[Unstable] There's Something About Tails

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Project Shadowcat
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Shadowcat »

The Thing Thing wrote:right now this mod looks awesome but in 2 to 3 months time it will be greater than perfect. :wub:
We'll see about that. When all features are in and new artwork supplied, TSAT will be put into Beta stage a third time.
I, however, have no timetable on that. At this time I'm also in the middle of a job search.
and what will be the maximum level for all the upgrades?
5.
The actual costs for such will vary as I balance the game.
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Tapwave
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Tapwave »

Ben2k9 wrote: all other weapons are centred so moot point.
Though Doomguy pumps his shotgun and reloads the SSG with his left hand, so i assume he wields them using his right.
HexaDoken
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Re: [No BS Zone/WIP] There's Something About Tails

Post by HexaDoken »

Doomguy is simply ambidextrous. He can wield weapons with any hand with equal efficiency.
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Project Shadowcat
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Shadowcat »

May I suggest moving this discussion elsewhere, please? I'm looking for feedback and "updates" like this only let me down.
I swear, this community didn't make such a big deal out of the weapons being held left-handed the last time the topic swung its ugly head. A couple posts and it was done.
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Tapwave »

Project Dark Fox wrote:I'm looking for feedback and "updates" like this only let me down.
Sorry.

That skill system looks neat, how do you get SP, exactly? Kill things and finish objectives + secrets?
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Project Shadowcat
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Shadowcat »

terranova wrote:That skill system looks neat, how do you get SP, exactly? Kill things and finish objectives + secrets?
Mostly this, yes. It's not unlike most RPGs today in how experience points are earned.
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Virtue »

Project Dark Fox wrote:May I suggest moving this discussion elsewhere, please? I'm looking for feedback and "updates" like this only let me down.
I swear, this community didn't make such a big deal out of the weapons being held left-handed the last time the topic swung its ugly head. A couple posts and it was done.
Sorry, I'm a die-hard lefty, its great to see a mod with a left handed protagonist!
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Re: [No BS Zone/WIP] There's Something About Tails

Post by TheLightBad96 »

i was sort of wondering with the rpg element in the mod can your character level up to like enhance the base attributes ( max health, max armor, max ammo capacity, accuracy, ect).
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Project Shadowcat
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Shadowcat »

The Thing Thing wrote:i was sort of wondering with the rpg element in the mod can your character level up to like enhance the base attributes ( max health, max armor, max ammo capacity, accuracy, ect).
While things are bound to change between now and the demo, the skills are currently:
Melee Mastery: +10% damage with any melee attack, including weapon bashes, per level.
Pistols Mastery: +10% firing rate and accuracy with Pistols per level.
Rifles Mastery: +10% firing rate and accuracy with Rifles and Shotguns per level.
Energy Weapon Mastery: +20% damage with energy weapons per level.
Heavy Weapon Mastery: +10% firing rate and damage with heavy weapons per level.

Here's where you were probably looking for base stats:
Durability: +5 to maximum hit points per level. (Base is 50)
Regeneration: +10% faster regeneration rate and +1 to minimum regeneration health per level. (Base rate is relative to game skill level. HMP has +1 HP/2sec., minimum health is 10.*)
Running Speed: +5% to movement speed per level. (base is 75% of Doom. The way the numbers will add up, Level V will bring it CLOSE to Doom.)
Flight Stamina: +5% extra flight stamina per level. (base is 300 tics, or 8.57 seconds.)
Fast Reloading: +10% faster reloading speed per level. (Variable based on weapon of course. Also, Reloading is not in yet, but planned.)

As for ammo capacity, it, too, is upgradeable, but not with skill points. That's done with item pickups. Check out screenshot 2 of MAP06, the shop; the middle row is each of the capacity-increasing items, or Extenders.
Armor capacity will not be touched. 99 is the hard limit.

* Minimum Regeneration health is also upgradeable with the Jolt Injector powerup, by 1, which also brings your current health up to 80.
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Zombieguy »

I'm curious, is the skill/upgrading system ACS based?
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Project Shadowcat
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Shadowcat »

Zombieguy wrote:I'm curious, is the skill/upgrading system ACS based?
Mostly ACS. Some DECORATE is thrown in as well so that the weapons will behave like I want them to.
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Zombieguy »

Project Dark Fox wrote:
Zombieguy wrote:I'm curious, is the skill/upgrading system ACS based?
Mostly ACS.
Whoa, you mean the entire mod? Or just the skill system/etc?
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Project Shadowcat
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Shadowcat »

Zombieguy wrote:
Project Dark Fox wrote:
Zombieguy wrote:I'm curious, is the skill/upgrading system ACS based?
Mostly ACS.
Whoa, you mean the entire mod? Or just the skill system/etc?
Didn't you ask specifically about the skill system? I answered specifically about it.
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Zombieguy »

Yes. I did. I just wanted to make sure you answered specifically about it.

I was a little put off when you added -
Project Dark Fox wrote:Some DECORATE is thrown in as well so that the weapons will behave like I want them to.
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Project Shadowcat
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Shadowcat »

Zombieguy wrote:Yes. I did. I just wanted to make sure you answered specifically about it.

I was a little put off when you added -
Project Dark Fox wrote:Some DECORATE is thrown in as well so that the weapons will behave like I want them to.
Fake Inventory items, along with extra entries in the weapon DECORATE, so I can jump to specific frames and do the exact kind of damage, firing rate, and accuracy I want per weapon.

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