Battletech - Page 29

Battletech

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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What weapon stat system should we base it on?

Poll ended at 26 Sep 2005, 00:17

Tabletop Battletech
10
56%
MW2
3
17%
MW3
3
17%
MW4
2
11%
 
Total votes: 18

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Pressure Line
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Re: Battletech

Post by Pressure Line »

Guessmyname wrote:... :cry: I scare people off...?
hardly, ive got epic amounts of things to do anyway ^_^
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Pressure Line
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Re: Battletech

Post by Pressure Line »

bobthedinosaur wrote:actually the mc2 models are pretty low poly, some even lower than OTA
Image

imo they look pretty good ;)
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rattle
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Re: Battletech

Post by rattle »

...at the MC2 zoomlevel
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bobthedinosaur
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Re: Battletech

Post by bobthedinosaur »

they are very clean and precise textures, but they are low poly models

unlike mine
Image
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bobthedinosaur
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Re: Battletech

Post by bobthedinosaur »

As I draw to a near end of finishing the Battletech mod for TA, I am starting to plan the next version of battletech, for spring maybe? I am wondering if the engine is even the best for some of the dynamics of Classic Battletech.
Archangle before he faded away in the great 'college takes me away from modding' darkness built an ammunition and heat script, which seems to do fine for now. I've seen CA got some jump jets working, but I'm really wondering if we can implement something to the effect of assigning piece damage for all of the units, so we can have ammunition explosions, parts blowing off, immobilizing, and head shots.
Also spring is very tank unit ai oriented, and mechs are not really tanks, although sort of; my point is (I haven't really seen it in the works) but does ground staffing and other elements smarter movement work yet?
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Pressure Line
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Re: Battletech

Post by Pressure Line »

bobthedinosaur wrote:I've seen CA got some jump jets working, but I'm really wondering if we can implement something to the effect of assigning piece damage for all of the units, so we can have ammunition explosions, parts blowing off, immobilizing, and head shots.
Also spring is very tank unit ai oriented, and mechs are not really tanks, although sort of; my point is (I haven't really seen it in the works) but does ground strafing and other elements smarter movement work yet?
*deep breath*

ammunition explosions: easy, for both 'due to heat' and 'due to damage'
immobilising: easy
parts blowing off: easy (or hard, depending on how you want to manage it)
head shots: easy

afaik units cannot move sideways unless they are OTA Brawler type units. although you could script it (and walking backwards) if you had insane skillz.
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Pxtl
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Re: Battletech

Post by Pxtl »

Why would you want ground-strafing? Kbot movement would work just fine for battlemechs, wouldn't it? Torso-twisting is pretty much the same. I'm pretty sure you can restrict the firing-arc so that the unit can't do the full exorcist-turn.
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Argh
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Re: Battletech

Post by Argh »

I'm really wondering if we can implement something to the effect of assigning piece damage for all of the units, so we can have ammunition explosions, parts blowing off, immobilizing, and head shots.
All very easy.

Borrow the combat Lua elements from Merc Squad's core rules (I have "head shots", etc.- a simple prototype complex damage system) and then fit in a few new activities or COB callouts (i.e., leg is crippled, send COB a message saying that the leg's crippled, adjust the animation).

Not that that will be fun, mind you. But possible, absolutely. In fact, I'm entirely certain that you can do an accurate BattleTech sim in realtime in Spring. Getting all of the content to behave itself and look professional is the hard part.
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bobthedinosaur
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Re: Battletech

Post by bobthedinosaur »

I would love it if the units could back up or try to maneuver while attacking to have less chances of getting shot up. most of the time you tell units to attack they run right up to the target unit destroying their range advantage unnecessarily.
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emmanuel
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Re: Battletech

Post by emmanuel »

i dont own mw tabletop ,
i tryed all pc releases (maybenot the one ?)
the roll playng book & the big hexagon and paper figurine game,
i made some models kits including macII and warhammer(iin two diferent scales sic) some battletech model kit too ;
i enjoy the realistic walker/transformer design but im not fan because i have lot of fun in single player at mw3/4 but boring multiplayer ;
i was barely to buy a xbox for mw5 but the external view(and the xbox itself) wasted my interest:
so i just tested mw5(and the others one too)
is mw5 is a diferent thing/tabletop than others mw/battletech ?
i planed to write a mod test like folowing features :
a .cob transport mechwarrior enable all possible when loaded a pilot(id),
pilots are builder without menu can capture vehicule only (= cob build return 1 by id?)
:shock: problem how make than walker fly ???
:arrow: emit-sfx 4096 can be used as jet pack (need test for accuracy)
i dont remind 4 6 legged in mw but surely are in battletech(and nearest game)
i work exclusively on realistic (mechwarrior w40k) design but i disagree the cloning especially for spring (or free stuff not compatibl)
the other reason is that enjoy to create/invent and pain to copy:
lazyVSgreedy
so all walker are near by anim but the best fps is unreal and i cant play due to eldar/.../... style,
same for pure gundam and lot of ta model
majority are humanoid and minority are chicken ,
so i dislike bipedal and when they are fully extended i hate they,
why a walker is usefull ???not just for fashion romance with players but for walktrought clustered area ,and climbing,
really yu think that gundam will climb a day ? and prone ? and punch kick ?
no they look like napoleon or ahitler at parade !
some have the nice high poly picture of the mw4 where the robot show his open door with an totally unrelated thing looking as a rope ladder,
the warhammer40 show that robot pilot are mutilated driver but never how they get in or exit ...because is simply not possible ;
i try to look the simulator trought spring not the fun about mass murder or management :
i own anno and dawnofwar that show better ;
spring CAN be a vector of new idea not linked at time and profit ...and what excepting trademark and historical ?
lot of ta model are so improved that look diferent than original but the design is holly and nothing can unholly that a paided worker had done quickly for end in time and geting money without care for nothing else;
same for mw was just some skeetch that all followed religiously,
why someone like this release ? because its done and corect & have an huge background but nothing are less perfect than wasting time to copy (especially if yu loose yu work and need paid the reals owner that was paid for this before and yet payed again by the cloners/stolers)
exemple :
lowering the pack of the catapult model ,
add a turet ,
and enlarge the legs ,
this will improve the design and remove his catapult clone statut !


someone looking my model can say :
yu craped the *** model :yu moron need to learn to copy better !
bc its glorious to hack/clone/stole/rveng ??
yes its for those havnt personality !
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bobthedinosaur
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Re: Battletech

Post by bobthedinosaur »

pure poetry
not just for fashion romance with players but for walktrought clustered area ,and climbing,
really yu think that gundam will climb a day ? and prone ? and punch kick ?
no they look like napoleon or ahitler at parade !
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emmanuel
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Re: Battletech

Post by emmanuel »

bobthedinosaur wrote:pure poetry
not just for fashion romance with players but for walktrought clustered area ,and climbing,
really yu think that gundam will climb a day ? and prone ? and punch kick ?
no they look like napoleon or ahitler at parade !
atlas"mechwarrior and clones: look too as napoleon and ahitler at parade but theit design are awfull (and gundam have nice shapes of medieval suits);
at my sense MW serie have 2 designers : a genius and an gundam fan
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smoth
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Re: Battletech

Post by smoth »

battle tech doesn't have roots in gundam.... it has roots in dougram, macross and a few other anime.
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emmanuel
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Re: Battletech

Post by emmanuel »

smoth wrote:battle tech doesn't have roots in gundam.... it has roots in dougram, macross and a few other anime.
yu are the only one to never having see that yu actual model have exactly the same legs that the batletech model(i owned the kit!) with a round rocket launcher right shoulder (nohead) and a kind of flamer/plasma linked on left arm ?edit:found here : Image
(Image
Last edited by emmanuel on 08 Mar 2009, 06:40, edited 2 times in total.
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smoth
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Re: Battletech

Post by smoth »

I did own the old classic battletech metals and plastics, I still have a marauder.
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emmanuel
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Re: Battletech

Post by emmanuel »

smoth wrote:I did own the old classic battletech metals and plastics, I still have a marauder.
i not remind the names :
seems some have same or 2for one or real historic
somone : link me on list name !
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smoth
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Re: Battletech

Post by smoth »

hey man, I also had 3 battlemasters, 4 locust I don't know how many pheonix hawks...


Image
(Marauder)
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emmanuel
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Re: Battletech

Post by emmanuel »

smoth wrote:hey man, I also had 3 battlemasters, 4 locust I don't know how many pheonix hawks...
http://www.sabredog.org/marauder-01a.jpg(Marauder)
i not remind the names ;
this marauder have nice design but not scaled leg and arms !
i found a coolest pic maybe i model this on for sprin g
:
Image
maybe a resurection transport unit can make the recuperation ?
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smoth
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Re: Battletech

Post by smoth »

Image
cauldron born

Image
Stone rhino
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emmanuel
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Re: Battletech

Post by emmanuel »

smoth wrote:http://colombos.de/myhp/ismex/BC.jpg[/img]
cauldron bornhttp://www.ralparthaeurope.co.uk/Cl ... __HAAS.JPG[/img]
Stone rhino
yes i prefere the kind of design : chicken tank with jet cockpit but my favorit design is the quad leged tank :
i owned the straight model kit of scorpion :
Image
but i tryed to heavily modify legs and broked evry things...i my start scratch time (now i can scratch without start model just trash parts)
scratch.jpg
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Last edited by emmanuel on 08 Mar 2009, 05:32, edited 1 time in total.
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