Tech tree and vehicles

The land-based version of Allegiance, under construction.
the_dare
Posts: 481
Joined: Sat Sep 15, 2007 11:10 pm
Location: Bath, UK

Post by the_dare »

yeah my idea is like arsons. i think the scout should defiantly be the eyes for artillery (at least for cross sector)!
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Virex
Posts: 129
Joined: Tue Sep 18, 2007 2:42 pm

Post by Virex »

I'd opt aginst long range artilery as the only form of artillery. I think having medium range artillery capable of delivering surpressive fire to an area should also be present. You could even have field mortars for infantry, and diferent types of amo (cluster bombs, penetrating bombs, napalm bombs etc)
Last edited by Virex on Wed May 14, 2008 4:42 pm, edited 1 time in total.
Cadillac
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Joined: Fri Sep 01, 2006 9:42 am
Location: London, UK

Post by Cadillac »

the_dare wrote:QUOTE (the_dare @ May 14 2008, 03:31 PM) yeah my idea is like arsons. i think the scout should defiantly be the eyes for artillery (at least for cross sector)!
That will have to be exquisitely timed.
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theTroy
Posts: 335
Joined: Thu Mar 20, 2008 6:52 pm

Post by theTroy »

Rocket Artillery, Mortars, LRA (long range arty). All sort of things, anti-arty, arty beacons, gives a lot of field, I think we should already get a list of things that can be included into the game, and make a sort of brainstorm, suggesting whatever comes up to mind and then cross thing out of the list.

On another note - getting the new engine will allow us to get rid of M$ ownership of the game, if we are going to change the basic names and try to make only a vague relationship to alleg


Although the gameplay aspects can stay intact afaik
Last edited by theTroy on Wed May 14, 2008 5:28 pm, edited 1 time in total.
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Thank you parci :)
Virex
Posts: 129
Joined: Tue Sep 18, 2007 2:42 pm

Post by Virex »

The problem is that to do that, we would have to change the names of the races (I think). And then it's no longer realy "allegiance planetside".
theTroy
Posts: 335
Joined: Thu Mar 20, 2008 6:52 pm

Post by theTroy »

It will still be. The problem you are really facing is that the code will be property of M$, but the Torque will never want that to happen, hence you are either forced to use M$ products, or change the namings and rest of content... Sadly.
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Thank you parci :)
Virex
Posts: 129
Joined: Tue Sep 18, 2007 2:42 pm

Post by Virex »

Well in that case I could try to come up with some transition story explaining how the new groups came about. Unfotunatly I'm not allowed to make any reference to the old names whatsoever.
Andon
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Location: Maryland, USA
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Post by Andon »

Who says it has to be strictly Allegiance planetside? We could do it with having the same basic background as Allegiance but with different names the whole time. Many games have done this
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Arson_Fire
Posts: 98
Joined: Mon Apr 24, 2006 7:00 am
Location: NZ

Post by Arson_Fire »

Shell camera - have a little window that shows what the shell is seeing after you fire it. Could probably make it an optional drop-down box (like F4 inventory or F7 minimap in alleg) and extend it to missiles as well. As an interesting side effect, could make a artillery shell type that has some scan range so it can be used for scouting.

The main problem I see with artillery is they could be very boring to use if done wrong. Sitting on one side of the map and firing at stuff you can't even see isn't very exciting. The shell camera would help reduce this.
Alternatively you could make artillery drones but that isn't keeping with allegiances original style of not having unmanned units with weapons.

Another problem I have is with making the artillery very inaccurate. I'm not a very big fan of having shots spread randomly as it means there is less skill involved and more luck. I'm not saying to make it 100% accurate, just to use other means to spread shots than a random number generator.

What I suggest is that when the gun is fired the artillery vehicle is pushed back slightly from recoil and the gun is nudged upwards to throw off your aim. Also preventing the gun from being able to point horizontal would stop people using them as tanks
Last edited by Arson_Fire on Thu May 15, 2008 7:47 am, edited 1 time in total.
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redavian
Posts: 159
Joined: Sun Feb 24, 2008 7:13 pm
Location: Liverpool, England

Post by redavian »

i just liked the thought of a station where medics heal infantries armour and replenish shields, and engineers fix up vehicles (nan equivalent) and steal them. also, new idea, bases that can be built on any normal asteroid, like garrison, support, ref and teles, can be built anywhere, but if built off say... solid foundations (rock tile) they become lt bases, so you dont have to build them there, but its silly not to. exp built upon iron deposits, sup built on coal deposits and tac built on aliens ruins/structures.

ps. is this supposeed to fps, or just vehicle orientated?
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