A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Making the pelican suitable for good gameplay.

Page 1 of 3 Go to page: · [1] · 2 · 3 · Next
Author Topic: Making the pelican suitable for good gameplay. (75 messages, Page 1 of 3)
Moderators: Dennis

CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: May 4, 2009 05:01 PM    Msg. 1 of 75       
After hearing an endless number of complaints about the pelican in hugeass and other maps, I thought: let's fix it. As it is, the pelican is horribly unsuited for gameplay. It has a huge number of homing rockets that kill everything in front of it, and everything on any other side kills the pelican because it's too slow. Also, the pilot has complete control of all weapons unless there is a copilot, in which case there is a massive amount of lag. So I think someone should redesign the pelican to make it usable in multiplayer. A Tactical Pelican, if you will. Here are my thoughts:

1. Change the rocket pods so that they fire about 1 launch (2 rockets) every 1.5 - 2 seconds. And make it semi automatic (like the plasma pistol) so you can't just hold the mouse down.

2. Increase the speed of the pelican.

3. Give complete control of the nose gun and rockets to the copilot, eliminating copilot lag and making a copilot neccesary. Similar to the way a warthog has a driver's seat and a gunner's seat.

5. Drop the nose gun and add a rear chaingun like the pelican in coldsnap has, but don't give the gun collisions. This will make it easier to get into the pelican.

6. Add a rear door, like the H3 pelican has, and make it open when the pelican touches down, like the wheels do in Hugeass, condsnap, etc.

I think that with these few simple modifications, the pelican could be an extremely valuable asset in any large multiplayer map. I think it would have to be at least the size of the Halo 3 map Sandtrap though, perhaps a little bigger. Any smaller and it wouldn't work out. I'm sorry to say that none of the programs needed to make mods or maps in Halo CE work on my computer, so I won't be able to do it myself. If anyone else wants to, awesome. If not, that's disappointing, but there's nothing I can do about it. I welcome any suggestions, or comments about how retarded my Idea is and how stupid I am. Thanks for at least reading this.

And wow, lots of edits lol
Edited by CrossFade on May 4, 2009 at 05:23 PM
Edited by CrossFade on May 4, 2009 at 09:08 PM
Edited by CrossFade on May 9, 2009 at 11:20 AM
Edited by CrossFade on May 9, 2009 at 11:25 AM
Edited by CrossFade on May 17, 2009 at 03:42 PM


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: May 4, 2009 05:13 PM    Msg. 2 of 75       
Quote: --- Original message by: CrossFade

After hearing an endless number of complaints about the pelinan
lol

It could work I suppose but the rockets would have to be cut down quite a bit. And I'm not sure there would be anyone here that would actually do it. Oh, and your idea is retarded and you're incredibly stupid.


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: May 4, 2009 06:05 PM    Msg. 3 of 75       
Quote: --- Original message by: CrossFade

After hearing an endless number of complaints about the pelican in hugeass and other maps, I thought: let's fix it. As it is, the pelican is horribly unsuited for gameplay. It has a huge number of homing rockets that kill everything in front of it, and everything on any other side kills the pelican because it's too slow. Also, the pilot has complete control of all weapons unless there is a copilot, in which case there is a massive amount of lag. So I think someone should redesign the pelican to make it usable in multiplayer. A Tactical Pelican, if you will. Here are my thoughts:

1. Remove the rocket pods, or at least reduce the amount of rockets fired before reloading. If you keep the rockets, double the reload time.

2. Increase the speed of the pelican.

3. Make the nose gun a little stronger to compensate for the loss of rockets.

4. Give complete control of the nose gun (and rockets, if you decide to keep them) to the copilot, eliminating copilot lag and making a copilot neccesary. Similar to the way a warthog has a driver's seat and a gunner's seat.

5. Add a rear chaingun like the one in coldsnap has.


I think that with these few simple modifications, the pelican could be an extremely valuable asset in any large multiplayer map. I think it would have to be at least the size of the Halo 3 map Sandtrap though, perhaps a little bigger. Any smaller and it wouldn't work out. I'm sorry to say that none of the programs needed to make mods or maps in Halo CE work on my computer, so I won't be able to do it myself. If anyone else wants to, awesome. If not, that's disappointing, but there's nothing I can do about it. I welcome any suggestions, or comments about how retarded my Idea is and how stupid I am. Thanks for at least reading this.
Edited by CrossFade on May 4, 2009 at 05:23 PM


RED: That wont be possible unless you want the nose chain gun and the rear one to fire at the same time, both controlled by the copilot.
Edited by _TheArbiter_ on May 4, 2009 at 06:05 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: May 4, 2009 06:12 PM    Msg. 4 of 75       
Quote: --- Original message by: Karrde
Quote: --- Original message by: CrossFade

After hearing an endless number of complaints about the pelinan

Oh, and your idea is retarded and you're incredibly stupid.

Oh, and your pretty nice yourself.

I would agree, the Pelican should be better made for gameplay. It never has been that great in any of the Hugeass/Coldsnap maps.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 4, 2009 06:31 PM    Msg. 5 of 75       
make the nose gun controlled by an AI gunner.


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: May 4, 2009 06:32 PM    Msg. 6 of 75       
Don't do the rear chain gun it makes it hard to get into the peli.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 4, 2009 06:34 PM    Msg. 7 of 75       
Quote: --- Original message by: Slayer117
Don't do the rear chain gun it makes it hard to get into the peli.


dont have it in the collision.


Advancebo
Joined: Jan 14, 2008


Posted: May 4, 2009 06:36 PM    Msg. 8 of 75       
Or make the pilot and copilot seats enter from the outside.

Anyways, instead of rockets reloading, it fires continuously, but at a low rate of fire.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 4, 2009 06:43 PM    Msg. 9 of 75       
or there are no rockets, making it risky to land in an unsecured zone, making it important for your team to clear the area before they receive more reinforcements via the pelican.


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: May 4, 2009 06:44 PM    Msg. 10 of 75       
Quote: --- Original message by: _TheArbiter_

Quote: --- Original message by: CrossFade

After hearing an endless number of complaints about the pelican in hugeass and other maps, I thought: let's fix it. As it is, the pelican is horribly unsuited for gameplay. It has a huge number of homing rockets that kill everything in front of it, and everything on any other side kills the pelican because it's too slow. Also, the pilot has complete control of all weapons unless there is a copilot, in which case there is a massive amount of lag. So I think someone should redesign the pelican to make it usable in multiplayer. A Tactical Pelican, if you will. Here are my thoughts:

1. Remove the rocket pods, or at least reduce the amount of rockets fired before reloading. If you keep the rockets, double the reload time.

2. Increase the speed of the pelican.

3. Make the nose gun a little stronger to compensate for the loss of rockets.

4. Give complete control of the nose gun (and rockets, if you decide to keep them) to the copilot, eliminating copilot lag and making a copilot neccesary. Similar to the way a warthog has a driver's seat and a gunner's seat.

5. Add a rear chaingun like the one in coldsnap has.


I think that with these few simple modifications, the pelican could be an extremely valuable asset in any large multiplayer map. I think it would have to be at least the size of the Halo 3 map Sandtrap though, perhaps a little bigger. Any smaller and it wouldn't work out. I'm sorry to say that none of the programs needed to make mods or maps in Halo CE work on my computer, so I won't be able to do it myself. If anyone else wants to, awesome. If not, that's disappointing, but there's nothing I can do about it. I welcome any suggestions, or comments about how retarded my Idea is and how stupid I am. Thanks for at least reading this.
Edited by CrossFade on May 4, 2009 at 05:23 PM


RED: That wont be possible unless you want the nose chain gun and the rear one to fire at the same time, both controlled by the copilot.
Edited by _TheArbiter_ on May 4, 2009 at 06:05 PM
It's not possible for a vehicle to have two gunner seats?

Oh, and this
Quote: --- Original message by: Karrde
Quote: --- Original message by: CrossFade

After hearing an endless number of complaints about the pelinan
lol

It could work I suppose but the rockets would have to be cut down quite a bit. And I'm not sure there would be anyone here that would actually do it. Oh, and your idea is retarded and you're incredibly stupid.
I think was a joke. Because I said that in my first post.

Quote: --- Original message by: CrossFade
I welcome any suggestions, or comments about how retarded my Idea is and how stupid I am. Thanks for at least reading this.
Edited by CrossFade on May 4, 2009 at 05:23 PM


@Advancebo: How low of a rate of fire do you think? It would have to be fairly slow otherwise it would be "whored" just like the longsword is now.

@headhunter: I like the idea of not giving the rear gun a collision model.

Thanks for the feedback though guys, I wasn't exactly expecting a positive response from this many people.
Edited by CrossFade on May 4, 2009 at 06:46 PM


Advancebo
Joined: Jan 14, 2008


Posted: May 4, 2009 06:45 PM    Msg. 11 of 75       
Really, the only useful thing for a Pelican is rapid assault.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 4, 2009 06:49 PM    Msg. 12 of 75       
HEV pods anybody?


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: May 4, 2009 06:50 PM    Msg. 13 of 75       
Or rapid reinforcements, which is why increasing the speed and adding a gun to the rear would help a lot. It's a dropship, not a fighter.


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: May 4, 2009 08:58 PM    Msg. 14 of 75       
Quote: --- Original message by: Advancebo
Or make the pilot and copilot seats enter from the outside.

Anyways, instead of rockets reloading, it fires continuously, but at a low rate of fire.
I agree. Make the rate of fire about 1 launch (2 rockets) every 1.5 - 2 seconds. And make it semi automatic so you can't just hold the mouse down. Giving rocket control to the copilot would also be a good idea.


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: May 4, 2009 09:03 PM    Msg. 15 of 75       
All of it sounds great. I'll update my first post with the new ideas.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: May 5, 2009 12:20 PM    Msg. 16 of 75       
if you made the gunner seat a seperate vehicle and sctipted it on, you can have more than one seat. and it might sync, the pelican pickup script does (to an extent).


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: May 5, 2009 12:48 PM    Msg. 17 of 75       
It would be easier just to make the nose gun rotate 360 degrees. That way, it would be sure to sync, and you could still fire behind you.


Advancebo
Joined: Jan 14, 2008


Posted: May 5, 2009 04:55 PM    Msg. 18 of 75       
Quote: --- Original message by: Koo294
if you made the gunner seat a seperate vehicle and sctipted it on, you can have more than one seat. and it might sync, the pelican pickup script does (to an extent).


But then you have to attach and detach to make it sync, and you would see it bouncing around, making it harder to aim.


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: May 6, 2009 04:29 PM    Msg. 19 of 75       
Quote: --- Original message by: Karrde
It would be easier just to make the nose gun rotate 360 degrees. That way, it would be sure to sync, and you could still fire behind you.


jakallan3
Joined: Aug 8, 2008

Who ordered Marinizza with extra officer!


Posted: May 7, 2009 05:14 PM    Msg. 20 of 75       
*post deleted by admin for rules violation
READ THE RULES:
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=2979

profanity

Edited by Dennis on May 8, 2009 at 05:14 PM


pakar45
Joined: Sep 21, 2008

Hi


Posted: May 7, 2009 05:15 PM    Msg. 21 of 75       
Thats simple to do. all you have to do is make a trigger volume cover the whole map, and then script it with the pelican pickup tool and thats it =\


Advancebo
Joined: Jan 14, 2008


Posted: May 7, 2009 06:18 PM    Msg. 22 of 75       
Quote: --- Original message by: pakar45
Thats simple to do. all you have to do is make a trigger volume cover the whole map, and then script it with the pelican pickup tool and thats it =\


Then it will pickup every vehicle scripted to be picked up :\


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: May 7, 2009 09:45 PM    Msg. 23 of 75       
*post deleted by admin for rules violation
READ THE RULES:
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=2979

quoted profanity

Edited by Dennis on May 8, 2009 at 05:14 PM


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: May 9, 2009 11:09 AM    Msg. 24 of 75       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: pakar45
Thats simple to do. all you have to do is make a trigger volume cover the whole map, and then script it with the pelican pickup tool and thats it =\


Then it will pickup every vehicle scripted to be picked up :\
I think we should just stick with the landing pads, 1 at each base on a map, but make it so that any ground vehicle can be picked up.

But anyway, has anyone decided they actually want to do this when we get the idea finished?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 11:10 AM    Msg. 25 of 75       
I believe I can tag it, but I dont want to.


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: May 9, 2009 11:14 AM    Msg. 26 of 75       
Then stop wasting space on my thread.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 11:17 AM    Msg. 27 of 75       
Quote: --- Original message by: CrossFade
Then stop wasting space on my thread.


haha, I found this response mildely entertaining, seeing as how there is no limited space to waste.

Actually, I'd be glad to take it up, but someone else will have to do the modeling.


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: May 9, 2009 11:22 AM    Msg. 28 of 75       
lol I know, i just wanted to say that. Glad someone wants to work on ith though. As far as modeling goes, you wouldn't really need to change the appearance, except for adding the rear gun, but I don't think that's possible with the copilot seat already being a gunner seat.

So: should we add a rear gunner seat and drop the nose gun and rely on rockets for forward defense, or just keep the nose gun and make it swivel?


Sabre
Joined: Dec 10, 2008

I joined RB in protecting Donut's avatar.


Posted: May 9, 2009 11:53 AM    Msg. 29 of 75       
Quote: --- Original message by: CrossFade
So: should we add a rear gunner seat and drop the nose gun and rely on rockets for forward defense, or just keep the nose gun and make it swivel?



keep the front chaingun.
Also, I made an attempt at this, however the rockets don't reload, just low ROF.


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: May 9, 2009 12:07 PM    Msg. 30 of 75       
Quote: Then it will pickup every vehicle scripted to be picked up :\


Make several small "landing pads" all throughout the map. In sort of an invisible grid covering the ground.

As for multiple turrets not working,
I recall the pelican in hugeass has a "sniper seat" right where the rear gunner would stand. Only certain guns could be used in that seat (sniper obviously). So make a pickupable chaingun, and make it so that it's the only operable weapon in the rear seat.


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: May 9, 2009 04:56 PM    Msg. 31 of 75       
Quote: --- Original message by: Sabre
Quote: --- Original message by: CrossFade
So: should we add a rear gunner seat and drop the nose gun and rely on rockets for forward defense, or just keep the nose gun and make it swivel?



keep the front chaingun.
Also, I made an attempt at this, however the rockets don't reload, just low ROF.

If the ROF is low enough, I don't think it should have to reload.

Quote: --- Original message by: WWLinkMasterX
Quote: Then it will pickup every vehicle scripted to be picked up :\


Make several small "landing pads" all throughout the map. In sort of an invisible grid covering the ground.

As for multiple turrets not working,
I recall the pelican in hugeass has a "sniper seat" right where the rear gunner would stand. Only certain guns could be used in that seat (sniper obviously). So make a pickupable chaingun, and make it so that it's the only operable weapon in the rear seat.
You would still have the problem of running out of ammo. And for it to be an effective gunner replacement, it would have to be fairly powerful, which would make people (for lack of a better term) "whore" it.

Plus, I had a thought. We would need a copilot seat to control the rockets too, not just the chaingun, so if we wanted to put a rear gunner seat in, we would need to give control of the rockets to the pilot. What do you guys think?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 07:49 PM    Msg. 32 of 75       
wait, why wouldn't using object_attach work?

The way I look at it, you just attach another vehicle to the back, which has a swivel turret. Then you won't have to keep attach and detaching, just attach once and there, you've got a chaingun attached


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: May 10, 2009 05:49 PM    Msg. 33 of 75       
Wouldn't it lag though?


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: May 10, 2009 05:55 PM    Msg. 34 of 75       
Quote: --- Original message by: CrossFade
You would still have the problem of running out of ammo. And for it to be an effective gunner replacement, it would have to be fairly powerful, which would make people (for lack of a better term) "whore" it.

im going to try to do the color thing again, so bear with me
weapons dont have to use up ammo when they shoot. there is a setting for the "number of rounds expended to produce a single firing effect"
what was suggested before was that you make use of animation labels. make it so people spawn with the weapon in question (turret), but the animation for crouch, stand, moving, and anything other than the pelican "gunner" seat does not have the label for the weapon in it.

Quote: --- Original message by: CrossFade
Plus, I had a thought. We would need a copilot seat to control the rockets too, not just the chaingun, so if we wanted to put a rear gunner seat in, we would need to give control of the rockets to the pilot. What do you guys think?

i like this idea


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 10, 2009 06:04 PM    Msg. 35 of 75       
Quote: --- Original message by: CrossFade
Wouldn't it lag though?


why?

 
Page 1 of 3 Go to page: · [1] · 2 · 3 · Next

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 4:03 PM 188 ms.
A Halo Maps Website