Ok. What we CAN do is design the new race (read: scions, it seems, was the consensus of this thread), it seems to me.
Discuss.
Name? Looks? Prototypes? Units?
Just nothing that could be construed as "story," like a history I would imagine.
Not really, because everything about a new race is determined by its backstory.
Mr X and I actually know very little about them ourselves as yet. We'll keep you posted though :)
but since the scions are the main characters in the game, should we design some new units for them?
Oh yes, the scions are the main characters and we intend for there to be some isdf involvement,
so making new stuff for them should be fine.
Ok, fine. Go!
i actually have a recommendation for a new scion or ISDF rocket tank. it will be similar to a brawler, except equipped with shadower's that when locked on, fire two rockets instead of the default one. shadower's are devastating against light units and excellent for taking down heavier ones from afar[ i refer to FE mission Cloak of Deception.]
Already been done, see rocket tanks :P
well then, perhaps we could add a long range weapon, keep the double shadower's, add an ion gun, and make it hover.
also, i'm thinking artillery might be a good idea.
develop the scimitar to work with ta5 and include it into the main build tree? That had to be one of my favorite FE units
Well, at least if you make something new and it doesn't suck even if it doesn't go in the CP it can go elsewhere, so I see this as a possible diversion for you all while things get sorted, one that MIGHT work with the CP.
what about if we made it possible to construct portals. build one after another so that a consecutive pair jumped you from one place to another. that would be awesome.
also thinking of a variation of a titan with the duel shadower idea and mortar
Quote from: iron maiden on September 24, 2009, 10:33:55 PM
what about if we made it possible to construct portals. build one after another so that a consecutive pair jumped you from one place to another. that would be awesome.
Ahem? We? Who's on the DLL list? That's who would be doing it.
And it will kill them.
well, you could use the transport DLL from FE and to get it going but i do agree building them and the whole consecutive building system would be a lot on them.
still think arillery should be a major part though.
Quote from: iron maiden on September 24, 2009, 11:11:05 PM
well, you could use the transport DLL from FE and to get it going but i do agree building them and the whole consecutive building system would be a lot on them.
Except that the transport DLL from FE was bugged, it only worked once, etc.
Quotestill think arillery should be a major part though.
Why, exactly?
Not necessarily, I remember a multiplayer map with two way multiuse portals.
That and a BETTER code would be to track if units are in a general pinpoint location for more than 1/5 second and sending said unit from location to another poinpoint location.
I say pinpoint because the "event horizon" is paper thin. (Remember that the Hadean Starportals are essentially stargates :P)
artillaey should be a part because...
A. we want the mod to have a sense of freshness and to have something you don't see often in battlezone
B. artillery is like a mortar except better, that's awesome!
What about artillery that shoots across the map? but you only get a couple shots per game.
As soon as you brought up the old Buildable Portals debate, 1000 nightmares flooded my vision. No joke. Let's not do this... somewhere on this forum lurks hundreds of reasons why it isn't feasable. I forget where.
The Scions are known for energy weapon preference, so I don't see them waiting in line for fuel based rockets and missles.
Artillery not being often seen in BZ? It is fundamental! Bz1, it was uncommonly seen in multiplayer but everywhere in single player. Howitzers. They'd be in map packs too, shelling your base from hundreds of meters up (Get Arkin). BZ2 continues this by including the archer for Scions. It traverses all terrain safely and can deploy in the nastiest places, and also loaded out differently to fulfill different roles like AA (popper) or for group busting (cloud).
If you are referring to giant shells and such, the Scions don't use tactics like that. Maybe a floating GS orb that unleashes blistering lightning beam-style over a swath of terrain. Makes me ache for destroyable and scorchable terrain....mmm.
is the FE dll source posted somewhere? specifically the MP dlls? I can't see it being that hard to make buildable portals. They already had the portals in MP. Just make it so that it looks for the odf name instead of the label. Then make the constructor build pairs. Portal 1a, Portal 1b, Portal 2a, Portal 2b, etc...
infact, have a sub list of ten portals with a build restriction of two for each one.
heck, might even be able to have the dll call an effect while two of the same portal exist, making them look 'active'
you could quite easily (well I couldnt but i know N1 could) write a script that looks for an object with certain ODF parameters, and use it as a portal correctly.
Portals however DONT work wel with AI. as soon as they have gone through the portal, they get sucked to another part of the map, and then instantly try to go back. Even that said, AI wouldnt use portals if they existed, and would still drive all the way accross maps to their targets. The buildable portals is something we should knock on the head... part of a map? great. NOT part of a race.
When you design a new type of unit, I find its best to think about what its weapon would be first. I have some VERY unique things in s-mod that no-one has thought of yet, and unless you put a lot of time into thinking about them, you wont get anywhere. Creating a new unit means thinking VERY outside the box in BZ2.
An attractive, well balanced and vry original unit can be created just be creating some strange physics for it, some strange animations and a VERY unique weapon.
EDIT: continuing...
BBB wrote some much nicer code for portals in QF mod. (Play the last mission if you haven't already). SO IF we do use portals, there is a good basis. However because of the scale of the project i sense we will be strolling into C++ area when required. Shame the scriptor cannot export a rough C++ editable version of itself.
If you are GOING to create new units for the scion and ISDF i wouldn't bother... unless the unit deserves a true purpose (he says looking at the model list he has for s-mod... yikes).. FE had the right idea, create one (two if you count the cargo ship) unit for each race, then build two more races to match. The Hadeans in my eyes are one of the most perfect races (in design and theory, their actual prescence is somewhat buggy, but can be fixed in newest betas to make them a little more unique).
The QF build tree was also well-designed, and their 'unique' units were rocket-walkers, in-atmo gunships and air support, assault hover ships etc. Too many units and things go mad. Recycler variants make ridiculous amounts of units ok, but stock variants should NOT go mad on ships. I think the ISDF and Scion have enough as it is for another CP.
Quote from: TheJamsh on September 25, 2009, 08:42:11 AM
Portals however DONT work wel with AI. as soon as they have gone through the portal, they get sucked to another part of the map, and then instantly try to go back. Even that said, AI wouldnt use portals if they existed, and would still drive all the way accross maps to their targets.
Unless teleported units are also given a hold command by the dll upon their arrival.
Quote from: TheJamsh on September 25, 2009, 08:42:11 AM
BBB wrote some much nicer code for portals in QF mod. (Play the last mission if you haven't already).
Second last mission.
God forbid you forget the bonus :-o
/me just doesn't want more DLL code to do atm. But yes, portals they dynamically link to other portals when made are POSSIBLE. Even more and more so in better ways as 1.3 progresses.
Quote from: Nielk1 on September 25, 2009, 04:59:51 PM
/me just doesn't want more DLL code to do atm.
Respect this guise.
It should be said some code is simple, while other code, like a complex portal system, is not.
well id love to take a look at how it's already been implemented. I'm sure i could make my own methods but why reinvent the wheel? I'm no stanger to C++ or Object-Oriented Language in general. It's just nice to see what other people have done when using the predefined methods in BZ.
what i noticed in FE is that when i went through portals[ I'll use the third mission as an example] my other units did not follow me through or the recycler. instead, they just stayed out side the portal and fought inbound xypos', not that it doesn't help. was this an original bug? and if so, what can we do to correct it and make it more efficient.
Its NOT a bug. its the fact that portals were NEVER designed to work with BZ2. Its a bit of hacky code that allows it to 'work', but the whole thing is faked.
Unit pathing doesnt work like that.
ah, well then, getting back on the topics of weapons and the dual missile launcher, perhaps we could creat a scion version of the shadower, perhaps like the photon torpedo. my idea for the rocket tank would be for it to have a body similar to a drone scout but with two extensions going backwards, kind of like the enterprise meets a soviet bomber from bz1.
It would be best not to stray from the things that make Scions Scion and Humans Human.
and what exactly would that be? If the scions use energy weapons, we could simply create some form af energy rocket, as i said before, like the photon torpedo. How exactly would i be connecting the two?
Quote from: iron maiden on September 25, 2009, 08:25:58 PM
and what exactly would that be? If the scions use energy weapons, we could simply create some form af energy rocket, as i said before, like the photon torpedo. How exactly would i be connecting the two?
It is not simply a use of energy thing. It is something much deeper and more difficult to explain. Many mods that add to the races have the downfall of making them clones of each other.
perhaps, unless, and thats your usual unless, we make it different enough not to look like a clone. Seems simple enough to me.
Quote from: iron maiden on September 25, 2009, 08:47:51 PM
perhaps, unless, and thats your usual unless, we make it different enough not to look like a clone. Seems simple enough to me.
How about no?
QuoteIt is not simply a use of energy thing. It is something much deeper and more difficult to explain. Many mods that add to the races have the downfall of making them clones of each other.
You got something against clones? :-D (Daleks have a cloning vat)
Its can be quite tricky in some areas, there are only so many ways to reinvent a gun tower for example.
The best approach, I find, is to try out as much stuff as possible, pack out the mod with units, weapons and stuff, and then see what you actually use. It can take a while to figure out that something sucks after you put allot of effort into making it.
Sound effects are very important, you need to be able to hear the difference.
agreed, we should also be considering what kind of geographical and climate type area we will be fighting, quite important in my opinion.
Not important WHATSOEVER to the Space-Faring battalions of the ISDF/EDF and Scions (Let alone every other race encountered).
EVERY PLANET HAS IT'S OWN CLIMATES,TEMPERATURES AND TERRAIN. THERE IS NO WAY TO MAKE A RACE SPECIFIC TO SUCH CONDITIONS FOR BZ2 AND EXPECT IT TO BE PRACTICAL. (Caps means big booming,omnipotent voice. for those who don't know me)
what i mean by that is it would be a good idea to figure out where there fighting so that for instance we don't make a lot of tracked vehicles for a dominantly water world. Just to get an idea of where we are fighting. if the symbol of the new faction is still the Phoenix when it comes out of production, should we place them in a dominantly fiery area? just asking the important questions here.
Actually they are very irrelevant questions.
For instance, the stock game had treaded units in many maps which had large bodies of water in the stock campaign. (SeaBattle is an example of an IA map.)
The design and name of a race does not need to be done to fit with environment but with specifics of the race. (I.E. the Phaer Rhan are the race of Metal while the Swarm are the race of Flesh)
all i am trying to ask is where the protagonist will be fighting. Will he be fighting on a plate like Miasma, Tranquility, Bane, Mire, Rend, the Moon, Mars, the Dark planet, that's all i want to know.
actually it doesn't matter WHERE they will be fighting, simply because the scions wouldn't adapt their ships, the scions wouldn't think they would be there very long...
but what if i want to know? thats all i want, to know where he will be fighting. it dosen't matter to me if the ships will adpt or anything like that, i just want to know where he's fighting.
am i not making myself clear here? Please let me know.
I'd also like to see any new Scion ships actually morph like a Scion ship... not a 'transformer' type animation but a true vertex animation.
-Av-
with avatar on this one, defiantly need to have the morph mode of bz2, gotta love that silver color.
Quote from: Avatar on September 26, 2009, 01:36:07 AM
I'd also like to see any new Scion ships actually morph like a Scion ship... not a 'transformer' type animation but a true vertex animation.
-Av-
...Huh?
Quote from: Avatar on September 26, 2009, 01:36:07 AM
I'd also like to see any new Scion ships actually morph like a Scion ship... not a 'transformer' type animation but a true vertex animation.
-Av-
I can do that. I also plan to tweak some of the old transforming ones to have just enough vertex animation to chrome.
Quote from: Avatar on September 26, 2009, 01:36:07 AM
I'd also like to see any new Scion ships actually morph like a Scion ship... not a 'transformer' type animation but a true vertex animation.
-Av-
I've already made a new scion unit with that technique for the CP.
Listen to me, Ironmaiden. In case you haven't got it yet, where the player fights is NOT an important question. It is entirely IRRELEVANT. It has not yet been decided.
Drop it before I lock the topic.
-Av where have you been :P? BBB found a way to 'fake' vertex animation a while ago...
In fact Nielk1 was going to convert an old unit from ULER thats being used in my rec-variant so it used vertex animation. Good thing too because the animation it comes with isn't that nice :).
Theres nothing to say we shouldn't start creating some new environments for the CP.
Actually, if you do that me and Ahadley may start being guilty for not using them, and then we might end up trying to shoe-horn it in where it doesn't belong.
yes sir AHadley, shutting up.
Quote from: TheJamsh on September 26, 2009, 12:36:13 PM
-Av where have you been :P? BBB found a way to 'fake' vertex animation a while ago...
Nothing fake about it. It's real.
I tried to dl the max script from the link posted a while ago, didn't seem to get anything useful.
Does anyone have it?
All it does is display the number of all Verts supposibly.
I tried it and it does nothing.
There was a script to display vert numbers? Right now I have to do it with a mesh editor and check each vert # 1 by 1.
Max7 natively displays the vert number of a single vert selected.
The script was SUPPOSED to display the vert number with more efficiency... still had to choose one at a time.(All it did was tell it to start at 0 instead of 1)
Quote from: TheJamsh on September 26, 2009, 12:36:13 PM
Theres nothing to say we shouldn't start creating some new environments for the CP.
Leave new environments to the map makers. If it's not written into the story, then we can make them up. That's way down the road when we make the maps for the assets to be placed on. Not important quite yet.
you know i was just thinking, maybe it would be a good idea to extend the reach of the plasma stream, it would allow you a little more room to move when attack a fixed defense of other well defended structure or vehicle.
Judging by it's application in-game by many players, it's safe to assume that it is an assault weapon meant for weaker structures such as Extractors and Power Generators and not for the much more durable Gun Towers.
Plasma Stream is also something foolish to use against say a titan, mostly due to its own armor plating.
The balance of the weapon isn't its reach but its ammo consumption. You have to get up close to make the most use of all the ammo it uses anyway.
granted, i was thinking about it being used when going up against an assault tank but i failed to think of that.
QuoteRight now I have to do it with a mesh editor and check each vert # 1 by 1.
I have vertex animated my pilot in notepad, by individually animating each vertex to find out where it is... I have no desire to ever do this again! Any solution will do.
Quote from: mrtwosheds on September 27, 2009, 06:06:53 AM
Any solution will do.
3D STUDIO MAX!!... If only to find the vert numbers.
Got it. just need to learn it...do you have that script?
If all it does is start the vertex numbering at zero instead of one, there's no point to having it. You'd still have to select vertexes individually to see the number.
Mr X is working on the third faction's backstory now. Once it's done, you may be able to get on this.
Quote from: AHadley on September 27, 2009, 09:41:56 AM
Mr X is working on the third faction's backstory now. Once it's done, you may be able to get on this.
"You" being who?
Anybody who wants to. It's a community project after all, just remember that your work might not be included.
Though it's down to Mr X once he's finished writing the backstory.
Quote from: VSMIT on September 27, 2009, 09:31:23 AM
If all it does is start the vertex numbering at zero instead of one, there's no point to having it. You'd still have to select vertexes individually to see the number.
http://www.bzcommand.com/forum/index.php?topic=77.0
My vertex animating tutorial links to a Max Script that makes vert numbering easy... or you could use the Max Script Listener.
I was thinking, and I thought that the pilots are very unrealistic in their movements. Would it be possible for us to re animate them to run differently? For example instead of just the legs moving in big arcs they could take shorter steps and the pilots body could move from side to side a little bit.
Maybe lean forwards slightly when they're running?
you know, speaking of pilots got me thinking, what about new weapons for pilots. Such as a powerful machine gun, or maybe some kind of grenade. Just throwing it out there.
Pulse Rifle and Concussion Grenades, you mean?
well, yeah, just thought that some new ones may be interesting to add. perhaps a heat seeking bazooka? just some random ideas
Seeing as very few of you have ever even animated let alone MADE a pilot model, here is the thing...
ITS VERY HARD TO DO. It takes TONS of time to make the envelopes properly and even more time to fine tune the animations so the faces don't stretch too much/extremely unrealistically.
I tried vert animating a scion pilot model and ended up doing a somewhat decent job... The problem was I didn't bother remembering what verts I tied to what frame and I'm not going to check any time soon. It moves TONS of specific verts so the limbs don't look wierd.
got it, shutting up.
New pilot weapons? blah filled that post :P..
Quote from: iron maiden on September 27, 2009, 02:31:57 PM
well, yeah, just thought that some new ones may be interesting to add. perhaps a heat seeking bazooka? just some random ideas
I'm making one for Perfidious. Whether or not it features in Pilot Deathmatch I don't know, as it may be useless / overpwered.
Combat mode is a FAF missile, assault is a Shadower.
How about a dart gun? All it does is go 'punk' on the window shield.
i actually have a neat idea of a weapon that when you hit the target, it takes out 5 damage per second for say 5 seconds, 5 hits and your dead.
Got one.
Indeed. I also have a delayed action weapon that works similarly. It does minor physical damage but then it does little thermal blasts after a delay. This has an interesting effect on certain shield types.
I have a quake mine and a bounding betty somewhere. Only way to impress ppl now is with things, not ideas, so try to make some of your ideas. ODF is the simplest of all modding types.
understood nielk1, I'm thinking of downloading a modeling program from VSMIT's list but I'm unsure which one to download, any recommendations?
Download all of them. See which interface you like best, and use that one.
Quote from: iron maiden on September 29, 2009, 01:43:47 AM
i actually have a neat idea of a weapon that when you hit the target, it takes out 5 damage per second for say 5 seconds, 5 hits and your dead.
Thankyou Ken for sticky [leaderroundclass] :)
What about a weapon that weighs down the ship but does no damage and doesn't go away until the ship is destroyed? Kind of like eternal sandbag.
Quote from: Clavin12 on September 29, 2009, 08:20:34 PM
What about a weapon that weighs down the ship but does no damage and doesn't go away until the ship is destroyed? Kind of like eternal sandbag.
Just increase the stick time, I assume you can.
I wouldn't make it permanent, that would be overpowered. It should have a point where it runs out.
agreed.
What about a sandbag mine that releases tracking sandbags
Quote from: Clavin12 on September 30, 2009, 02:36:21 AM
What about a sandbag mine that releases tracking sandbags
SRV has, or used to have, a mine that 'froze time'.
I love that thing. Chrono bomb.
I'm guessing that would be a magnet that has a huge ObjDrag and OrdDrag.
Heres a design i made for a scion gun vehicle
(http://zllxew.bay.livefilestore.com/y1puxWvDqOZzXYyLcO9J6SmIucU9fkMYFuIR0YYcTZE9ry6EMcSlza-zpN_pD7EH_-ZYPWtfRsFUQFu2-P97wQnqNb-uxcWOTnT/sCION%20GUN%20VEHICLE.jpg)
(http://zllxew.bay.livefilestore.com/y1piPMoe8t4-6fgln_sTPl_b_nCzW60-XaYNAHaMIAz6akZwaDsL6h7TifiFBLS8AssN7buNwQ5gomZcc1p_0iPgqZmGpC6sJIv/sCION%20GUN%20VEHICLE2.jpg)
That actually looks pretty good. What does it do, what is it armed with, does it morph?
I don't know yet. The idea was that you take the head of a gun spire and stick it on a mobile frame. It would have one heavy cannon and might be deployable. My dad had the idea that when the pilot jumps out the head sinks to the ground or something.
Looks like a fusion of an archer and a warrior.
thats really good
dammit. need to learn wings
Dunno why but that looks like a nice secondary turret. Scion Protector cannon turret anyone?
was just about to say that, seems like a good idea to me, scions could use some versatility in their defense
That is actually pretty good. I would very much like that in the CP. And my mod, actually... can anybody here do Scion skins?
Here is a similar idea but it would act kind of like a bomber flying over the enemy and zapping it with arc blast (or some other cannon). Unlike a gun spire this would probably have a limited ammo. And it could be called a Gunship.
(http://zllxew.bay.livefilestore.com/y1pBRbxfcySowJQrAHSC9jehRy7WpZ71I4izlmWQ8SRFSmUV-17mWm-zulkQd4wBI7qyQD13U1fwYK4piunYtffmWUTEnBYlaVe/Scion%20Gunship.jpg)
(http://zllxew.bay.livefilestore.com/y1pKxztoTdBHfGfz-s_otAB-d_KsKANmt6_6prtnbVdqufowZCUJSz9Exiw6Lx7c9VXM5oFkG_eOaxUriw8nC0RTjBn0Sbigu9V/Scion%20Gunship2.jpg)
Would make a very nice replacement for the current Gunship in the Commando and Greenheart variants actualy. Maybe these can fill an interesting role in the plot which isn't exactly Scion but isn't anything else either.
All of these ships look a little empty, like it would be impossible to pilot. Maybe a little more bulk... otherwise they're excellent.
as feared_! said, a little bulk either side of the bauble, but with the bauble still 'suspended' in the middle. Very cool.
Quote from: Feared_1 on October 07, 2009, 07:50:42 PM
All of these ships look a little empty, like it would be impossible to pilot. Maybe a little more bulk... otherwise they're excellent.
That's not a problem. In fact, it's a positively good thing.
They are interesting. They don't pass the standards I have for my own models, but they are quite interesting.
Nowhere near as good as you models nielk, but some good texture and uving may change that easily.
I like them because they look threeded (somewhat) but they look GOOD. They aren't just random pieces, they actually look like they fit and the resulting ship looks new and innovative.
These craft are PERFECT examples how simple ships should look. They aren't the most detailed and they aren't random pieces of crap.
THESE ARE APPROVED CRAFT. :wink:
I would personalty use such things as placeholders acceptable for release but waiting to be replaced by nicer models. Ironically, it might be Calvin that makes those very same replacement models. Wings seems quite useful. It took me a good few months to get to the point he is at now with MAX.
Actually, that looks like blender...
yeah its blender. I was kind of imagining the man sitting in the bauble.
They'd be perfect as unmanned drones.
I saw at the beginning of the thread we needed some new scion ships
We do indeed need some Scion ships. I'd like to request that you continue work in this vein, Clavin, but don't take that to mean that you can't continue to improve the models you have already created.
As I said earlier... who here can skin Scion?
Once again a gun spire based unit. This one could either be a walker or a deploy-able unit. Note that i'm working on defense not offense.
(http://zllxew.bay.livefilestore.com/y1pJ59BLK6ssL6-CUUS507tNw2NlCs2gDC5Nm6zvCEADx_xoL0_xDMp8mYhGyQqSKRjO9f_7A9_zmOw3t7mvoEAdQTdyjjI5YoF/scion%20gunwalker.jpg)
1) Keep going with the defensive theme. Not too much offence.
2) I have an idea for that. It could be a small mine of sorts dropped from the back of a vehicle. The claws at the bottom latch into the ground and it deploys into an arc mine. It would be much smaller than it is at the moment, but what do you think?
Actually, I think it could make a good turret unit.
That looks a lot like a unit that Infro made a couple of months ago.
some of these models could do with some 'membranes' holding the organic parts together (like the yellow areas surrounding the engines on the stock scion hover craft. They have animated yellow membranes which REALLY finish off the scion look. I always felt that the gun spire was missing these...
I absolutely love that latest model. Not a bad thing to say about it... AHadleys idea about using it for a mine is good as well, although if it were used as a mine, i would prefer to usea dispenser that dropped a non-terrain owning gun spire in this models case, purely because of the extra functionality you get (ability to have turret etc).
Ooh, something for your Distributor? :P
potentially.... depends if someone can be arsed to texture + map it first :P
In my opinion, it would be more satisfying for "stock" Scions to play against new enemies instead of having to use new stuff. It helps give the feeling "oooh, I wonder what my favorite Warrior weapon combo will do against this unit!" Don't get me wrong, SOME new stuff would be ok, but don't redo the way we think of Scions.
Also, I don't think new races should go overboard on defense. That leads to long, boring, frustrating matches that never seem to end. It has to be a two-way street.
My two cents.
Quote from: Feared_1 on October 09, 2009, 05:44:40 PM
In my opinion, it would be more satisfying for "stock" Scions to play against new enemies instead of having to use new stuff. It helps give the feeling "oooh, I wonder what my favorite Warrior weapon combo will do against this unit!" Don't get me wrong, SOME new stuff would be ok, but don't redo the way we think of Scions.
Also, I don't think new races should go overboard on defense. That leads to long, boring, frustrating matches that never seem to end. It has to be a two-way street.
My two cents.
If you're on the Executive Committee, you'll find out why we want these by sunday. If you're not... then you may need to wait until the storyline's general release.
Good mods add only a bit to existing races.
Command Tank.
Rocket Bomber.
etc
.....heavier turrets
Even better if you are adding a lot, make it come over time in the story, and provide rec variants to control the options for MP.
Quote from: Nielk1 on October 09, 2009, 09:54:50 PM
Even better if you are adding a lot, make it come over time in the story, and provide rec variants to control the options for MP.
cue serenesis && your .dll expertees :P
Quote from: AHadley on October 09, 2009, 06:10:57 PM
If you're on the Executive Committee, you'll find out why we want these by sunday. If you're not... then you may need to wait until the storyline's general release.
Glad I can be helpful. I will post some more ideas later but I just had a very busy weekend so...
by the way, Jamsh, what's that awesome scion vehicle you have under your name? Looks like a Brawler but i can't be sure.
It's a brawler.
Think a heavy guardian might be in order?
the turret looking thing looks mostly like a scion version of the NSDF badger from bz1...
but still nice.. :-)
yeah, not really seeing the comparison there, to me it looks like a cross between a guardion and a crab droid from star wars
It looks nothing like a guardian...
Hows this.
(http://zllxew.bay.livefilestore.com/y1pS8hfFvNrlHtOWmTWKW0-fRV0nHbiXHLzETxnKLl4LW-JYszhjt3g5LTiR5h7WmPgQ-HtYkJcv0B1WA818cS3xPntlI_5coNF/another%20gaurdian..jpg)
Looks like the Scions mated with the Swarm.
second that, but it does look cool
If you noticed I added some membrane.
love it... or maybe im just getting excited about new models...
could make a really nice replacement for the assault spire though... it does look a bit swarmy though
perhaps you could lower the neck and make the firing platform thicker.
Quote from: TheJamsh on October 14, 2009, 07:14:14 AM
love it... or maybe im just getting excited about new models...
The second one is probably more likely, though it is good.
I suppose the scions aren't the tripod type.
unless they're secretly from mars :-D
--does anyone get this?
If I ever have way too much time on my hands, I'd quite like to have a go at making the tripods from WOTR. :P
Though to be honest, I look at scion builders and realise that if they were bigger and had one more leg...
you know i never noticed that, now that i do the resemblance is uncanny
Quote from: Mr X on October 15, 2009, 06:19:14 PM
If I ever have way too much time on my hands, I'd quite like to have a go at making the tripods from WOTR. :P
Though to be honest, I look at scion builders and realise that if they were bigger and had one more leg...
I watched the commentary on that movie.
The pain and trauma the 3D animators had was so crazy and unfair to get it to look right that I would recommend you don't worry about replicating them :P
I have two planned tri-pod walkers for my mod... one huge and kind of WOTW inspired, the other one is just... wierd :P. VSMIT and Nielk1 are going to HATE me though...
QuoteI watched the commentary on that movie.
i actually recommend reading the unabridged version of the book. Once you start you can't put it down.
all of a sudden this thread just stopped, why?
I got the flu and realised how far behind I was in school.
Quote from: Clavin12 on October 19, 2009, 01:17:34 AM
I got the flu and realised how far behind I was in school.
I'm one of those two things.
I've had that feeling twice so far this year. It's not pleasant. Since catching up always leaves gaps, I may be on my way to failing a chemistry test and being kicked out of the group.
Don't be surprised. I'm home schooled.
Lucky bastard. I have to get up at 7 to catch the bus. -_-
Quote from: AHadley on October 20, 2009, 06:50:09 PM
Lucky bastard. I have to get up at 7 to catch the bus. -_-
Lucky bastard. I have to get up at 7 to drive with moron drivers from New Jersey.
Quote from: Nielk1 on October 20, 2009, 07:38:47 PM
Lucky bastard. I have to get up at 7 to drive with moron drivers from New Jersey.
Lucky bastard. I have to get up at 11 to go walk five blocks to class.
I get up at 7:30, then at 8:00 I start my 25 minute uphill walk to school.
Quote from: Mr X on October 20, 2009, 07:56:05 PM
I get up at 7:30, then at 8:00 I start my 25 minute uphill walk to school.
Uphill both ways? In the snow?
Snow, I wish :P (I live in England, Snow=once or twice a year at most (and even thats very rare))
And I'm fairly sure its impossible to go uphill both ways...
well, if you put your house on a hill overlooking the school while you were in the school, it is possible.
I dont think many people tend to move their house on a daily basis though.
Unless they live in a houseboat or a caravan.
If it's the former it's hardly very likely to go uphill.
Unless a tsunami washes you up there.
but how exactly would you and your supplies survive?
Very carefully.
That's enough, back on topic :P
What if we made a ship specifically for jumping? Or a ship that could fly or "glide" for short periods of time? Or a ship that could deploy from flight into a hover or treaded mode? Reconnaissance...
Quote from: Clavin12 on October 29, 2009, 01:20:16 PM
What if we made a ship specifically for jumping? Or a ship that could fly or "glide" for short periods of time? Or a ship that could deploy from flight into a hover or treaded mode? Reconnaissance...
I'm confused.
Three suggestions. One: A ship for Jumping high. Two: A ship that can glide from a hill or cliff. Three: A ship that can deploy from flight into a hover or treaded mode.
Is there any need for any of those?
1) Aircraft negate the need for high hovering craft - if you need a boost, ramp of a cliff
2) What for? Aircraft can fly wherever they want, why would you need to in a hovercraft?
3) Again, is there any need? Surely flying is better than trundling about on tracks?
The treaded or deployable hover would be used for close ground battles and flight to escape or travel.
Still seems a rather unnecessary double-purpose...
How about this, the drop ship is the Recycler :-P
Always wondered why the never did that, granted it would be a tad bigger and easier to shoot down. If built right it could still work after crashing.
Warship variant :lol:
which reminds me, I can't install TortoiseSVN. Any other suggestions?
i have a recommendation for the expansion pack if it is not already floating around somewhere
ANTI-MATTER BOMBS! Devastatingly effective
Quote from: AHadley on October 29, 2009, 09:50:41 PM
Warship variant :lol:
which reminds me, I can't install TortoiseSVN. Any other suggestions?
Ask OM. Or look for any other client. I can't find a stand alone console client or I would give that with a BAT file to run it for commit and update.
Quote from: Nielk1 on October 29, 2009, 09:36:51 PM
How about this, the drop ship is the Recycler :-P
Always wondered why the never did that, granted it would be a tad bigger and easier to shoot down. If built right it could still work after crashing.
And it would be easy to quickly move it around the map and over terrain, giving you the opportunity to deploy it wherever you want.
What if there was a ship that launched weapons for other ships. Like a mobile armory.
I'm not sure there's a need for it since we already have fixed armouries.
maybe, bu it would still be sweet to launch day wreckers from the armory, perhaps we could make them mobile armories, and maybe hovering recyclers and factories like in BZ1
Quote from: iron maiden on October 30, 2009, 11:59:52 PM
maybe, bu it would still be sweet to launch day wreckers from the armory,
Sweet and overpowered, the balance of day wreckers comes in that the bomber can be shot down.
The INSANE Kamikazi ship in the addon pack has a daywrecker launcher :P
INSANE being ridiculously overpowered vehicles...
Ooh, new ones :D
whatever we do with the scions I think we should definitely include a pilot-able flying unit. They don't strike me as the race that would have the super fast flying units so something slow like an airborne titan might be in order. Not like the fury.
Actually, i can see the scions with fast flying units.
They already have the Bee. By this point it has entered into use within the Scion militia. And we're trying not to expand on the Scions too much. These Scion units you're making are for something else.
Airborne power units are NOT the scion style. They would have bombers otherwise.
However one thing you are all forgetting right now, the ARK II engaged in combat with a Hadean warship (THE OPENING SEQUENCE IN FE). They had fighters aboard obviously.
Lets be quite clear about this, a race as fragile as the scions, does NOT send the ARK II into space with half of its population, without ANY means of defending itself. That's why im puzzling as to why we are trying to create some ridiculous warship. Its NOT Scion behaviour with the big ass powerful warships. The Titan and Mauler are one-of-a-kind vehicles.
How bout a light reconnaissance craft like an airborne scout.
Well, they were mass-produced so most likely not. And the ArkII has already set the way.
As for the airborne scout, you seem to have forgotten the Bee. Again.
I've never heard of the bee, let alone seen it.
How do you not know of the Bee? :o
You have played FE, haven't you?
Quote from: TheJamsh on November 01, 2009, 05:09:45 PM
Its NOT Scion behaviour with the big ass powerful warships. The Titan and Mauler are one-of-a-kind vehicles.
Surely things change though.
When the Scions have a dire need to win a war, they are certainly going to build enormous vessels which are capable of fighting (and winning) against their enemies.
The Scions had 2 things against them. Limited resources and expensive technology. Fix that, BOOM, warships.
How about some kind of massive hovering battleship? Think of how killer the fury is, reduce its speed, remove its blink (and ability to easily escape combat) -- increase its armour and weapons payload, and give it a good ranging weapon. It's would fill in a weakness of the scion's arsenal, which is a mobile sieging force (if archers are the WWII equivalent of mortar squads, then a battleship would be more like a konigstiger tank).
The downside is that if it was properly protected/supported then it would be nigh-invincible and difficult to counter, except with, say, hornets and assault plasma.
Also, some all-encircling auto-cannon would be nice for this design. When a popper fires downwards, it automatically seeks its target out, even if the target is behind it. If you put that feature onto even a slow turning ship, then it can attack multiple targets at once.
Of course a hovering battleship would be overpowered if multiple of them were on the field at once, so to fix that problem, give them a high cost (like 120) then either limit the amount to 1 or 2, and/or give them an upkeep cost (like 1 scrap every 3 seconds -- IOW you wouldnt be able to wait for green scrap to generate because the upkeep cost would prevent it -- which makes the scion battleship only useful for late-game, if the scion team has lots of pools, or does a competent job of scavenging loose scrap)
I suppose if there was some kind of treaty between the humans/scion/hadean population then they would all begin to build up each others civilisations with technology sharing etc.
Thats another thing, some products are going to be created because of that, and hybrid weapons too.
Its perfectly possible for the scions to have warships, and a few more scions, provided that the scions have a LOT of babies. (I wonder how quickly a bio-metal infused baby would grow :P?)
For example the scions might have a scion shadower msl now, or a scion equivalent of sp-stab.
I HAVE BEEN TRYING TO GET THOSE FOR MORE THAN A MONTH NOW! :cry: :x :cry: :x :evil:
Quote from: Clavin12 on November 02, 2009, 01:52:06 PM
For example the scions might have a scion shadower msl now, or a scion equivalent of sp-stab.
The multilock missile uses image signatures much like the shadower does. The only thing crippling it really is the loseAngle which causes the lock to be lost, not to mention the fact that multilocks are pretty weak (especially in stock 1.2)
Are the textures for the ships going to be changed as in FE? If so plz no scantily dressed ladies on the side of the matriarch.
IIRC she wasn't actually dressed at all. Just low detail.
Those skins won't be used - the player is not part of the Black Rook squadron.
FE 1.2 will remain the same in 1.3 in terms of appearance. There may be changes to unit physics etc.
Quote from: TheJamsh on November 03, 2009, 09:40:34 PM
FE 1.2 will remain the same in 1.3 in terms of appearance. There may be changes to unit physics etc.
I think he meant will they be used in the CP...