Development > Artwork
Alien bestiary
H-Hour:
Thanks for pointing the models out DarkRain. The monster model appears to be an earlier version. The tail is up rather than down, like the screenshot. I've attached a screenshot of the hovernet model in our data_source. I'd consider it a place-holder at best.
Alien Flier: I think Destructavator's idea is fine, but we ought to decide whether we want a combat flier, as BTAxis suggested, or a weaker gaseous flier as Destructavator described. Of course, we could always have both: an advanced, mechanical combat flier; a weak but psi-enhancing organic floater.
Damage Types
Is this list of damage types up-to-date?
Anyway, here's my thoughts based on the categories on the wiki, entirely for discussion:
normal
Medium-speed kinetic projectile weaponry
Effective against: Unarmored or lightly armored organics
Ineffective against: Armored organics; Mechanical aliens
blast
Explosive, high-speed, area-effect, projectile weaponry
Effective against: Unarmored and armored organics; Mechanical aliens
Ineffective against: ??
fire
Burning, area-effect weaponry
Effective against: Organics in all but a sealed, life-supporting armor
Ineffective against: Mechanical aliens
shock
Electrical shock weaponry
Effective against: Fully mechanical aliens
Ineffective against: Organics and mechanical-organic mixed aliens
laser
Low-damage, burning, long-distance weaponry
Effective against: Armored and unarmored organics
Ineffective against: Mechanical aliens??
plasma
Medium-speed projectile, high-temperature burning
Effective against: Lightly armored and unarmored organics; Mechanical aliens with weak armor (scouts)
Neutral against: Heavy armored organics and mechanical aliens
Ineffective against: ??
particlebeam
High-speed projectile weaponry
Effective against: Medium and heavily armored organics and mechanical aliens
Ineffective against: Lightly armored and unarmored organics and mechanical aliens with weak armor (scouts)
stun
Disabling weaponry via sounds/drugs
Effective against: Organics
Ineffective against: Mechanical aliens
Now with this, I could see a couple of possible changes:
1. Do we need two levels of blast damage? I'm thinking about how we model the difference between the effect a grenade might have and the effect a rocket with a large payload might have on a medium or heavily-armored tank unit.
2. Normal damage types seem to be made obsolete by plasma and laser. Both share all of normal type's effective range and adds to it. Any ideas on how we can preserve normal damage type late-game? Could the Plasma be a high-speed projectile that doesn't work well on unarmored organics? Perhaps the normal damage type is effective against scout mechanical aliens?
Perhaps there are other ways of preserving normal damage types. Laser is weak so there might still be good reason to not give up normal damage types once laser is available. Plasma: is it less accurate than some normal weapons?
Or maybe normal is just destined to be made obsolete...
BTAxis:
--- Quote from: H-Hour on March 03, 2011, 12:20:27 pm ---1. Do we need two levels of blast damage? I'm thinking about how we model the difference between the effect a grenade might have and the effect a rocket with a large payload might have on a medium or heavily-armored tank unit.
--- End quote ---
Just for the record, this is doable already because of the way damage weights are implemented (see armour mechanics).
--- Quote ---2. Normal damage types seem to be made obsolete by plasma and laser. Both share all of normal type's effective range and adds to it. Any ideas on how we can preserve normal damage type late-game? Could the Plasma be a high-speed projectile that doesn't work well on unarmored organics? Perhaps the normal damage type is effective against scout mechanical aliens?
--- End quote ---
Don't forget that needler guns use normal damage as well, as does the coilgun, which is one of the few human-tech weapons that should remain effective until the late game.
bayo:
Maybe you should publish your list on the wiki and point to it
Destructavator:
I'll soon have a very rough, simple basic concept model together for my idea of the floating (organic) alien, and I'll then put a shot of it here in this thread.
I've also got to say, I like that picture of the hoverbot, I think it would work quite well for something, and I'd hate to see it go to waste.
--- Quote ---Alien wormhole device
* Role: It's not an alien as such, but it behaves like one in base missions. The wormhole device channels the psionic abilities of the hive mind on the other side of the wormhole, so while it can't move or attack normally, it can use psionic attacks in tactical combat.
* Implementation: Done, I think? Again my knowledge of our artwork fails me. Tell me if you know.
--- End quote ---
Didn't Sitters finish the wormhole device model a long time ago? I remember someone spent a long time on it, quite a ways back, and it was completed.
It might already be in the data_source, although I can't check myself right this second because I'm still trying to figure out how to make TortoiseGit work with the data_source as well as the master.
Kildor:
wormhole is in game already. It is used in alienbase, and I think it can be used in new version of base.
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