech sprites happy, lets see if we can find a spot for them.
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CrashToDesktop

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Re: Submissions for project CAELUS
« Reply #247 on: May 27, 2012, 03:42:49 PM »

soldier i think i can make the "sprites" for the weapons on my new ships.
if thats the problem?
(reaction on you saying its too much)
No problem, that's really what I need.  Sprites, and I can do the rest.
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CrashToDesktop

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Re: Submissions for project CAELUS
« Reply #248 on: May 27, 2012, 08:32:07 PM »

OK, it's getting too hard to update the TimCORP forums with new weapons now.  I'm just gonna post periodic updates with new weapons.  Lucky for you, I'm gonna repost any previous weapons from now. ;D Include name, picture, and a short description.
UPDATE #1:

Vanilla Weapons
Spoiler
Light Flak Cannon

Small version of the original Flak Cannon.

Cordite Missile

Light Strike missile, comes in single, rack, or pod form.

Mark IV Hyper Cannon

Long-range ballistic fire support weapon.

Ingen Cannon

Modified Hellbore Cannon, terrible accuracy but high HE damage.

Mining Taser

Modified Mining Laser, shoots out high-damage bursts.

Dual Assault Chaingun

Two assault chainguns, twice the firepower.

Thunder MIRV

Fires a two-stage missile, one with kinetic and another with HE damage.

Mk. II Mine Launcher

Chucks out a 2000 HE damage mine, will launch itself towards a target when it gets close enough.

Metal Storm

A high RPM weapon with fragmentation damage.

20mm Autocannon

A light autocannon with a medium RPM.
[close]

Superbase Weapons (may not be vanilla-balanced) ~ For Spronginator's SuperBase.
Spoiler
Tri-Lance Artilery

A triple-barreled monster with a high RPM for it's size and long range.

Tsunami

A dual-barreled 100mm chaingun with explosive rounds and an impressive RPM.
[close]

More weapons that you can shake a stick at, huh Upgrade?  Don't worry, we're getting there. ;D

I owe a bunch to K-64 for the last three weapons and quite a few to come!  Thanks!
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Sproginator

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Re: Submissions for project CAELUS
« Reply #249 on: May 28, 2012, 12:42:15 AM »

:D
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medikohl

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Re: Submissions for project CAELUS
« Reply #250 on: May 28, 2012, 01:39:25 AM »

a set of weapon sprites for use.

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medikohl

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Re: Submissions for project CAELUS
« Reply #251 on: May 28, 2012, 01:42:48 AM »

I'm making more sprites, also we should make a few civilian fleets, weaker, made of cheaper, slower, less armed fleets, to make piracy a valid possibility for now
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Upgradecap

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Re: Submissions for project CAELUS
« Reply #252 on: May 28, 2012, 02:09:34 AM »

I'm making more sprites, also we should make a few civilian fleets, weaker, made of cheaper, slower, less armed fleets, to make piracy a valid possibility for now

I agree.

Though we aren't doing campaign integration yet ;)
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maffo

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Re: Submissions for project CAELUS
« Reply #253 on: May 28, 2012, 04:12:47 AM »

Im sorry the Independers are just to good to get raided, but its what they do, and do good:) #bestinthebusiness
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Sproginator

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Re: Submissions for project CAELUS
« Reply #254 on: May 28, 2012, 04:19:06 AM »

Upgrade, We could still prepare for campaign integration by producing plans and notes?
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A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)
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