Cyborgs,Mechs and size of objects...
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Lord Apocalypse
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Re: Cyborgs,Mechs and size of objects...
hmmm.. mechs as a general part of the game?? eh oook. Maybe for a cam 4+ or SK.. Considering the complexity of mecha (in any verse) it would require higher technology that what is currently presented in the game. Cyborgs are just infantry in power armor. Something possible (or nearly so) by modern standards.. Operational mecha though, thats still decades away from practical applications, at least the military variety.
As far as over sized or undersized units.. yeah, that's definitely something that should be addressed at some point.
As far as over sized or undersized units.. yeah, that's definitely something that should be addressed at some point.
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Emdek
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Re: Cyborgs,Mechs and size of objects...
Iluvalar, it has arms and something like head? It shouldn't, it looks like upscaled cyborg. 
Lord Apocalypse, they are closer than you think.
I've seen Japanese video recently showing full scale mecha model, it was slow and needed to be powered through cable but it was working.
And as standard game I meant mostly MP / SK, but yes, it could become available in later campaigns too.
Lord Apocalypse, they are closer than you think.
I've seen Japanese video recently showing full scale mecha model, it was slow and needed to be powered through cable but it was working.
And as standard game I meant mostly MP / SK, but yes, it could become available in later campaigns too.
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Giani
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Re: Cyborgs,Mechs and size of objects...
Why it can't be a big cyborg? Mechas look difficult to make...(I mean the model) and propably would make the fps very low.Emdek wrote:Iluvalar, it has arms and something like head? It shouldn't, it looks like upscaled cyborg.
And a big cyborg fits wz better
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Emdek
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Re: Cyborgs,Mechs and size of objects...
Giani, no, mechs are simpler ones. 
With exact bodies as tanks they would only have other propulsion (kind of rescaled cyborg legs, but it would be nice to have something more complex), nothing else that could eat FPS.
For sure they would be simpler than cyborgs (if we would only upscale current cyborg legs, or use those from above screenshot), no head and no arms, only body (preferably special one, simpler than for tanks) with kind of bipedal propulsion plus turret (standard or special version, to fit better).
With exact bodies as tanks they would only have other propulsion (kind of rescaled cyborg legs, but it would be nice to have something more complex), nothing else that could eat FPS.
For sure they would be simpler than cyborgs (if we would only upscale current cyborg legs, or use those from above screenshot), no head and no arms, only body (preferably special one, simpler than for tanks) with kind of bipedal propulsion plus turret (standard or special version, to fit better).
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Giani
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Re: Cyborgs,Mechs and size of objects...
So like a tank whit legs? Like an AT-AT (of Star Wars)?
Or the body is rotated or something?
Or the body is rotated or something?
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Emdek
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Re: Cyborgs,Mechs and size of objects...
Giani, all depends about which type of mecha we are talking. 
For bipedal they would look mostly like those from last screenshot, only without head and arms (in place of them there could be two turret mounts or special models of existing / dedicated weapons). There was even better one somewhere (black and white only sketch), but there are too many mechas related topics recently and I cannot find it. :-/
We could have other types too, but they would fit even less than this type (but at least existing bodies would look good enough used with those propulsions).
For bipedal they would look mostly like those from last screenshot, only without head and arms (in place of them there could be two turret mounts or special models of existing / dedicated weapons). There was even better one somewhere (black and white only sketch), but there are too many mechas related topics recently and I cannot find it. :-/
We could have other types too, but they would fit even less than this type (but at least existing bodies would look good enough used with those propulsions).
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Rman Virgil
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Re: Cyborgs,Mechs and size of objects...
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Ok... lets see if we can make this selective exposure proof this time around.
There already exist WZ Mech assets. For years now. Got that.? Good. Next.
Who here who has presented Mech ideas is willing to take said existing Mech assets and make a mod of their ideas to test thier viabilty in game..?
Simple question. No..?
.
Ok... lets see if we can make this selective exposure proof this time around.
There already exist WZ Mech assets. For years now. Got that.? Good. Next.
Who here who has presented Mech ideas is willing to take said existing Mech assets and make a mod of their ideas to test thier viabilty in game..?
Simple question. No..?
.
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Iluvalar
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Re: Cyborgs,Mechs and size of objects...
We need change the code to lock the propulsion that doesn't have images for a specific body in order to be able to have bodies <=> propulsion possibilities as a mod without having silly options in the design screen.
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Lord Apocalypse
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Re: Cyborgs,Mechs and size of objects...
Just rework the jump borg prop out. Has anyone done anything with them since 1.11?
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aubergine
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Re: Cyborgs,Mechs and size of objects...
Random info: In terms of anything relating to cyborgs, it would be worth keeping this in mind: explanation of synaptic link, power suits, cyborgs.
Specifially, cyborgs in Warzone are human soldiers in "power suits" , although the later tech super-cyborgs could be based more on Dr. Reeds cybernetics research where the humans are in immersion chambers back at base.
Specifially, cyborgs in Warzone are human soldiers in "power suits" , although the later tech super-cyborgs could be based more on Dr. Reeds cybernetics research where the humans are in immersion chambers back at base.
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-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
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Emdek
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Re: Cyborgs,Mechs and size of objects...
Rman Virgil, yeas, I've read that message before. 
Have you screenshot somewhere? Without it I can compare it with my vision of them.
Lord Apocalypse, any screenshots of how they look like?
aubergine, sure, but IMHO they shouldn't be related to cyborgs in ways other than using similar propulsion (thus a bit similar look and maybe the same research dependency).
Have you screenshot somewhere? Without it I can compare it with my vision of them.
Lord Apocalypse, any screenshots of how they look like?
aubergine, sure, but IMHO they shouldn't be related to cyborgs in ways other than using similar propulsion (thus a bit similar look and maybe the same research dependency).
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Shadow Wolf TJC
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Re: Cyborgs,Mechs and size of objects...
I might, though chances are that, like Cyborgs, they wouldn't be made designable as of now. This would be due to lack of selective turret compatability support for the design screen (which also serves as an obstacle for Cyborg designing) I'm afraid. I would personally want my mecha turrets to look like the upper torso of the mech, plus the weapon(s) mounted on the arms (in a similar vein to Cyborg "turrets"), instead of looking like one of the tank turrets.Rman Virgil wrote:Who here who has presented Mech ideas is willing to take said existing Mech assets and make a mod of their ideas to test thier viabilty in game..?
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Emdek
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Re: Cyborgs,Mechs and size of objects...
Shadow Wolf TJC, exactly, but there need to be done something to not make them overpowered, since they are supposed to have twin weapons.
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Shadow Wolf TJC
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Re: Cyborgs,Mechs and size of objects...
Agreed, though my idea was to give them no more than half the HP of a vehicle of the same speed, so that they would work more like, how should I say this, the equivalent of a "dps" (or a glass cannon) in an MMORPG game, while the tanks are placed on the front lines of an attack group to soak up the bulk of the enemy's firepower, serving as, well, "tanks".
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Emdek
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Re: Cyborgs,Mechs and size of objects...
Right, like artillery, powerful but easy to destroy?
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The time has come, the high time, to destroy hatred in oneself.
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