Vehicles

The land-based version of Allegiance, under construction.
XP105
Posts: 59
Joined: Mon Oct 01, 2007 12:22 am
Location: England

Post by XP105 »

Beez wrote:QUOTE (Beez @ Apr 17 2008, 08:04 PM) looks like it
needs a steering wheel, tho /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Never! you use the power of the mind to steer it /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

Edit : the Quad bike file for anyone who wants to play around with it, the file is for wings 3d just so you know
Last edited by XP105 on Thu Apr 17, 2008 7:14 pm, edited 1 time in total.
RenScorch
Posts: 15
Joined: Sat Mar 29, 2008 10:14 pm

Post by RenScorch »

I tinkered with your ATV



Hockfire
Posts: 196
Joined: Wed Aug 01, 2007 7:19 pm

Post by Hockfire »

Its a very good design (maybe it could be scout for GT or perhaps Pheonix?) but you could add a little more detail (like suspension coils, lights, a beer holder /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> ) just to make the model visually more interesting.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

it looks a bit like a mine cart at first, the back look too much like the front.

add some bull bars or something at the front, make the front stick out a bit more
RenScorch
Posts: 15
Joined: Sat Mar 29, 2008 10:14 pm

Post by RenScorch »

Added a chain fixture that could use some work, it just a placement holder, added a suspension that texture should be able to take care of, Lights.... Those I'm not going to work on.




theTroy
Posts: 335
Joined: Thu Mar 20, 2008 6:52 pm

Post by theTroy »

A few ideas:

Split the units into parts, chassis, hull, weapons.

chassis give you the space you can use for weapons and hull that you can place on them. Hull spesifies the weapons that can be mounted and the hitpoints of the veichles.



Economy :

Split up the resources and money. Commander receives the resources from miners/mines. (different resources anyone?) Players receive money for kills (no KB, we replace it by this), for the money received they can buy better weapons/equipment. But money is not used for construction of the capunits (e.g. bbrs), and is not needed for the comm and hence not vital for the game.



Units :

make parts cost resources. E.g. you can have scout equipment on bomber chassis, and you will have to pay only for bomber chassis. If you are planning to get a bomber, you will have to pay for chassis, hull, weapons etc. (pay with resources, not money).



Infantry : rifle cant damage a tank. EVER. Any basic infantry should have some close-range anti-tank weaponry, e.g. grenades.



Close-range weapons for units : pummel? In other words : High Energy Laser Drilling Equipment. (HELDE). Short range, shiled-like field infront of a tank which kills almost anything if it manages to get into the range (possible anti-base weapon?)
Last edited by theTroy on Thu May 01, 2008 5:23 pm, edited 1 time in total.
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Thank you parci :)
the_dare
Posts: 481
Joined: Sat Sep 15, 2007 11:10 pm
Location: Bath, UK

Post by the_dare »

i think we should have 2 types of money for example £ and $! £ can only be allocated by comms and act like money in alleg whereas $ act as upgrade money!

classes of upgrade:
Global Attribute - less change but affects everything
Specific - only upgrades certain elements of 1 vehicle.
Class - will upgrade everything in the certain class eg. infantry, land and air
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radruin
Posts: 314
Joined: Mon Nov 13, 2006 11:55 pm
Location: North Carolina, USA

Post by radruin »

I don't know about pounds vs dollars, but what we can do is Resource Units of some kind (minerals in tons, etc), combined with some generic money (credits, $, yen, sheep, etc). That sounds like a good idea though; with the RU's (I totally ripped that off from Homeworld) the comm builds his bombers and stuff, and with the sheep (sybolized by a sign I just invented: $) I can trick out my tank with the blue neon underlighting and hydraulics. Oh and get that bunker-buster mortar, if I have any sheeps left.
Last edited by radruin on Thu May 01, 2008 7:48 pm, edited 1 time in total.
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QUOTE (Cadillac)Does that mean that dying is effectively a perma-ban from the "Life" server?[/quote]
the_dare
Posts: 481
Joined: Sat Sep 15, 2007 11:10 pm
Location: Bath, UK

Post by the_dare »

i was just using £ and $ as examples but yeah i think that it would be good
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theTroy
Posts: 335
Joined: Thu Mar 20, 2008 6:52 pm

Post by theTroy »

another thing : We do not need pods. If a player was killed, he is instantly being transferred to a base. Once he is there, he chooses the loadout of his unit and waits for it to build?.


Or there could be some sort of ghost-rescue ship, default for all factions, which will automatically launch from neares base and pickup the fallen.
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Thank you parci :)
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