Possible Additions for Next Receiver Build

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orlok
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Re: Possible Additions for Next Receiver Build

Post by orlok » Tue Sep 11, 2012 1:24 pm

@pokieboy

Custom mods can be a pain, but they can be amazing if they are organised properly. See Arma2 and it's "signed" mod system.

A simplisic "plug n play" system would be required though.

(also, I have a bunch of untextured weapon models I made for a client that were never used :) )

rgds

LoK

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Pokieboy
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Re: Possible Additions for Next Receiver Build

Post by Pokieboy » Tue Sep 11, 2012 5:31 pm

Potosin wrote:I don't know if anyone has though of this idea or mentioned it before but have hidden keys to locked chests.
This would be pretty neat, but if you've played the game enough you realise how freakin easy it is to lose track of where you've been. Seeing a chest and then trying to get back to it later once you found a key might be the most frustrating experience possible in Receiver :lol:

For example, I remember I dropped a magazine on the ground for a quick reload once and then ended up finding lots of bullets later, so I tried to backtrack to the place I thought it was and got lost... so many times. :evil: I'm not saying I have bad navigation skills, it's just... with randomly generated scenery, you'd want to hope for a map or something that shows your existing discovered areas to justify so much backtracking. :roll:

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Pokieboy
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Re: Possible Additions for Next Receiver Build

Post by Pokieboy » Tue Sep 11, 2012 5:33 pm

orlok wrote:Custom mods can be a pain, but they can be amazing if they are organised properly. See Arma2 and it's "signed" mod system.
Well if they make a system easy enough to learn and implement I think it'd really take off, I'm just not sure it has a wide enough fan base currently. Also any further comments on the starting screen pack/selection idea? I might add it later today after University is finished for the day. :cry:

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orlok
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Re: Possible Additions for Next Receiver Build

Post by orlok » Tue Sep 11, 2012 8:04 pm

Hullo there

Nothing more to add from me at this time. :) Looking forward to any changes/additions/mods etc.

Rgds

LoK

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Pokieboy
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Re: Possible Additions for Next Receiver Build

Post by Pokieboy » Tue Sep 11, 2012 11:49 pm

Ok! Added the new one and also finished my practical... 2 hrs of computing and vibration analysis is not fun. :(

For anyone whose idea I have added or possibly forgotten, let me know if everything is right or if you need something changed :D

Thanks!

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Coincidence
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Re: Possible Additions for Next Receiver Build

Post by Coincidence » Wed Sep 12, 2012 12:24 am

Could you maybe add the double-barreled shotgun as an idea in progress?

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Pokieboy
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Re: Possible Additions for Next Receiver Build

Post by Pokieboy » Wed Sep 12, 2012 3:17 am

Coincidence wrote:Could you maybe add the double-barreled shotgun as an idea in progress?
Haha ok, but I need more details on its design eventually.

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Coincidence
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Re: Possible Additions for Next Receiver Build

Post by Coincidence » Fri Sep 14, 2012 2:30 am

Oh, I just thought of something else.

When the player is holding a magazine and presses "e" they drop the magazine. I really don't think this is needed, because why would the player want to dispose of the magazine. How about instead using the "e" key to remove bullets from the magazine in case the player starts the game with multiple magazines with small amounts of bullets each and wants to load all of the bullets into a single magazine.

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CATCHMAN
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Re: Possible Additions for Next Receiver Build

Post by CATCHMAN » Fri Sep 14, 2012 9:23 am

Coincidence wrote:When the player is holding a magazine and presses "e" they drop the magazine. I really don't think this is needed, because why would the player want to dispose of the magazine.
It's there to create a smooth sequence when reloading.

E eject > E drop > 1-0 hold magazine > 1-0 insert > R cock
Coincidence wrote:...in case the player starts the game with multiple magazines with small amounts of bullets each and wants to load all of the bullets into a single magazine.
You can already do this by pressing R while holding a magazine.

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Coincidence
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Re: Possible Additions for Next Receiver Build

Post by Coincidence » Fri Sep 14, 2012 11:57 pm

My word! I have been playing this damned game for months and I never knew you could take the bullets out of the magazines!

Now I feel the same as when I did playing Assassin's Creed 1 and not knowing how to do the ledge assassination until after I finished the game.

Dammit!

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baldwinkids6
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Re: Possible Additions for Next Receiver Build

Post by baldwinkids6 » Sun Sep 16, 2012 12:50 pm

How bout this?
Attachments
images.jpeg
Its a DWM Model 1902 Luger Carbine with Shoulder Stock Its a Pistol/Rifle
images.jpeg (4.4 KiB) Viewed 3759 times

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Shadow207B2
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Re: Possible Additions for Next Receiver Build

Post by Shadow207B2 » Sun Sep 16, 2012 1:53 pm

baldwinkids6 wrote:How bout this?
This actually makes much more sense than a mosin nagant...

SPITFIRE118xxx
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Re: Possible Additions for Next Receiver Build

Post by SPITFIRE118xxx » Sun Sep 16, 2012 3:18 pm

I would like the idea of a health bar and med-packs scattered throughout the map.

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Pokieboy
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Re: Possible Additions for Next Receiver Build

Post by Pokieboy » Mon Sep 17, 2012 8:45 am

baldwinkids6 wrote:How bout this?
Mother of God that looks awesome :lol:
SPITFIRE118xxx wrote:I would like the idea of a health bar and med-packs scattered throughout the map.
Hmmm... That'd take away the 1 shot, 1 chance feel about Receiver. Maybe in an Easy mode?
Last edited by Pokieboy on Mon Sep 17, 2012 11:36 pm, edited 1 time in total.

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orlok
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Re: Possible Additions for Next Receiver Build

Post by orlok » Mon Sep 17, 2012 11:35 am

Hello there

if we're thinking of going down the mini carbine route, don't forget the "broomhandle" mauser, with it's woodenstock/holster.

If it's good enough for Han Solo or Prussian Cavalry then it's good enough for me.

Google it!
https://www.google.co.uk/search?q=mause ... 24&bih=509

Also try here, some lovely close up pics.

http://home.comcast.net/~gunspotz/c96_9mm.htm

rgds

LoK

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