Tobias Solem Posted January 21, 2015 Report Share Posted January 21, 2015 I think "The Construct" looks way out of place in this mod, sort of like sticking a soldier with military gear into World of Warcraft. It's a "feature" of the mod I'd like for servers to be able to customize. Personally I'd want to disable it entirely. It's an awesome model, and cool, but it fits in a fantasy-oriented game (Skyrim, World of Warcraft, God of War). Santa, Sirpbo and Osiris72 3 Link to comment Share on other sites More sharing options...
wizznall Posted January 21, 2015 Report Share Posted January 21, 2015 All the hours i have played this mod i have never seen it. Does it appear on churnarus at all. As i was wondering if the construct ever made it to game. Link to comment Share on other sites More sharing options...
happydayz Posted January 21, 2015 Report Share Posted January 21, 2015 its still a WIP and hasnt been added in yet Link to comment Share on other sites More sharing options...
Tobias Solem Posted January 21, 2015 Author Report Share Posted January 21, 2015 its still a WIP and hasnt been added in yetI of course understand that it is a work in progress, the concept is still the same though: A giant "magical" walking rock. If this was the neverending story or ICO, or any other type of fantasy-based game, I think the design and concept would fit in perfectly. I don't see how it fits in at all in a mod built on a military simulator which is on the opposite end of fantasy.The reason why I think sappers or mutants work is that they fit in some sort of realm of plausible science. Chemical spills, medical experiments, etc. - huge walking rock that likes to smash little players go into the realm of dragons and death knights and sword wielding to me. Sirpbo and knights†emplar 2 Link to comment Share on other sites More sharing options...
axeman Posted January 21, 2015 Report Share Posted January 21, 2015 I imagine he will be a rare occurrence and out of town. Have been working on him in town so he has the capability to work there and not get stuck. Can think of plausible reasons for his existence :) Link to comment Share on other sites More sharing options...
Tobias Solem Posted January 21, 2015 Author Report Share Posted January 21, 2015 Understandable axeman, which I asked for was an option for server admins to disable him should they not agree with you. :) Sirpbo 1 Link to comment Share on other sites More sharing options...
SkyDogs Posted January 21, 2015 Report Share Posted January 21, 2015 I can't see anything wrong with a fantasy orientated Epoch server, but I absolutely agree it doesn't fit in in the current model. I've said it before....the more antagonists to choose from the better. However, they must, in my opinion, be completely optional though. Link to comment Share on other sites More sharing options...
happydayz Posted January 22, 2015 Report Share Posted January 22, 2015 Just imagining him on a hardcore server with utes with mounted 50 Cals driving round trying to take him out as he moves in to destroy a clans base... Epic! Link to comment Share on other sites More sharing options...
knights†emplar Posted January 23, 2015 Report Share Posted January 23, 2015 I of course understand that it is a work in progress, the concept is still the same though: A giant "magical" walking rock. If this was the neverending story or ICO, or any other type of fantasy-based game, I think the design and concept would fit in perfectly. I don't see how it fits in at all in a mod built on a military simulator which is on the opposite end of fantasy. The reason why I think sappers or mutants work is that they fit in some sort of realm of plausible science. Chemical spills, medical experiments, etc. - huge walking rock that likes to smash little players go into the realm of dragons and death knights and sword wielding to me. I agree with you completely, we talked about it on another thread, here is my comments to it: Link to comment Share on other sites More sharing options...
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