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XS Prototype: Photon Tank

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    XS Prototype: Photon Tank

    Photon Tank

    This tank dominates the battlefield with copious amounts of spam.

    [shot]http://dl.getdropbox.com/u/43096/Test/2.jpg[/shot] [shot]http://dl.getdropbox.com/u/43096/Test/6.jpg[/shot]
    Prototype preface
    XS prototypes are built to see if certain concepts work as well in practice as they look on paper, to see if our ideas can be realized and whether they are fun. This thread is meant to gather feedback and suggestions. Please post your thoughts and crazy ideas!


    Current features
    • Fire rapid-fires shells in a ballistic trajectory.
    • Sustained fire will overheat the cannon, disabling it for a few seconds. The bar in the lower right corner indicates the heat status.
    • Projectiles charge up as they fly. The longer they live, the bigger the resulting explosion. The blue wire mesh placeholder indicates the size of their explosions.
    • Shells are fired at the location under the crosshair.
    • Altfire tags the target.
    • If an empty spot is tagged, shells are fired at that location instead of the crosshair.
    • If a mobile target is tagged, shells are fired at the target's predicted location (indicated by the green wire mesh placeholder) instead of the crosshair.
    • Pressing Altfire again clears the tag.
    • Heavy armor negates most of the damage from small arms fire. Goliath shells and Avril rockets deal full damage but bullets and plasma bursts will have their damage significantly reduced.
    Plans
    • Maybe the projectiles will take the form of Scorpion globs, which home in on nearby Raptors, Mantas and the like.
    • Maybe projectiles will become clusterclusterbombs.
    • Maybe projectiles will bounce.
    We're still looking for the ultimate in tank/artillery/spam gameplay. Suggestions needed! It should be fun to play against and not entirely useless against pesky Raptors and Mantas.

    Prototype disclaimer
    XS prototypes are not meant to represent finished products. Custom graphics, balance tweaking, bot support, net support and extensive bugfixing are not part of the package.


    DownloadVariation: Cornermissiles

    Installing this download will replace the Photon Tank with a version that fires "cornermissiles"; homing missiles that can only change direction 90 degrees at a time.

    #2
    Version 2 is out. See first post for details.

    Changes:
    • Overheating.
    • Recoil.
    • Improved armor.
    • Balance; projectiles have smaller splash radius, much less damage and slightly higher speed.

    Comment


      #3
      Version 3 is out, a slight cosmetic update. Projectiles are bigger so you can actually see 'em, and I replaced the fire sound.

      Comment


        #4
        Ah, i was just about to mention that, thanks! I was gonna reccomend using Stinger shards or Manta bursts, perhaps larger than the turret ones..

        Also, i noticed the tank becomes Very inacurate after a particular range. Perhaps an alt fire would mimic the first, except after a particular range the projectiles simply explode, perhaps making it a decent Anti-Air tank?

        Comment


          #5
          How would making the projectiles explode halfway make it anti-air?

          Comment


            #6
            Don't anti air turrets have projectiles that blow up at a certain altitude? Cause it's pretty difficult hitting aircraft, ya know.

            Comment


              #7
              Flak guns fire shells with lil' radars inside and blow when the radar detects something nearby. That is a feature that I am, for now, saving for another vehicle (the aptly named Flak Tank, to be precise).

              Comment


                #8
                Lotsa concept art!

                [shot]http://dl.getdropbox.com/u/43096/Test/2.jpg[/shot] [shot]http://dl.getdropbox.com/u/43096/Test/3.jpg[/shot] [shot]http://dl.getdropbox.com/u/43096/Test/5.jpg[/shot] [shot]http://dl.getdropbox.com/u/43096/Test/6.jpg[/shot] [shot]http://dl.getdropbox.com/u/43096/Test/7.jpg[/shot] [shot]http://dl.getdropbox.com/u/43096/Test/8.jpg[/shot]

                [shot]http://dl.getdropbox.com/u/43096/Test/1.jpg[/shot] [shot]http://dl.getdropbox.com/u/43096/Test/4.jpg[/shot]

                Comment


                  #9
                  Interesting stuff there. I personally like the look of the top right and middle ones (named 5 and 7) where the giant cannon is on one side of the vehicle. Maybe you could make it some sort of oversized Gatling gun, like an enormous version of the stinger that fires shells?

                  Comment


                    #10
                    More art:

                    [shot]http://dl.getdropbox.com/u/43096/Test/9.jpg[/shot]

                    Comment


                      #11
                      Photo # 3 and 5 are my favs.

                      Comment


                        #12
                        Update. See first post for details and download.

                        Highlights:
                        • Target tagging on altfire; your projectiles will auto-aim for the tag.
                        • Projectiles charge up in flight. The longer they live, the bigger the resulting explosion.
                        • Recoil system is gone. We already have it on the Flak Tank, where it fits much better.

                        Do let me know what you think of it.

                        Comment


                          #13
                          And another update... or rather a varation! See first post for the extra download.

                          Highlights:
                          • Cornermissiles! This variation of the Photon Tank fires homing missiles that can only make 90 degree turns.

                          Comment


                            #14
                            I think some kind of Dance Dance/Guitar Hero button pushing thing could work very well on this. Perhaps a speedy deployment when you push space, then you could use WSAD to keep its reactor charged and keep it firing the photon bombs at a steady speed, depending on how well you keep its reactor charged.

                            Comment


                              #15
                              Heh, that's a good suggestion. Such a mechanic might actually fit here since you're stationary and wouldn't otherwise have anything to do but hold down the Fire button.

                              It would raise the question why the process isn't simply automated, though. If I were to design an expensive war machine, I wouldn't require the driver to press buttons to keep a steady rate of fire if a simple computer could do it for him. The only way that'd happen is if some sort of judgment call would be required... like choosing between different types of missiles.

                              Thinking out loud... what if the launcher would prepare missiles using unstable chemical compounds that are primed using a nondeterministic quantum algorithm... meaning the end result would not be entirely predictable or reproducable. You'd be able to indicate your preference for various characteristics, including speed, explosive power, homing maneuverability and maybe acceleration and splash radius. You'd have to react rapidly since the missiles get queued up and fired off at a good rate. Not doing anything means the quantum algorithm selects whatever mixture it considers "optimal". However, as the algorithm does not take into account the battlefield situation (whether your target is moving fast or stationary, for instance), this will often be less than ideal.

                              For every missile added to the launch sequence, you get a choice between four randomly generated sets of characteristics representing the "best" four ways in which that missile's chemicals could be primed. Your task is to pick the one that fits the situation best.

                              Example... You target a power node. You want to select the heavy hitters. You don't really care about speed or maneuverability or splash damage since all missiles will be able to hit the stationary node anyway. Then you target a Manta. You now want missiles with good tracking capabilities. Then you target a footsoldier, choosing mainly missiles with good splash radius in case the target dodges at the last instant.

                              Comment

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