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A Programming Idea For Onmimechs And A Question.


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#1 UnawareOfDoom

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Posted 06 April 2013 - 07:30 PM

Hello,

I had this idea and I don't know if it is helpful or useful but I wanted to share it.

It occured to me that Onmi-mechs have a special difficulty to mech art assests. Its hard to let players plug anything they want into an area and have the correct and coresponding "barrel" poke out. I had a idea about that.

What about creating "onmi-modules" much like the engine heat sinks of larger engines? Basically create empty modules for "gun" "laser" and "missile" that are sized according to the weapons of each class. Then attach the art assests that fit that style and size of weapon to the "module." Players could drag the module of the weapons they want into the part of them mech they want them on then fill in the module with the actual weapons.

It also works well for balance I think. Instead of letting someone put 50 small lasers all over their mechs body you could limit the total number of "omni-modules" in a given location. So the arm of a Dire Wolf could be limited to 3 total modules. A player could choose to mount the one single module that could fit a gauss rifle(with a big barrel as the art asset for the largest "gun" module) or they could mount 3 smaller laser ones and have 2 ppc's and a medium laser.

I don't know if thats even a good idea but I wanted to share it. And it leads me to a question. Is there any plans/ideas to add the non-torso mechs like the Clan Nova? If this is the wrong place to ask such things I apologize.





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