Scabbard \ Holster \Weapons Booster pack


Angelxman81

 

Posted

Quote:
Originally Posted by je_saist View Post
please read my post on the first page.

This was not a test of any "new holster" technology.

Maelstrom has functional holsters because the devs control EVERY MOVE HE WILL EVER MAKE.

Maelstrom's holsters were not a test for implementing holstered weapons on a large-scale. They are a custom one-off set of animations specifically built to the actions Maelstrom can take, and are only available on Maelstrom's frame with his body build and exact costume parts.
I'd love to know where you get your information from.

Y'know, instead of making comments worthy of Golden Girl making it sound like you are clearly right and everyone else is obviously a moron.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Eh if a "backpack" pack get's us these things tht have never been in the game for PlChs then eff it just get it done already.

Included Power: "Battle Flight" faster than hover doesn't suppress during combat, no defensive bonus, can be used with hover but the speeds won't stack


 

Posted

Quote:
Originally Posted by Sumpfkraut View Post
I find it very strange that the OP wnats all the sword sheats on the back.
Because the Broadsword draw animation pulls a sword from the back, really. We're working with what we have on hand. For reference:

*Broadsword/Battle Axe/War Mace/Assault Rifle: Back, same animation
*Katana: Side, unique
*Dual Blades: Back, unique
*Dual Pistols: Underarm holsters
*Claws: Wolverine style claw extend (complete with "snikt" sound)
*Nemesist Staff/Black Wand: I can't quite describe it, but it's unique to "staff" type weapon props

That's all I can think of.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
[..] you are clearly right and everyone else is obviously a moron.
But... that's what Je is so famous... and talented at doing. You can't ask him/her to give up a calling such as this!



 

Posted

Maelstrom's holsters aren't really new technology; they're just animated costume pieces. They're basically the opposite of weapons.

Before i11, drawn weapons were lasting FX on a character model. After i11, once we got weapon customization, they became animated costume pieces; their "animation" consists of invisible when outside of normal weapon stances, and visible when it the appropriate weapon stance. Maelstrom's holsters are the reverse of that; when he goes into Dual Pistols weapon stance, the gun part of their geometry goes invisible.

There's really no reason they couldn't do the same for us, it's just a matter of doing the work. They just haven't had the chance.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by Thirty-Seven View Post
But... that's what Je is so famous... and talented at doing. You can't ask him/her to give up a calling such as this!
Yeah, Je_saist has made it a career choice of always being wrong. You ask him to quit and he loses his only income and he won't be able to pay for the ga--Wait, that's not such a bad idea....


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Because the Broadsword draw animation pulls a sword from the back, really. We're working with what we have on hand.
Oh right, now that you say it I do remember.


Strange.
Quote:
Originally Posted by je_saist View Post
Maelstrom has functional holsters because the devs control EVERY MOVE HE WILL EVER MAKE.
What, you mean they actively control and specialise the way he e.g. interacts with incoming Resistance units in that one mission, as opposed to just giving him the same generic animations and scripts every other NPC in the world has?


I mean it's not like clipping is the devs' prime concern anyway, I have come to know quite a few costume parts that don't exactly work perfectly well with each other.


 

Posted

Quote:
Originally Posted by je_saist View Post
please read my post on the first page.

This was not a test of any "new holster" technology.

Maelstrom has functional holsters because the devs control EVERY MOVE HE WILL EVER MAKE.

Maelstrom's holsters were not a test for implementing holstered weapons on a large-scale. They are a custom one-off set of animations specifically built to the actions Maelstrom can take, and are only available on Maelstrom's frame with his body build and exact costume parts.
Calm down.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Because the Broadsword draw animation pulls a sword from the back, really. We're working with what we have on hand. For reference:

*Broadsword/Battle Axe/War Mace/Assault Rifle: Back, same animation
*Katana: Side, unique
*Dual Blades: Back, unique
*Dual Pistols: Underarm holsters
*Claws: Wolverine style claw extend (complete with "snikt" sound)
*Nemesist Staff/Black Wand: I can't quite describe it, but it's unique to "staff" type weapon props

That's all I can think of.
Don't forget the Stalker version of Katana, Ninja Blade. It draws from the back.

For Kat and Nin it'd be nice to have a choice between back or hip placement.


 

Posted

Nice as this all would be, there's still one major hump to overcome on this camel's back beyond just using the "reverse weapon" graphics tech used by Maelstrom: Players have access to more types of the same weapon than NPCs.

Maelstrom never changes his guns because he is a loser and does not believe in using other costume slots (likely because he failed those missions), and we only see him with his trademark guns which we see in his holsters.

PCs on the otherhand, for Broadsword alone there are no less than 21 different customization options, and that counts the legacy and color tintable broadswords as the same, and nearly all of them have different hilts, hilts that would/should be poking out of the scabbard, and would fit very differently into different scabbards.
The legacy broadsword and Valkyrie broadsword are definitely not going to be able to use one sheath because of very clear design differences.

But all in all, I'm all for scabbards, holsters, and such, and really don't care if they're functional or not. Hell, half of my characters are supposed to be keeping plenty of weapons on them, swords, knives, guns, bombs, laser-cats, and not all of them would get use in every fight.


Click here to find all the All Things Art Threads!
Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

It occurs to me that there's another issue with sheaths/holsters -- done the same way Maelstrom's are, with the holstered weapon and empty hands being one frame of an animation, and empty holsters and hands holding weapons the other, there's an inherent problem -- all costume parts have, at most, two colors. You'd be restricted to two colors for the drawn weapon, and then have the holster/sheath be one of those colors, mucking up either the weapon or the holster/sheath. And making the costume parts accept a third color just for _one_ aspect of weapon customization is, I suspect, a great deal more trouble than it is worth to the devs.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Quote:
Originally Posted by srmalloy View Post
It occurs to me that there's another issue with sheaths/holsters -- done the same way Maelstrom's are, with the holstered weapon and empty hands being one frame of an animation, and empty holsters and hands holding weapons the other, there's an inherent problem -- all costume parts have, at most, two colors. You'd be restricted to two colors for the drawn weapon, and then have the holster/sheath be one of those colors, mucking up either the weapon or the holster/sheath. And making the costume parts accept a third color just for _one_ aspect of weapon customization is, I suspect, a great deal more trouble than it is worth to the devs.
You can have fake costume pieces [the 'Fur' part on the Bolero] and multiple-sided color [capes] as well.


Let's Dance!