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GMDX Art Thread 
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UNATCO

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Post Re: GMDX Art Thread
Cybernetic pig wrote:
Mortecha wrote:
You however have taken this out of context, as we do not stand on the shoulders of the developers of the HDTP. We are doing what they did, but better and under my design mandate which has a different design context with the purpose of achieving different goals. No offence intended to the developers of HDTP.


HDTP is a good mod to learn from: where they went wrong and where they went right, and in my opinion they were more right than wrong, hence why I built GMDX upon it. I don't expect you to follow or stand on their shoulders at all costs, but I just think they way they handled weapon mods was close to hitting the mark and that particular aspect should be followed. Doesn't mean I am not willing to hear out and discuss your concepts though.


HDTP and the work I am doing are two completely separate things, but I'm not discrediting it's merits. Also without telling you what your mod is, it's scope is larger than that of HDTP's and that HDTP forms a small integrated component of GMDX. Is this statement incorrect?

Cybernetic pig wrote:
Mortecha wrote:
So to avoid confusion about this, what I propose that the games mechanic regarding universal scope modification remains unchanged. Where you can attain a universal scope modification and then apply it to any weapon you wish. But when that modification is applied, it is shown as the scope most desirable for the weapon based on it's function, and what would suit it best. In this case the scope I design for it. This prevents the need for having scope pickups designed for a specific weapon, maintains vanilla weapon modification complexity and produces results that are far superior than vanilla at the same time.


Yeah well this is where we disagree, at least mildly, unless some further elaboration from yourself is required. The mod kit providing a high-power zoom optics for one weapon, and holographic sights for the other, and a high-tech guidance system for yet another creates two problems: it asks the player to accept that this little mod kit is capable of providing this high variance of scope type, and two, it asks that all have the same UI overlay, zoom function etc (the scope screen and functioning that is drawn when you look through a scope), unless we make more. So we'll need to discuss these matters further without stepping on each other's toes.


If you would rather create different scope attachments specific to individual weapons then I won't be complaining. But the idea behind the my suggestion of having one scope attachment with varying aesthetic scopes and views depending upon the weapon in order to reduce game-play complexity, and avoid the situations of picking up a scope attachment but being unable to use it of a weapon you wanted to use it on. I am only concerned about the aesthetics, and care little about what happens behind that to make it happen, that also means that I am stepping on as little of your toes as possible. And if I recall, I was asking if that was possible, and not just assuming it was a given. I guess this discussion is a continuation of that. Remember, this is a game, and sometimes some illogical magic needs to happen to keep things simple, similar to the magazine extension by one bullet attachments.

Cybernetic pig wrote:
Mortecha wrote:
I am just as happy making this a stand-alone mod to be adopted into everyone's mods, but as I have said before, GMDX is most deserving of it.


Well make sure it is fitting for it too. We need to be able to agree on direction.


Based upon what has been achieved and the directions taken with GMDX already. It is. Otherwise I would not have even made the suggestion. But I agree, we need a better way of communicating complex points about the mod, to ensure that this does not happen again further down the track. This will also prevent these discussions from spilling out onto the forums, sparing everyone else and keeping threads focused on their given topic.

Speaking of which, I think I'll start that weapon thread now.


Sat Jan 07, 2017 10:03 am
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Illuminati

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Post Re: GMDX Art Thread
Quote:
Also without telling you what your mod is, it's scope is larger than that of HDTP's and that HDTP forms a small integrated component of GMDX. Is this statement incorrect?


Of course not. But I'm confused as to why it is relevant to the discussion? I just think HDTP was (mostly) on the right track with the weapon mods, they were just too generic. The scope on the plasma rifle looks stupid, for instance, but most other weapons it's a solid fit.

Quote:
But the idea behind the my suggestion of having one scope attachment with varying aesthetic scopes and views depending upon the weapon in order to reduce game-play complexity, and avoid the situations of picking up a scope attachment but being unable to use it of a weapon you wanted to use it on. I am only concerned about the aesthetics, and care little about what happens behind that to make it happen, that also means that I am stepping on as little of your toes as possible. And if I recall, I was asking if that was possible, and not just assuming it was a given. I guess this discussion is a continuation of that. Remember, this is a game, and sometimes some illogical magic needs to happen to keep things simple, similar to the magazine extension by one bullet attachments.


But what do you think about making the scopes fit a base mold, with subtle variance? It's a nice middle ground, I think.

I will consider getting on board with your desired approach, because it will create great diversity and indeed illogical game elements can be very fruitful. It's just asking a lot from the player to not be distracted by the lack of logic behind it but I think it'd possibly be worth the trade. Plus it's important that you have creative freedom. Besides, I forget my input on this is somewhat minimal, as it is an optional thing and you've made it clear you have a vision for it that you believe is compatible with GMDX, and I believe it too.

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Sun Jan 08, 2017 1:25 am
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UNATCO

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Post Re: GMDX Art Thread
Cybernetic Pig wrote:
Of course not. But I'm confused as to why it is relevant to the discussion? I just think HDTP was (mostly) on the right track with the weapon mods, they were just too generic. The scope on the plasma rifle looks stupid, for instance, but most other weapons it's a solid fit.


I guess that is the defining difference between HDTP's and my work. Since HDTP's weapon remakes are designed to be higher fidelity copies of the vanilla weapons. Where my work seeks to redesign each weapon from scratch with a large number of inputs and considerations. While also conforming to a number of aesthetic limitations so that the produced weapons are still inherently for Deus EX and not for a generic FPS.

Now this redesign also applies to scopes and suppressors too as there are different requirements to be considered for their use of each weapon so have to be designed accordingly. It's details like these that makes everything more believable so it's definitely worth the extra effort in implementing.

Lets not forget too that this is all optional, and HDTP's weapons and player accessibility too them remain unaffected.

Cybernetic Pig wrote:
But what do you think about making the scopes fit a base mold, with subtle variance? It's a nice middle ground, I think.

I will consider getting on board with your desired approach, because it will create great diversity and indeed illogical game elements can be very fruitful. It's just asking a lot from the player to not be distracted by the lack of logic behind it but I think it'd possibly be worth the trade. Plus it's important that you have creative freedom. Besides, I forget my input on this is somewhat minimal, as it is an optional thing and you've made it clear you have a vision for it that you believe is compatible with GMDX, and I believe it too.


I'm not sure what you mean by base mold? But there is another option, and I think it would be a good middle ground to get away from the magicness of my previous suggestion. It will add slightly more complexity to the game but you could have 2 different types of scopes, and then allow the player to apply them to any weapon they wish. A simplified version to how Farcry 3 and 4 does it. So you would have Short enclosed reflex sight (not a Holosight), and a Medium range sight for longer engagements. Both do not have the capability to zoom in and out.

GEP gun/ Plasma rifle and Sniper rifle should still have custom sights that are fitted to the weapon already. As I think using a standard sights for these would look weird and out of place as these specific weapon applications are highly specialised. The Sniper Rifle sight can zoom in and out as the sight in the GMDX does already.

I think the above suggestion actually forms a perfect middle ground, where logic remains intact at a small expense of slight increase in game complexity.


Sun Jan 08, 2017 1:52 pm
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Illuminati

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Post Re: GMDX Art Thread
Actually, I'm forgetting I should have some notable input as I'm the one that has to code it all, and besides, I'm meant to be the game/GMDX designer. Doh. It should still be your vision as you came to me and proposed it, but we need to come to some kind of agreement/compromise on this.

Mortecha wrote:
I think the above suggestion actually forms a perfect middle ground, where logic remains intact at a small expense of slight increase in game complexity.


Well, an increase in game complexity is never an issue for me unless it's needless complexity (which I don't think a developed sights/scopes system would be). In fact I'm all for it. I'm someone that laments the decrease in game(play) complexity in modern games.
I'm worried about a decrease in choice, though. Weapons coming pre-fitted with scopes for instance. But it could result in more choice if weapons supported a wider variety of optics types. But then the player expects to be able to take it off too. And then they expect to take off the laser and suppressor too. Can't say I'm a fan of that. As illogical as it is, I like choice permanence. It's a staple of all the classic Immersive Sims. You make your upgrade choice and you stick with it, hence why I haven't added interchangeable augs as in Shifter despite repeated requests to contrary. The idea is to offer a wide variety of choices, but each should be permanent.

I'd prefer the universal scope kit containing a wide variety of unique scope types to that.

I honestly think you should stick to the HDTP concept but add a little more variance. You can still have notable aesthetic variation, I just don't want to see every scope type being completely different.

Here's what HDTP got away with without complaints or major breaks in player's immersion:

Scope: Every scope is generic except the GEP gun. Stealth pistol has subtle differences (a scope mount/slide or whatever).
Laser: pretty much every laser mod as it appears on the weapon is different, but it's pretty subtle. Except the assault rifle which uses a red dot sight as its laser pointer, which is unusual but it's the future and it may actually be logical. Only problem is you can't actually aim through that red dot sight.
Silencer: All generic except the Rifle's, which has a different skin.

So there's plenty room for creative freedom and variance in how each mod appears on the weapon, and I think you can take it further and add even more differences and subtle unique details than the above that will actually increase realism and immersion. Again I just don't want to see EVERY weapon having completely different optics that function entirely different from each other, all supposedly coming from this same mod pack. And the universal scope mod pack concept should stay too.

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Mon Jan 09, 2017 2:28 am
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UNATCO

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Post Re: GMDX Art Thread
Cybernetic pig wrote:
Actually, I'm forgetting I should have some notable input as I'm the one that has to code it all, and besides, I'm meant to be the game/GMDX designer. Doh. It should still be your vision as you came to me and proposed it, but we need to come to some kind of agreement/compromise on this.

Mortecha wrote:
I think the above suggestion actually forms a perfect middle ground, where logic remains intact at a small expense of slight increase in game complexity.


Well, an increase in game complexity is never an issue for me unless it's needless complexity (which I don't think a developed sights/scopes system would be). In fact I'm all for it. I'm someone that laments the decrease in game(play) complexity in modern games.
I'm worried about a decrease in choice, though. Weapons coming pre-fitted with scopes for instance. But it could result in more choice if weapons supported a wider variety of optics types. But then the player expects to be able to take it off too. And then they expect to take off the laser and suppressor too. Can't say I'm a fan of that. As illogical as it is, I like choice permanence. It's a staple of all the classic Immersive Sims. You make your upgrade choice and you stick with it, hence why I haven't added interchangeable augs as in Shifter despite repeated requests to contrary. The idea is to offer a wide variety of choices, but each should be permanent.

I'd prefer the universal scope kit containing a wide variety of unique scope types to that.

I honestly think you should stick to the HDTP concept but add a little more variance. You can still have notable aesthetic variation, I just don't want to see every scope type being completely different.

Here's what HDTP got away with without complaints or major breaks in player's immersion:

Scope: Every scope is generic except the GEP gun. Stealth pistol has subtle differences (a scope mount/slide or whatever).
Laser: pretty much every laser mod as it appears on the weapon is different, but it's pretty subtle. Except the assault rifle which uses a red dot sight as its laser pointer, which is unusual but it's the future and it may actually be logical. Only problem is you can't actually aim through that red dot sight.
Silencer: All generic except the Rifle's, which has a different skin.

So there's plenty room for creative freedom and variance in how each mod appears on the weapon, and I think you can take it further and add even more differences and subtle unique details than the above that will actually increase realism and immersion. Again I just don't want to see EVERY weapon having completely different optics that function entirely different from each other, all supposedly coming from this same mod pack. And the universal scope mod pack concept should stay too.


Firstly I am all for the idea of not being able to remove the scope once you install it.

I disagree with having every scope generic except for GEP Gun. The same applies to suppressors, different suppressors are applied to different weapons depending upon the caliber of the projectile and the volume and velocity of the gas that must be decompressed. You wouldn't see a pistol suppressor attached to a sniper rifle.

The suggestion I proposed does not make every weapon have a different optic. As I said there would be two standard optics, and special optics for GEP Gun, Plasma Rifle and Sniper Rifle.

I think it would be better to work on getting the weapons in the game first, then we can worry about how to handle this then, on a gradual basis where the pros and cons of each point can be realised and improved. But I think my way is the better way, and it's also a compromise from a previous round of suggestions from the both of us.


Mon Jan 09, 2017 4:50 am
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Post Re: GMDX Art Thread
Since this is an art thread I thought I'll throw this idea here. So GMDX introduced us later in the game the MJ12 Elites which I personally think is an awesome concept of making the game become harder as you progress giving you a challenge worthy of your skills/perks/augs. I still think CyberP could go even more into this concept and add smarter cameras and deadlier turrets later, but that's another topic for another day. Anyway! I like these elites, but I do think their appearance really need an update. Yeah okay, you gave them a red visor instead of the regular black one, plus you gave them a face mask of the UNATCO troopers, but that really doesn't give them this distinctive look they deserve. So I've been replaying GMDX v8 and stumbled upon this enemy:

https://s24.postimg.org/xr6v47pit/mj12elite2.jpg

These MJ12 elites aren't encountered very often, but they look good. So this makes me think why didn't you use this design for all of the elites? The UNATCO mask really feels tacked on while this mask or should I say helmet really gives them a more menacing look. Kinda resembles an MJ12 Commando which is good.

Other idea I had was their chest design. Since they use cloak and since it's stated they aren't augmented I think in photoshop or so putting a thermoptic camo design onto their torso would be very fitting and give them a really high-tech look plus it would really explain how can they cloak.

2027 sltealth soldier torso design could be borrowed if given permission and credit from Ded.

https://s29.postimg.org/udsel0mt3/cloak_armor.jpg

Combining your helmet design with this cloak armor design would really give your elites the menacing look they deserve.


As a plus idea since they're wearing a fullface helmet their dialogues could be altered via some kind of audio software to make their speeches and barks sound a bit more radio-ish. You know what I mean, with a bit static sounding, bit deeper, you know radio-ish!

Any thoughts?

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Sun Jan 29, 2017 2:48 pm
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MJ12

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Post Re: GMDX Art Thread
Those are pretty awesome ideas, props! This would also help the player distinguish between the more dangerous MJ12 troops (those with camouflage) and the ordinary ones. Maybe even make ones that utilize ballistic armor? I'd even say ones with an HEV suit but that's a pretty heavy mod - you'll need a new model and animations for it, and the gas mask does just fine at conveying this right now.

Regarding the masked MJ12 troops, they look really similar to the Taiwanese Special Forces:
http://gizmodo.com/taiwans-new-special- ... 1456588256

And if they're wearing masks, making their voice come from a speaker makes sense - and so adding a low random chance of playing a slight static sound when they're barking benefits the world-building. I don't think altering their barks is conducive - that would impact the original quality, but adding static on top of it is good and is probably easier.


Sun Jan 29, 2017 3:09 pm
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Post Re: GMDX Art Thread
Although I haven't played GMDX (9.0) in a while, I'm pretty sure that they do have the armor, as well as the mask

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Sun Jan 29, 2017 3:18 pm
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Post Re: GMDX Art Thread
Bogie wrote:
Although I haven't played GMDX (9.0) in a while, I'm pretty sure that they do have the armor, as well as the mask


Well they already have masks by default. It's just that most of them use the UNATCO mask and not the one I've posted. But if you remember correctly, then it's good news!


Made in China wrote:
Those are pretty awesome ideas, props! This would also help the player distinguish between the more dangerous MJ12 troops (those with camouflage) and the ordinary ones. Maybe even make ones that utilize ballistic armor? I'd even say ones with an HEV suit but that's a pretty heavy mod - you'll need a new model and animations for it, and the gas mask does just fine at conveying this right now.

Regarding the masked MJ12 troops, they look really similar to the Taiwanese Special Forces:
http://gizmodo.com/taiwans-new-special- ... 1456588256

And if they're wearing masks, making their voice come from a speaker makes sense - and so adding a low random chance of playing a slight static sound when they're barking benefits the world-building. I don't think altering their barks is conducive - that would impact the original quality, but adding static on top of it is good and is probably easier.


Well I'm all for different type of npcs and bots. That's one way to keep the game feel fresh that it throws always something different at the player. Hell, I'd love to see a high-tech version of the MJ12 Commando with a more red-ish texture that uses plasma weaponry and flamethrower for close range. Kinda like the Cyborg Commando from the Tiberium Universe.


About the barks. Yeah that's how I meant it xd Not looking to alter them, but give a bit of a radio-ish static on top of their regular barks.

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Sun Jan 29, 2017 9:13 pm
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Illuminati

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Post Re: GMDX Art Thread
All elites now use the suggested mask texture, except for those with shotguns. As for new enemy types, I'm happy with organics. Bots on the other hand are slow, dumb, and can't even climb stairs. Organics probably outnumber them 3:1 too. A new agile type of bot is needed. Something like airborne hunter seeker drones released when an alarm is sounded in high security, high tech areas.

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Mon Jan 30, 2017 6:24 am
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Post Re: GMDX Art Thread
Yeah, I already did mention this to you in the past. Basically take the spydrone model and make it zap you with the spiderbot weapon. As a plus if they are low on health make them attempt to suicide crash into you causing an emp explosion.
In fact, the spy drone Aug should be renamed to attack drone aug because there's really nothing spy-ish about it. You use it to disable bots. I would even go as far as to give them a spider zap cannon instead of making it play animal sounds.

Another smart bot could be a combat version of the spiderbot. If there's anything 2027 thought us is that spiderbots can be fucking awesome. Just because they are originally made to be a maintenance bots doesn't mean nobody would want to turn them into combat machines. Majesty and Ressie were both awesome bots in 2027 and they were made like 25 years before the event of the original Deus ex. I know it's only a mod, but for me it's a better prequel than human revolution. I'd really love to see occasionally a combat spider bot that uses tranq or taser darts, small plasma cannons maybe even a typhoon system. These bots would be especially menacing because unlike other npcs these would be small and smart enough to crawl after you into vent shafts. Basically no escape, motherfucker!

As a side question did you give your elites thermoptic camo chest design as well? Because that would be fucking awesome 8-)

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Mon Jan 30, 2017 11:45 am
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MJ12

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Post Re: GMDX Art Thread
I think that the spy drone should remain as it is - currently, it has uses for both the stealth build (luring away enemies) and the combat build against mechs and bots. By replacing its speaker with a weapon you're essentially making it worthless for a ghost run - and seeing as its counterpart aug is ADS, you are depriving some players of an aug slot.

Making enemies use drones against you, or replacing some cameras with drones, is probably a good idea (not a good idea - to make them invisible). Some places, such as the walkways on the first Pasadena Ocean Lab level, could benefit from it as it provides mobility in every direction and has a larger FoV than a regular camera. It makes sense both tactically and gameplay-wise - because in the first level you're faced with a subversion of expectations - you think you'll be able to sidestep all of the resistance within the modules, so you enter the water. In the water, you're faced with the first aquatic human enemy, which you might not be prepared for, as you were going for stealth.
However, after you're done with those obstacles, it's smooth sailing from there on out - the divers don't even trigger any alarms. By placing drones on the walkways which you cannot destroy or neutralize from the water, you're making the wrong-stealth option harder, and punish players for rashly choosing stealth instead of reassessing the situation.

I think that enemy drones should trigger the alarm automatically (not through a panel) after a set amount of time (as they could not deal with the threat), have a relatively low amount of health, and be able to inaccurately drop low-powered bombs when swooping - thus making them manageable even for melee/low ammo builds.

I'm against combat spiderbots. It's kind of breaking the lore and no one would use such ad-hoc security measures - it's essentially depriving the spiderbots of their original repair functionality.
Right now, they are a good enemy and they mostly weren't meant to deal with organics, especially nano-aug agents - but since they are effective against them anyway I don't see a reason why someone would feel the need to "upgrade" them.


Mon Jan 30, 2017 12:13 pm
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Post Re: GMDX Art Thread
Made in China wrote:
I think that the spy drone should remain as it is - currently, it has uses for both the stealth build (luring away enemies) and the combat build against mechs and bots. By replacing its speaker with a weapon you're essentially making it worthless for a ghost run - and seeing as its counterpart aug is ADS, you are depriving some players of an aug slot.


Well personally I'd get rid of the ADS altogether. Instead I'd have a spydrone aug that cloaks, uses speakers for luring and maybe even can push buttons or access keypads and terminals.
Then I'd have an attack drone aug which wouldn't be cloaked ergo the npcs would shoot at it and its health would get greater with each level, would use a zap weapon and could detonate itself with the other mouse button.

As an ADS replacement I'd put in the 2027 EMP forcefield which instead of detonating explosives it would only deactive them. Vs bots and cameras it wouldn't be THAT effective, than in 2027. This is not a suggestion though, just thinking out loud.

Made in China wrote:
Making enemies use drones against you, or replacing some cameras with drones, is probably a good idea (not a good idea - to make them invisible). Some places, such as the walkways on the first Pasadena Ocean Lab level, could benefit from it as it provides mobility in every direction and has a larger FoV than a regular camera. It makes sense both tactically and gameplay-wise - because in the first level you're faced with a subversion of expectations - you think you'll be able to sidestep all of the resistance within the modules, so you enter the water. In the water, you're faced with the first aquatic human enemy, which you might not be prepared for, as you were going for stealth.
However, after you're done with those obstacles, it's smooth sailing from there on out - the divers don't even trigger any alarms. By placing drones on the walkways which you cannot destroy or neutralize from the water, you're making the wrong-stealth option harder, and punish players for rashly choosing stealth instead of reassessing the situation.

I think that enemy drones should trigger the alarm automatically (not through a panel) after a set amount of time (as they could not deal with the threat), have a relatively low amount of health, and be able to inaccurately drop low-powered bombs when swooping - thus making them manageable even for melee/low ammo builds.


I really like your idea of patrol drones that don't shoot you, but works more like a camera and activates the alarm directly. They could emit green light if calm and red light if seeing you and if raising the alarm. Would make things interesting plus it would be a nice eye candy seeing these things fly around searching for intruders emitting those cool lights.

Although I'm still for a combat version of them as well that uses zap weapons and detonates itself if low on health.

Or we could combine the two: Have them emit lights and raise alarm and then attack you : DD

Made in China wrote:
I'm against combat spiderbots. It's kind of breaking the lore and no one would use such ad-hoc security measures - it's essentially depriving the spiderbots of their original repair functionality.
Right now, they are a good enemy and they mostly weren't meant to deal with organics, especially nano-aug agents - but since they are effective against them anyway I don't see a reason why someone would feel the need to "upgrade" them.


To make them MORE effective? Having smart little killings machines with deadly weaponry that can crawl after you even in the tightest vent shafts just to murder you sounds like a good plan to me. Also, it sounds fucking awesome : D Also CyberP said GMDX could use an agile and not-so-dumb bot and I think alongside with the attack drones these little crawlers could fill in that gap quite nicely.

Of course different strokes for different folks, but since GMDX introduced an MK2 version of the small security bots, MJ12 soldiers and the MIBs I wouldn't mind having an upgraded and more deadly version of the spider bot for extra challenge in the later stages. Lore-wise nanoaugmented MIBs are out of place as well, but to be honest, it doesn't bother me.

Speaking of nano MIBs: Since this is an art thread and since this game has an obsession with trenchcoats: nano MIBs really need a black trenchcoat like the Nameless Mod's "ManInBlack" character for distinguishability from the regular MIBs and also because I think it would be fucking awesome : DD

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Mon Jan 30, 2017 7:47 pm
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Post Re: GMDX Art Thread
DRONE AUG:
While having two drone varieties seems enticing at first, I don't think that it'll provide enough gameplay variety to justify two similar augs. One cloaks and lures (without EMP attacks) - which is fine in your scheme. But the other is an overpowered player replacement - it can fly, it can shoot pretty much infinitely, and it can clear the path of obstacles for the player to top it all off. Since the attack drone doesn't really unlock new options, but rather makes the entire game's combat easier as a whole, I don't think it could be balanced either.
Also, I think that the ADS is great. I think it needs to take energy per use and not per second, but whatever. I really like it because it's essentially disarms the enemy defenses and some of its most dangerous weaponry.

DRONE ENEMY:
I think that since it's an in-between of a camera and an enemy, it should fire first and alert second. That way it will let players who haven't focused on anti-bot weaponry at that point to take them out, albeit with some resistance - which is understandable, as they weren't fully committed to stealth.

SPIDERBOT:
Well, seeing as the spiderbots are maintenance tools, removing their primary functions for deadliness is something a Bond villain would do - especially seeing as they are deadly as it is. Bots can take on most organics and win. The way it is right now in Deus Ex, I feel like having super-spiderbots is like attaching laser guns to sharks:
https://www.youtube.com/watch?v=Bh7bYNAHXxw

I think that we need to hear feedback from Cybernetic Pig, as he probably knows best about game balance and what's doable and fits GMDX. I like to spitball but I want to make it count at the end.


Mon Jan 30, 2017 10:41 pm
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Post Re: GMDX Art Thread
Made in China wrote:
DRONE AUG:
While having two drone varieties seems enticing at first, I don't think that it'll provide enough gameplay variety to justify two similar augs. One cloaks and lures (without EMP attacks) - which is fine in your scheme. But the other is an overpowered player replacement - it can fly, it can shoot pretty much infinitely, and it can clear the path of obstacles for the player to top it all off. Since the attack drone doesn't really unlock new options, but rather makes the entire game's combat easier as a whole, I don't think it could be balanced either.


The drone aug is overpowered already if you ask me. On level 4 it disables a military bot with one blast and it's invisible so nothing can really stop it. At least this way the enemy would have a chance to shoot at it. Currently I never go for ADS aug because it simply feels inferior. I mean yeah ok it disables rockets and grenades, but it's not like dodging them is hard or anything. But then again, this is only me thinking out loud. I know CyberP would never remove the ADS nor would he make two different drone augs. He's very careful with the changes to the original game and that's always good.


Made in China wrote:
DRONE ENEMY:
I think that since it's an in-between of a camera and an enemy, it should fire first and alert second. That way it will let players who haven't focused on anti-bot weaponry at that point to take them out, albeit with some resistance - which is understandable, as they weren't fully committed to stealth.



I still feel it should be the opposite. Same as with camera+turret combos. First it goes from green to red looking at you for a few seconds, but slowly folowing you if you're trying to run away and only if it's sure that you're an enemy will it sound the alarm and start shooting.

Made in China wrote:
SPIDERBOT:
Well, seeing as the spiderbots are maintenance tools, removing their primary functions for deadliness is something a Bond villain would do - especially seeing as they are deadly as it is. Bots can take on most organics and win. The way it is right now in Deus Ex, I feel like having super-spiderbots is like attaching laser guns to sharks:
https://www.youtube.com/watch?v=Bh7bYNAHXxw

I think that we need to hear feedback from Cybernetic Pig, as he probably knows best about game balance and what's doable and fits GMDX. I like to spitball but I want to make it count at the end.


I don't see combat spider bots, like maintenance bots having their repair tools replaced with deadly weapons, but more like a seperate bot that was designed for combat, but it simply resembles a spider. I don't know, Ressie and Majesty in 2027 worked so well for me, I never really looked at them as upgraded maintenance bots.

Yeah, I agree. Although I wouldn't use the word spitball, more like a friendly chatter about GMDX.

And since this is still an Art thread: What do you think about my previous suggestion a few pages back about adding a few stolen/missing real life painting into the house of Everett and maybe the Duclare chateau? Like the "Christ in the Storm on the Lake of Galilee" from Rembrandt for example? I don't know about you, but I would love to see a few beautiful paintings in Deus Ex.

_________________
http://www.moddb.com/mods/gmdx A mod that improves Deus Ex's gameplay, maps, visuals, audio etc. whilst staying loyal to its original design? Yes my friend, you may touch yourself with the light now.


Mon Jan 30, 2017 11:16 pm
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