Cyborgs,Mechs and size of objects...

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
iamaloner
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Re: Cyborgs,Mechs and size of objects...

Post by iamaloner » 24 May 2012, 16:08

Emdek... Jorzi is making a 3D scanvenger infrantry, if devs could implement an animating 3D of scanvenger infrantry then mechs are next step to go... I dont care is mech animation are sucky like 5 or 6 frames per second, its good enough...

I hope they make something that could allow animated mechs...

Anyway I hope that there will be some scalling... and if mechs get implemented that they are scaled well...

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Giani
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Re: Cyborgs,Mechs and size of objects...

Post by Giani » 24 May 2012, 16:10

And isn't this thread the same than viewtopic.php?f=30&t=9394&p=102998#p102998 ?
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501

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Emdek
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Re: Cyborgs,Mechs and size of objects...

Post by Emdek » 24 May 2012, 16:11

iamaloner, you misunderstood me, I was talking about animation of cyborg escaping cabin of mecha. ;-)
Typical mecha looks like rescaled cyborg without head, so basic animation could be upscaled too, though it could look bad with higher level of details of bigger unit.

Giani, there are lots of topics like that, but too many spawned in recent days, that is sure. ;-)
Such ones should be probably sticked or summarized in one sticky thread, as the ideas are continuously reinvented or lost due to that fragmentation...
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Rman Virgil
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Re: Cyborgs,Mechs and size of objects...

Post by Rman Virgil » 24 May 2012, 16:16

.

Selective exposure reading skills looks like. O_o

.

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Giani
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Re: Cyborgs,Mechs and size of objects...

Post by Giani » 24 May 2012, 16:17

Maybe mechs will balance cyborgs, because they become useless at T3...
But they shouldn't have very high graphics if they will have a borg inside, I don't like 3-6fps games...
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501

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Re: Cyborgs,Mechs and size of objects...

Post by iamaloner » 24 May 2012, 16:20

@Giani/Emdek

Well animation for cyborg to espace from cabin? Well it could just simply fall down from escape hatch... Launched toward ground and maybe temporal jet engine just for soft landing on the ground... Good?

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Emdek
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Re: Cyborgs,Mechs and size of objects...

Post by Emdek » 24 May 2012, 16:24

Giani, sure, they shouldn't be much bigger, not bigger than doubled height of medium tank body, I think.

iamaloner, maybe, but still overcomplicated and far to advanced comparing to other units.

After some additional thinking, current bodies would useful only for at least four legged mechs, spider like (which would introduce new difficulties), on two legged they would look weird (bigger body -> weirder look).
So they probably should have own dedicated bodies, probably differenced by different turrets amount.
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iamaloner
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Re: Cyborgs,Mechs and size of objects...

Post by iamaloner » 24 May 2012, 16:27

Its not overcomplicated... Maybe for animation but Dragon is double turret beast...

Anyway the cyborg could spawn 0.5 sec after the Mech is destroyed... Also Mech deserver own bodies and heavy bodies could use 4 legged propulsion but then how to make two turreted mech except with dragon body. :/

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Emdek
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Re: Cyborgs,Mechs and size of objects...

Post by Emdek » 24 May 2012, 16:32

iamaloner, the only thing I don't agree is that there should be cyborg inside, that is inconsistent and weird, why not let tanks spawn cyborg pilot or cyborg spawning scavenger like infantry unit? ;-)
Also it would require to research cyborgs first which would be weird since mechs should be produced in "standard" factory and the only think similar to cyborgs is that they will have legs.
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Re: Cyborgs,Mechs and size of objects...

Post by iamaloner » 24 May 2012, 16:43

Mech could be avalible when cyborgs are researched as they have two legs...

Well I found one picture that was magicaly perserved on forum:
download/file.php?id=7773&mode=view

Sadly the files of unfinished maps that I dint put on AddOn section are forever lost... :(

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Emdek
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Re: Cyborgs,Mechs and size of objects...

Post by Emdek » 24 May 2012, 16:57

iamaloner, I can only imagine "legs propulsion" (needs better name probably) could be separate tech to research, being dependency for both classes of units.
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iamaloner
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Re: Cyborgs,Mechs and size of objects...

Post by iamaloner » 24 May 2012, 17:09

That could be good... Well it could be called Bipedal Propulsion... Good enought?
Anyway it could be that... First mech could only have 1 weapon and strong as two cyborgs... Like prototypes being tested...

Anyway I found few pictures and my old video... Well Its good... Atleast there are some remains of my previous works...
Sadly I cant run map editor.

download/file.php?id=7773&mode=view
http://www.youtube.com/watch?v=rhqmn1Ysa68
http://desmond.imageshack.us/Himg697/sc ... es=landing
http://desmond.imageshack.us/Himg534/sc ... es=landing

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Emdek
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Re: Cyborgs,Mechs and size of objects...

Post by Emdek » 24 May 2012, 17:13

iamaloner, yeah, bipedal sounds better but maybe could be even better. :-)
When you say "strong" you mean HP or fire power?
For me fire power should be the same and HP maybe 125% or 150% of equivalent cyborg, or even less.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.


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iamaloner
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Re: Cyborgs,Mechs and size of objects...

Post by iamaloner » 24 May 2012, 19:23

Both my friend... Both...

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Re: Cyborgs,Mechs and size of objects...

Post by Iluvalar » 25 May 2012, 03:48

Saberuneko wrote:IThis would be epic win:
Image
:3 :3 :3 :3 :3
you like ? Here another screenshot from the same NRS+ mod.
Attachments
wz2100-20120523_203304-Anarchy_NRSpV121-T1.png
The bigger one is an import from 2120 mod I believe
Heretic 2.3 improver and proud of it.

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