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Coding / Re: What features are still missing for UGVs?
« on: June 21, 2010, 07:29:02 pm »Quote from: Duke
skirmish minimum
* automatic assignment of one UGV as the 8th soldier
* some default equipment for the UGV
* NO turning turret, NO correct origin for firing
. . .
full support
* 2x2 spawnpoints on all maps
Expanding on what I said earlier and taking this into account, it is totally realistic and graphically doable to have some combat UGVs that are:
1) 1x1 units, just like soldiers, and utilizing the same spawns.
2) Have no turret (they turn to train their aim left or right).
3) And position weapons the same way as soldier models, supporting both upright and crouched weapon origins, if desirable.
The unit would look like those real life, compact, weapon wielding UGVs I linked a picture of above, plus a folding (or telescoping) arm coming out the top of it, wielding the weapon system (allowing it to shoot from soldier height or lower, depending on what's called for by the current situation).
I don't mean a replacement for the ares and phoenix, those are heavier, though probably less versatile (due to their size) designs that will greatly enhance depth and balance when the engine supports them. But this is a concept for a complement to them and the human soldiers, that we will see, without a doubt, in the near future of real life.
And it sounds like it is something that the engine will support sooner, probably a lot sooner.