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.
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.
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.
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
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.
QUOTE (Cadillac)Does that mean that dying is effectively a perma-ban from the "Life" server?[/quote]
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.