Get rid of the OTA commanders
Moderator: Content Developer
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Get rid of the OTA commanders
Get rid of the OTA commanders. Even if they are s3o's not using TA material, make a new model concept for them.
Fore instance some on could redo the core commander to retain the roundish armor look with the big dgun, but with a non TAish look. Especially the arm com, it is just ugly.
Like maybe this for core:
Wow look at the big freaking disintegrater!
or maybe this for arm minus the lame face:
NOTE: images were totally stolen from other place, but are just examples of styles to consider. A direct copy would just run into the same issue with the OTA commanders ip.
Fore instance some on could redo the core commander to retain the roundish armor look with the big dgun, but with a non TAish look. Especially the arm com, it is just ugly.
Like maybe this for core:
Wow look at the big freaking disintegrater!
or maybe this for arm minus the lame face:
NOTE: images were totally stolen from other place, but are just examples of styles to consider. A direct copy would just run into the same issue with the OTA commanders ip.
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- Re_Animated_Omega_Supreme_by_hansime.jpg
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Re: Get rid of the OTA commanders
are there rockets in his feet?
Reminds me of megaman a bit cause of the cartoonish proportions of his feet.
Reminds me of megaman a bit cause of the cartoonish proportions of his feet.
Re: Get rid of the OTA commanders
Yeah we would like to. If you find good models, let us know!
Also there is no arm/core anymore.
Instead there are many different commander types.
Also there is no arm/core anymore.
Instead there are many different commander types.
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- Posts: 1398
- Joined: 17 Sep 2008, 04:36
Re: Get rid of the OTA commanders
Yes, as always, our #1 problem is lack of artists
Actually there are a couple of excellent models being used as commanders at the moment, should look kind of familiar to you
Actually there are a couple of excellent models being used as commanders at the moment, should look kind of familiar to you
Re: Get rid of the OTA commanders
2 of them are still OTA derivatives.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Get rid of the OTA commanders
those middle 2 are my models. Hell I might get drunk enough in the coming weeks to make some replacements, problem is i suck at texturing and people don't like texturing other people's junk.
Re: Get rid of the OTA commanders
Make one that's one of your existing coms but with it's head replaced by a re-purposed chassis of another unit and have it walk on all fours like an ape.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Get rid of the OTA commanders
Do it behe!
Re: Get rid of the OTA commanders
get rid of EoW commanders!
no, joking <3
no, joking <3
Re: Get rid of the OTA commanders
I really like the first pic in the OP. :D
However, we don't have Arm and Core separation anymore, we just have one side. Why the separation into Arm and Core commanders in the art?
However, we don't have Arm and Core separation anymore, we just have one side. Why the separation into Arm and Core commanders in the art?
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- Posts: 1398
- Joined: 17 Sep 2008, 04:36
Re: Get rid of the OTA commanders
Not everyone is familiar with recent developments :S
Re: Get rid of the OTA commanders
dunno how about others, but ive stopped downloading test versions, dealing with the mess and bugs and im playing 1.2 only atm which works perfectly.
so, have there been any recent advantages ?
so, have there been any recent advantages ?
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Get rid of the OTA commanders
there might be only 1 faction now, but arm and core models are still used.
Re: Get rid of the OTA commanders
--_________--
hardly recent man :D
hardly recent man :D
Re: Get rid of the OTA commanders
Quite a lot actually. I tried jumping back to v1.2 and I just found it painful.Wombat wrote:dunno how about others, but ive stopped downloading test versions, dealing with the mess and bugs and im playing 1.2 only atm which works perfectly.
so, have there been any recent advantages ?
The only times I've been disappointed with riding on the edge of the development wave have been:
- ... When all lua spontaneously collapsed for a few people (me included).
- ... When they disabled energy storage on a lark. It's a neat idea, but I'd prefer a less ham-handed way that doesn't break as many widgets.
- ... When areamex spontaneously stopped working. Yeah that was annoying. Also pretty recent, not sure if anyone fixed it yet!
Ooh, and my favorite: the ability to set Supcom-style ferry routes and delete / move waypoints Supcom style! Yayyy!
Update: Apparently areamex was fixed 30 minutes ago! Fast fixes indeed! :D
Re: Get rid of the OTA commanders
Speaking of test changes, can somebody explain to me how the heck overdrive works now? We've got pylons and transmission nodes and energy-building radii? WTF? I could understand the transmission nodes, but what are the pylons for? Just bigger transmission nodes?
Re: Get rid of the OTA commanders
An excuse to use the phrase "Construct additional Pylons"?Pxtl wrote:...what are the pylons for?...
Re: Get rid of the OTA commanders
oh c'mon, i was playing 1v1 with jK 4 days ago, dont tell me it has changed so much... except new bugsKron wrote: Quite a lot actually. I tried jumping back to v1.2 and I just found it painful.
ca nightmare returns ;_;
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- Posts: 1398
- Joined: 17 Sep 2008, 04:36
Re: Get rid of the OTA commanders
Its not like huge sweeping gameplay changes. Mostly tweaks to the interface or effects, some bug fixes, and such. There was some experimentation with the economy but at the moment it has been reverted back to basically the same as v1.2.