Or we give the forklifts we have extendo legs…
Won’t lie this DS looks kinda like a really well endowed/rounded gundam
Access points will be on the underside.
Can we get some stuff to make the cockpit more easily defended. To solve the issue of the queen rushing cockpit and preventing evac. It’s not a big issue but it would be nice to fix.
Some sort of lockdown that can puts a big shutter in front of the door. That way she would have to kill the marines on the ship before takeing it not during.
Cool idea. What if the DP gear rack was inside the drop ship. That
should not be an issue with fob rework
Dude finally, I can RP being a cool dropship pilot IN A COOL DROPSHIP!
We could go for Sierra, my favourite letter in the phonetic alphabet.
Minor question, how is the ramp going to work?
Using the image, do the Marines exit via the blue arrow? Red arrow?
I’m curious since the tight confines might create a bottle neck issue. But I might not be seeing the full picture.
proposal: anyone not exiting in the top row of the ramp tiles gets stunned for 2 seconds * #tiles from the top one and plays a smacking sound (unless the ramp is lowered with them standing on it) with damage scaling by how far from the top row they were.
I would say that designating more tiles on sides as stairs will be needed else this layout makes it basicly imposible to unload the marines
Without further context perhaps this “ramp” could not confer any fall damage for Marines traversing it from the to the bottom.
Though this might not be as thematic and raises issues of how Marines get into the craft from the bottom.
as I wrote, I am not cognizant of exactly how this work so it might be a non-issue.
Maybe the same railings as in the vehicle/req elevator could be used when the ramp lowers to prevent people from falling down?
I hate those railings with a passion.
If people want to drop down and take 8 brute damage to the face to save a couple seconds of queuing time - more power to them.
The ground-side ramp could act as a table with different climbing speed modifiers: the lowest portion can be ‘climbed’ instantly, wheras if you want to mount the ramp at a higher section you would take more time (tables already should have various types of handling for this)
Just make it so people can vault the railings if they want to. Didn’t feel great when you get pushed by 4 different dues off the ramp because they gotta go fast.
everyone will be resting on the ramp as that is the only real way to unload
You underestimate the OSHA-violating spirit of the average unga.
Regardless - I stand by my ‘table ramp’ idea.
Here’s something I threw together in 5 minutes in-game without even touching any code:
I’m sure the codermans can figure out any loose edge-cases (such as dragging rollers between connected tables, and enabling auto-climb for everyone and everything on the bottom 3 ‘tables’, and making the climb_delay lower for xenos)
Yeah this is more or less correct. I want it to be intuitive, which means if you walk on the ramp from the wrong way, you’re gonna fall on your face.
Just imagining the ramp dropping and hearing all the ungas pouring out from the wrong side of the ramp on the DS, and momentarily going horizontal for a few seconds to the sound of:
fills me with so much soul already.
Bonus points if you make held items scatter in random directions on the ground for 1-2 tiles (with a southwardly-bias).
metalpipe1.mp3




