Iron Tower Studio ForumsRPGThe New WorldCSG update #10 - companions overview
Pages: 1 2 [3]  All   Go Down
Print
Author Topic: CSG update #10 - companions overview  (Read 10215 times)
WickedMan
Neophyte

Posts: 8


View Profile
« Reply #30 on: March 05, 2017, 12:34:30 pm »

OMG, why all game designers are hardly stuck to bipedal humanoid hull when it comes to robots design?
Of course I'm too fan of WH40K and its hovering Tau drones - but bipedal humanoid form means additional systems for balancing and posture control. So the unit depicted in this topic - as it is - definitely cannot be useful in melee fight.

The four-legged construct from AoD, or spider-like insectoid design is more realistic.
 Also, the lithe-shaped design shown on the picture cannot carry much ammo and large energy source. If you decide to use it, will there be appropriate gameplay limitations?
« Last Edit: March 05, 2017, 01:04:31 pm by WickedMan » Logged
Vince
Developer

Posts: 7833



View Profile
« Reply #31 on: March 05, 2017, 03:31:08 pm »

OMG, why all game designers are hardly stuck to bipedal humanoid hull when it comes to robots design?
Of course I'm too fan of WH40K and its hovering Tau drones - but bipedal humanoid form means additional systems for balancing and posture control. So the unit depicted in this topic - as it is - definitely cannot be useful in melee fight. The four-legged construct from AoD, or spider-like insectoid design is more realistic.
As you said, we did a spider-like construct in AoD, so we aren't stuck on bipeds. However, bipeds are a fairly traditional design when it comes to robots, including anti-riot ones, and we'd like to explore it.

Quote
Also, the lithe-shaped design shown on the picture cannot carry much ammo and large energy source. If you decide to use it, will there be appropriate gameplay limitations?
Since the energy cells are very rare, carrying a lot of ammo won't be a problem you'd have to solve. Most likely you'd have to outfit it with WW2-like machine guns and external ammo boxes.
Logged
Scott
Developer

Posts: 2348



View Profile
« Reply #32 on: March 06, 2017, 12:29:05 pm »

OMG, why all game designers are hardly stuck to bipedal humanoid hull when it comes to robots design?
There are considerations in designing robots that interact with people other than functionality. In this case, it's a riot control bot. People might feel more comfortable interacting with a machine that vaguely resembles a person instead of a floating sphere or a two-foot high tank.

Also, having a human profile might cause someone to hesitate before firing on it in case of low visibility, like in a cloud of tear gas.
Logged

Lurker King
Journeyman

Posts: 132



View Profile
« Reply #33 on: March 08, 2017, 08:00:05 am »

So basically you'll have to protect that device and your base of operations will be set around it. You won't be able to upgrade it DS-style

Oh, no! Why not? *despair.jpg*
Logged
Lurker King
Journeyman

Posts: 132



View Profile
« Reply #34 on: March 08, 2017, 08:04:59 am »

"At about 70% of the game, you might realize (via learning more about the ship if you’re smart enough) that what you’re doing might not necessary be what’s best for the ship (or you personally) and get an option to do things in a very different, "fuck all factions" way. The remaining 30% of the game will be dedicated to each path within this fork, presenting different challenges and choices.

You should try something similar to what they did in F:NV. If you piss everybody, they all came at you the same time and kill themselves in the process.
Logged
Vince
Developer

Posts: 7833



View Profile
« Reply #35 on: March 08, 2017, 08:39:11 am »

So basically you'll have to protect that device and your base of operations will be set around it. You won't be able to upgrade it DS-style

Oh, no! Why not? *despair.jpg*
Assuming you're serious:

1) It's a very complex thing (to do right). For example, upgrade mechanics should be meaningful and if you do nothing at all, your positions should be overrun and you should be killed. Game over. Fortified positions would require a much stronger force to throw at you. Combat would slow down to a crawl.

2) It takes place here:


How exactly would you fortify it? Nail two boards across the door?
Logged
NewAgeOfPower
Craftsman

Posts: 252


Herp Herp


View Profile
« Reply #36 on: March 08, 2017, 08:29:35 pm »

How exactly would you fortify it? Nail two boards across the door?

Sandbags, fallback positions, heavy weapons, explosive booby traps, razor wire.
Logged
GarfunkeL
Craftsman

Posts: 223



View Profile
« Reply #37 on: January 13, 2018, 12:09:35 am »

Picture links are not working due to Photobucket being greedy bastards. Please use Imgur VD.
Logged

Goldbox4Evah!
Scott
Developer

Posts: 2348



View Profile
« Reply #38 on: January 16, 2018, 01:12:01 pm »

Yeah and because Imgur is public people may stumble across pics as well, especially if they're properly tagged. Paying for image hosting at this point is definitely 20th century.
Logged

Pages: 1 2 [3]  All   Go Up
Print
Jump to: