[Discontinued] KNight's Unit Design Thread

Discussion in 'Mod Discussions' started by KNight, August 20, 2012.

  1. KNight

    KNight Post Master General

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    Ughhh, Photobucket has been a pain in the but the last few months as thy keep implementing this stupid UI redesigns tweaking things left right and centers, it's pretty frustrating.

    Mike
  2. nanolathe

    nanolathe Post Master General

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    Mmmm... I do wonder how much you may need to change these designs if and when we get our first comparison to a fully completed (final pass) unit. But so far they've got good silhouettes.
    The Delta was still only a first pass wasn't it?

    Wait a second... that's a broken barrel artillery piece? Ha!
    Do those even exist? It doesn't seem like they would (or could... or should) and I can't find any on the internet.

    Fun idea!
  3. KNight

    KNight Post Master General

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    Thats part of why I haven't dived into trying to figure out textures and such yet. Getting things to this stage is pretty easy(especially when I have a good solid inspiration/goal for the unit) but figuring out textures, animations and such are much more troublesome for me.

    Also despite all the pics we've see so far of the units and such, the exact style could shift from those, and I'll likely still have to tweak some of the greebles and such on my stuff to bring it in line once I get a chance to study PA models in more detail, and those tweaks are a lot easier to do at this stage as well.

    Heh, It's not very realistic, but my imagination has been fueled by Armored Core in this particular aspect, the Armored Core 4 Intro in particular gets me all kinds of excited.

    I just really like the more dynamic aspect that functions like that give a weapon are great.

    Mike
  4. apocatequil

    apocatequil Member

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    I KNEW your avatar reminded me of Armored Core, but it looks like it is from a different game, did you design it yourself?
  5. KNight

    KNight Post Master General

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    The Mech in me Avatar has nothing to do with Armored Core. Its Actually the Cybran Basilisk MKII Ultra Heavy Assault Bot from BlackOps: Unleashed and it's primary inspiration was Metal Gear REX.

    Mike
  6. apocatequil

    apocatequil Member

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    Huh, must be me associating mechs on red-brown desert backgrounds with AC2. Still, surprising and cool to run into someone else from the Armored Core fandom in such a wildly different environment.
  7. antillie

    antillie Member

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    My commander suit will be called "Nine Breaker". ;)
  8. apocatequil

    apocatequil Member

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    Every step I take, Antillie. Why must you be so awesome?
  9. RCIX

    RCIX Member

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    My first thought is Mobile Mavor Cannon :D
  10. thapear

    thapear Member

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    A mobile cannon that fires Mavors? :shock:
  11. KNight

    KNight Post Master General

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    Sounds like something from an LD Mod xD

    Mike
  12. theseeker2

    theseeker2 Well-Known Member

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    Better than anything I can produce.
  13. commanderdaz

    commanderdaz Member

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    I was reading these and about the hedgehog, and I was thinking that you could make an alternate shooting pattern for the hedgehog or maybe 1 more unit, which could throw the projectile to as close to shore as possible and then these "missiles" would deploy/switch/transfrom into torpedoes and from there head straight to the targeted sub.

    I know it doesn't sound like much but considering the possiblities of anti-missiles defenses on some ships (most probably cruisers) and assuming that the hedgehog's ballistic trajectory arc travels mostly through air, this could make for an interesting judgement call between torpedoe defenses and anti-missiles defenses.
  14. KNight

    KNight Post Master General

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    Technically the hedgehog's projectiles aren't missiles, they're basically high arc Depth charges and really wouldn't be counter-able by Anti-Missile OR Anti-Torpedo systems which is part of the appeal, the downsides being the longer travel times and the fact that each individual bomb is pretty weak(based on my idea set-up for subs as well in which they are essentially glass cannons).

    The Problem I have with a land based torpedo launcher is that it's honestly kinda boring when you consider that and water based defenses will also be torpedoes.

    But there are other gameplay considerations that need to be made as well, and the information we have on that so far is pretty slim so who knows.

    Mike
  15. commanderdaz

    commanderdaz Member

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    Say, given that Aeon and Seraph units are more round-ish and have more curves, will that have any effect on their implementation on a mod? like higher poly counts or clashing with the general aesthetics of the base engine?
    Last edited: April 14, 2013
  16. KNight

    KNight Post Master General

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    Honestly I doubt straight up Tri-count has that much of an effect, My Basilisk MKII has just over 16,000 triangles(Double that of the Fatboy), yet it doesn't affect the game all that much, I think the way they've Chosen to do PA's stock style has more to do with being a homage to TA and what the blocky style is easier to create than a curved style would be(or at least would be for me).

    Mike
  17. commanderdaz

    commanderdaz Member

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    So no issues with these kind of units looking out of context stylistically I hope? :)

    Because I'm really itching to play some cool looking Seraph after watching some FAF matches :p
  18. KNight

    KNight Post Master General

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    Well it's be foolish to just port over Aeon/Seraphim units for a variety of reasons, but if they were done as a faction it could work, I just wouldn't expect anything like new factions for quite some time after release.

    Mike
  19. commanderdaz

    commanderdaz Member

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    Nah thats fine, so long as the door is still open for all these kinds of possibilities.
  20. mushroomars

    mushroomars Well-Known Member

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    Well... I just drew up several sheets containing concept art for an entirely new faction... And I can modelize and texturify all of them in about a month or two...

    So... Don't get your hopes down Mike.

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