Commander Attachments

Commander Attachments

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Jazcash
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Joined: 08 Dec 2007, 17:39

Commander Attachments

Post by Jazcash »

In a creative mood and just came up with an idea for Coms. What if you could attach different types of weapons to the Coms arms?

This is what I drew up:

Image

Drill

This would have the ability to do damage to water units when the Com is underneath them. It would have a shortly larger range than D-Gun and would have about the damage of a scout but would have a constant rate of fire. It would work by drilling the bottom of sea units.

EMP

This weapon would be able to EMP units for about 3-7 seconds depending on how much Energy a player has. The range would work best at a Jeffy's range IMO. It would have a rate of fire about the same as a Bladewing but would have a projectile similar to the Panther or Zeus. Maybe a bit lighter.

AA

This one's pretty simple. This would act as a proper Anti-Air weapon which would have a slightly shorter range than a defender but a little faster rate of fire than it. Probably same damage as a Samson would work well. This would prove as a nice way of preventing Com naps and people bombing your com on a com ends game.

These are just a few suggestions for attachments but I'm sure there are more creative people out there.

How attachments would be placed into games

There are countless ways to be able to implement these into gameplay so I'll list a few.

  • They could be selected in the lobby before the game starts. They would replace the Coms laser or D-Gun depending on the effectiveness. Ofc, laser and D-Gun would still be avalible as a choice.
  • They could be bought ingame for an amount of Energy and Metal.
  • They could become avalible depending on which level of tech a player has reached.
  • They could replace the D-Gun or Laser permanently and have different weapons apply to different factions. For example the EMP could apply to the Core Com and Drill to the Arm Com or whatever.
How they could change gameplay

If different attachments were avalible to Coms, a whole new load of tactics and strategies would open up to the Com units.
For one, the AA attachment would be able to kill transports meaning a lower chance of being com napped.
The Com unit would be able to defend itself under water instead of being completely defenseless.
The EMP could be used in case of being scout raided. Com could even capture the scouts for effective counters.

I'm not going to rabble on about the uses as there would be loads and of course it would be possible to limit players to being able to choose only one of the attachments so many current tactics such as Com naps and scout raids would still apply.

Don't criticize my actual attachment suggestions as these are just my ideas if attachments were implemented but feel free to give your thoughts on having attachments for Coms.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Commander Attachments

Post by Argh »

Attachments should be really easy- just some basic Lua for buying stuff, run a COB script, swap out the weapons, voila. Same deal with options, then it's just the option triggering the COB script.

Then you just need to model the meshes for the new weapons, import them into the Commander model... texture them in 3DOBuilder, and add their animations to the Commander's script.

It sounds like a great newbie project to learn the basics of making content, good luck :-)
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Commander Attachments

Post by Pxtl »

I'm actually curious - did anybody ever come up with a good way of welding models together? Or is the best approach still "1 unit, 100 invisible parts"?

And I thought there was no way to change the primary weapon of a unit without morphing it. Did that change?
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: Commander Attachments

Post by MidKnight »

Help us with this:
http://trac.caspring.org/wiki/CommanderModules

We've been working on it, on and off, for a few months now, but we're too lazy to finish it :-)
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Commander Attachments

Post by Jazcash »

MidKnight wrote:Help us with this:
http://trac.caspring.org/wiki/CommanderModules

We've been working on it, on and off, for a few months now, but we're too lazy to finish it :-)
Yes, this is exactly what I was thinking of. I also thought of a Torp launcher and a gravity gun :P

Right, I can design and stuff but not so good at modeling. So I could come up with designs for these ideas and how they will work but I can't actually create the 3D models but will have a shot at it if nobody else is willing too :P

So if you haven't come up with any concept art or designs for these ideas yet just give me the go and I'll spend a few hours working on some designs ^^
Super Mario
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Joined: 21 Oct 2008, 02:54

Re: Commander Attachments

Post by Super Mario »

I have this same idea exactly when I make a thread about it. Turns out; no one have done it before and after the thread is made. ;_;

Hopes this idea will come alive.
Regret
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Joined: 18 Aug 2007, 19:04

Re: Commander Attachments

Post by Regret »

Dgun in one hand, miniature atlas in another.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Commander Attachments

Post by Jazcash »

But lets not get too over the top.

Image
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rattle
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Re: Commander Attachments

Post by rattle »

it's been done before, but on OTA... TAWP and that other mod which name I've forgot
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REVENGE
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Joined: 24 Aug 2006, 06:13

Re: Commander Attachments

Post by REVENGE »

This is something I would love to contribute to. I'll take a look at your code and see what I can do.

Has the framework been laid out yet?
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KDR_11k
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Re: Commander Attachments

Post by KDR_11k »

Aren't upgradeable commanders MTR by now?
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lurker
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Re: Commander Attachments

Post by lurker »

Regret wrote:Dgun in one hand, miniature atlas in another.
Miniature atlas? But that wouldn't be able to lift a commander, just...



DGUN BOMBING
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Commander Attachments

Post by Jazcash »

Or a claw in the left hand a water gun in the other.
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KDR_11k
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Re: Commander Attachments

Post by KDR_11k »

A bucket on one arm and a bullhorn on the other.
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smoth
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Re: Commander Attachments

Post by smoth »

needs more fapping arm.
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rattle
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Re: Commander Attachments

Post by rattle »

two left hands, no fingers, no legs
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Commander Attachments

Post by Jazcash »

rattle wrote:two left hands, no fingers, no legs
Rayman Com?
daan 79

Re: Commander Attachments

Post by daan 79 »

If like 100 coms were included wearing different closes

You could even personalise your com :D
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Commander Attachments

Post by Gota »

Comm needs a "mohican" hairstyle customization.
Image
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Re: Commander Attachments

Post by emmanuel »

JAZCASH wrote:In a creative mood and just came up with an idea for Coms. What if you could attach different types of weapons to the Coms arms?

This is what I drew up:

Image

Drill

This would have the ability to do damage to water units when the Com is underneath them. It would have a shortly larger range than D-Gun and would have about the damage of a scout but would have a constant rate of fire. It would work by drilling the bottom of sea units.

EMP

This weapon would be able to EMP units for about 3-7 seconds depending on how much Energy a player has. The range would work best at a Jeffy's range IMO. It would have a rate of fire about the same as a Bladewing but would have a projectile similar to the Panther or Zeus. Maybe a bit lighter.

AA

This one's pretty simple. This would act as a proper Anti-Air weapon which would have a slightly shorter range than a defender but a little faster rate of fire than it. Probably same damage as a Samson would work well. This would prove as a nice way of preventing Com naps and people bombing your com on a com ends game.

These are just a few suggestions for attachments but I'm sure there are more creative people out there.

How attachments would be placed into games

There are countless ways to be able to implement these into gameplay so I'll list a few.

  • They could be selected in the lobby before the game starts. They would replace the Coms laser or D-Gun depending on the effectiveness. Ofc, laser and D-Gun would still be avalible as a choice.
  • They could be bought ingame for an amount of Energy and Metal.
  • They could become avalible depending on which level of tech a player has reached.
  • They could replace the D-Gun or Laser permanently and have different weapons apply to different factions. For example the EMP could apply to the Core Com and Drill to the Arm Com or whatever.
How they could change gameplay

If different attachments were avalible to Coms, a whole new load of tactics and strategies would open up to the Com units.
For one, the AA attachment would be able to kill transports meaning a lower chance of being com napped.
The Com unit would be able to defend itself under water instead of being completely defenseless.
The EMP could be used in case of being scout raided. Com could even capture the scouts for effective counters.

I'm not going to rabble on about the uses as there would be loads and of course it would be possible to limit players to being able to choose only one of the attachments so many current tactics such as Com naps and scout raids would still apply.

Don't criticize my actual attachment suggestions as these are just my ideas if attachments were implemented but feel free to give your thoughts on having attachments for Coms.
what ?
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