ROBOTS!!!!!!!!!!!!
Posted: 04 Feb 2011, 09:44
I aiwll make (remake) battletech soring game. who's with me?????????
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
knorke wrote:FUCK
I concur.knorke wrote:YEAH
bobthedinosaur wrote: are you going to have infantry? power armor? how will the economy work? are you going for classica battletech rules or mechwarrior 1-4? blah blah blah....
i wonder what pressure line is doing. also if you post some shots up on mod db you;ll get hit with a ton of assholes, but you might also attract some people willing to help out in the project.
Code: Select all
name = "Base Income",
desc = "Your dropship provides your only income",
},
{
key = "damage",
name = "Damage Income",
desc = "You earn CBills from damaging and killing enemy units" ,
},
{
key = "beacons",
name = "Beacon Income",
desc = "Capture Beacons for additional income",Thanks m8.bobthedinosaur wrote:seriously, hes a modeling machine...
Oh, that i shall. How do you want to archieve this? Unitvariations, quickly morphing when a part is overdamaged? You ve got to deactivate weapons for that, also got to have diffrent animations (weightshift)SpikedHelmet wrote: 7 - There will be "component damage" for arms, legs, torso etc that will have a variety of effects (leg damage will slow, torso/arm damage will destroy weapons in those locations). You will not be able to directly target these components however so their damage will be randomized more or less however some weapons (such as LBX) will have native and artificial bonus damage to some parts more than others.
If you want to know more ask.
I'm not completely sure of the details but we'll be using some sort of hit detection magic via "hitbox units" attached to parts of the model that will detect and manage damage to that individual part. It will most likely be simplified into Torso (which will actually be the primary part and not a hit detection thingamabob), Right Arm, Left Arm, and Legs. At something like 50% of damage to a component, weapons housed in that component will start to randomly die and Legs will cause the Mech to slow down considerably. When the Torso is destroyed naturally the Mech dies. When an arm is destroyed all weapons in that arm are destroyed. When the legs die the Mech will either fall over (and die) or become immobilized. I'm leaning towards immobilized because if the Mech just dies when the legs die then its really no different than being part of the Torso.PicassoCT wrote:Oh, that i shall. How do you want to archieve this? Unitvariations, quickly morphing when a part is overdamaged? You ve got to deactivate weapons for that, also got to have diffrent animations (weightshift)SpikedHelmet wrote: 7 - There will be "component damage" for arms, legs, torso etc that will have a variety of effects (leg damage will slow, torso/arm damage will destroy weapons in those locations). You will not be able to directly target these components however so their damage will be randomized more or less however some weapons (such as LBX) will have native and artificial bonus damage to some parts more than others.
If you want to know more ask.
By the time i hit this posts submit, the modells i guess will be done already, and as awesome as wolf-in-exils ones. No doubt about that. But the damage modell... i dont know how that shall work out. NEEDS MORE DESU- AHEM DETAIL!!! DETAIL DETAIL!
or not.I'm not completely sure of the details but we'll be using some sort of hit detection magic via "hitbox units" attached to parts of the model
Just one available game mode.Johannes wrote:Why give resources for damage dealt? When winner of a battle not only gets to keep more of their stuff alive and have more units now, they also get economical upper hand from it...
Of course it's dependant on how those resources compare to the constant incomes too, but still it seems like a bad idea to make battles into pure damage dealing contests (even more than in your average rts) instead of giving them more interesting strategic goals.
d-gun wrote:so is this RTS (build a base, etc) or RTT (given a loadout of units)
Yeah but that doesn't answer "why" does it :DFLOZi wrote:Just one available game mode.Johannes wrote:Why give resources for damage dealt? When winner of a battle not only gets to keep more of their stuff alive and have more units now, they also get economical upper hand from it...
Of course it's dependant on how those resources compare to the constant incomes too, but still it seems like a bad idea to make battles into pure damage dealing contests (even more than in your average rts) instead of giving them more interesting strategic goals.