Get rid of the OTA commanders

Get rid of the OTA commanders

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Get rid of the OTA commanders

Post by bobthedinosaur »

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:
Image
Wow look at the big freaking disintegrater!

or maybe this for arm minus the lame face:
Image


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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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Get rid of the OTA commanders

Post by Gota »

are there rockets in his feet?
Reminds me of megaman a bit cause of the cartoonish proportions of his feet.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Get rid of the OTA commanders

Post by Licho »

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.
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Get rid of the OTA commanders

Post by luckywaldo7 »

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 :wink:

Image
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Get rid of the OTA commanders

Post by Otherside »

2 of them are still OTA derivatives.
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Get rid of the OTA commanders

Post by bobthedinosaur »

those middle 2 are my models. :P 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.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Get rid of the OTA commanders

Post by SinbadEV »

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.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Get rid of the OTA commanders

Post by Beherith »

Image
:)
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Get rid of the OTA commanders

Post by bobthedinosaur »

Do it behe!
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Get rid of the OTA commanders

Post by Wombat »

get rid of EoW commanders!

no, joking <3
Kron
Posts: 15
Joined: 21 Nov 2010, 14:08

Re: Get rid of the OTA commanders

Post by Kron »

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?
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Get rid of the OTA commanders

Post by luckywaldo7 »

Not everyone is familiar with recent developments :S
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Get rid of the OTA commanders

Post by Wombat »

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 ?
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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Get rid of the OTA commanders

Post by bobthedinosaur »

there might be only 1 faction now, but arm and core models are still used.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Get rid of the OTA commanders

Post by Wombat »

--_________--

hardly recent man :D
Kron
Posts: 15
Joined: 21 Nov 2010, 14:08

Re: Get rid of the OTA commanders

Post by Kron »

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 ?
Quite a lot actually. I tried jumping back to v1.2 and I just found it painful.

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. :x
  • ... When areamex spontaneously stopped working. Yeah that was annoying. Also pretty recent, not sure if anyone fixed it yet!
All in all, while that may sound really bad, it usually gets fixed in a day and there are loads of neat advantages. I love the newer UI elements, like the map with the toggle buttons on it, and the new Complete Camera Control system.

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
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Get rid of the OTA commanders

Post by Pxtl »

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?
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Get rid of the OTA commanders

Post by SinbadEV »

Pxtl wrote:...what are the pylons for?...
An excuse to use the phrase "Construct additional Pylons"?
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Get rid of the OTA commanders

Post by Wombat »

Kron wrote: Quite a lot actually. I tried jumping back to v1.2 and I just found it painful.
oh c'mon, i was playing 1v1 with jK 4 days ago, dont tell me it has changed so much... except new bugs

ca nightmare returns ;_;
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Get rid of the OTA commanders

Post by luckywaldo7 »

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.
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