smoth's junk.
Moderators: MR.D, Moderators
Re: smoth's junk.
Thoughts on an approach to the initial base unit and economy
Ships are sent out with company men and equipment on them. The ships are self contained factories capable of producing any tools needed. Utilizing the these factories, the first task will be to establish nearby structures to produce different types of smaller factories working on more complex things. These work structures are needed in the construction of establishment a forward base and sometimes base defenses. However, as they are packed to the brim with construction equipment, little room has been left for the needs of personnel. At the beginning of a match, you will have very little access to actual piloted units.
At location all things need to be made. Producing the base materials for unit construction on site has allowed bases to quickly be established by large entirely automated factories pumping out vehicles and buildings. Once a building has produced the unit, it may be piloted by one of the personnel nearby unless it is an ai based unit which means it will not require personnel.
Even with the technology to transport these bases anywhere, they still need a human to plan things out, choose a landing place for more humans etc. These people choose landing zones and plan out the base in order to receive new personnel and units on site. Each LZ may be used to transport either into the base. Many of the personnel are kept in stasis until needed. However, some of them have already been active and as such they are called in with their combat unit ready for combat. These ace pilots take up much of the transport carrier and will need immediate resupply on site.
Ships are sent out with company men and equipment on them. The ships are self contained factories capable of producing any tools needed. Utilizing the these factories, the first task will be to establish nearby structures to produce different types of smaller factories working on more complex things. These work structures are needed in the construction of establishment a forward base and sometimes base defenses. However, as they are packed to the brim with construction equipment, little room has been left for the needs of personnel. At the beginning of a match, you will have very little access to actual piloted units.
At location all things need to be made. Producing the base materials for unit construction on site has allowed bases to quickly be established by large entirely automated factories pumping out vehicles and buildings. Once a building has produced the unit, it may be piloted by one of the personnel nearby unless it is an ai based unit which means it will not require personnel.
Even with the technology to transport these bases anywhere, they still need a human to plan things out, choose a landing place for more humans etc. These people choose landing zones and plan out the base in order to receive new personnel and units on site. Each LZ may be used to transport either into the base. Many of the personnel are kept in stasis until needed. However, some of them have already been active and as such they are called in with their combat unit ready for combat. These ace pilots take up much of the transport carrier and will need immediate resupply on site.
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: smoth's junk.
Sounds good.
I think it can match well with how I imagine gameplay to be.
It is a story with enough strength to establish a clear and understandable setting. And leaves enough flexibility to expand upon it in various (and possibly initially unforeseen) ways.
If I'd had to say more I think I would have to speculate and talk about specific gameplay, and atm I don't presume to know enough about your ideas on that. I'm looking forward to hear those at some point of course.
I think it can match well with how I imagine gameplay to be.
It is a story with enough strength to establish a clear and understandable setting. And leaves enough flexibility to expand upon it in various (and possibly initially unforeseen) ways.
If I'd had to say more I think I would have to speculate and talk about specific gameplay, and atm I don't presume to know enough about your ideas on that. I'm looking forward to hear those at some point of course.

Re: smoth's junk.
Sounds a bit like Outpost 2 as well.
Re: smoth's junk.
Outpost... that dwarf fortress in space game, before there was dwarf fortress?
Do want.
Do want.
Re: smoth's junk.
So A.I. Units are worser then Human units?
Re: smoth's junk.
I want my human units to have a sort of value, maybe they are like less predictable etc. We will see. The last version of grts, it was possible to get 10 t-61s out quickly but only 2 rx79s.
This is the main difference.
This is the main difference.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: smoth's junk.
Sounds good to me. How is progress though?
Re: smoth's junk.
been really busy with doctors visits and trying to get this house so I can move. so not very far at all 

Re: smoth's junk.
full scheme changing now works.. any questions on the relevance of this or does the video make it very clear?
Re: smoth's junk.
Is this human chars are more valuable then AI Units a theme? Are there escape capsules.. and rescue endavour? Sort of a RPG Element?
Re: smoth's junk.
probably not. I am not going to do anything that adds that level of tedium to the gameplay. We shall see.
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: smoth's junk.
Awesome of course! It opens up such a world of possibilities, that if I could use it, I wouldn't know what to do with them or have time for them.
I think the specific relevance depends on specific gameplay though
But it looks extremely nice.

I think the specific relevance depends on specific gameplay though

But it looks extremely nice.
Re: smoth's junk.



so click any for larger.. this is using the updated scheme system which supports different textures, materials and projection maps!
WOO HOO
no idea what this is going to do to some of the shittier machines out there..
AND I DON'T CAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARE! WWWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
Re: smoth's junk.
They should focus on playing Pong!smoth wrote:no idea what this is going to do to some of the shittier machines out there..

Love it! Will there be an option for purple paint, lots of chrome and bunny ears?
Re: smoth's junk.
hmmm, I am not sure i could easily do stuff like adjusting metallic stuff it may have issues as it is the old spring stuff handled by the default shader. I honestly need to learn more about shaders because most of my work has been the code to get the values to the shader and the shader it's self is a mess.
Re: smoth's junk.
I was looking into chroming and realized that reflections are broked in 95.. http://springrts.com/mantis/view.php?id=4163 so yay.azaremoth wrote:Love it! Will there be an option for purple paint, lots of chrome and bunny ears?
Re: smoth's junk.
The problem is... with such beauty comes great expectations when it comes to destruction models..
Every laser will look like a painted Toygun, when he leaves behind this polished surface unharmed. I know.. we all share this problem... but on perfection it stands out more
Every laser will look like a painted Toygun, when he leaves behind this polished surface unharmed. I know.. we all share this problem... but on perfection it stands out more

Re: smoth's junk.
yeah, there are a few areas of the engine that will need patching for things like exploded pieces etc. I have spoken with jk briefly about it.