Area Denial. Body Guard. Fear Incarnate.
All that, and some really crappy nonsensical art. But despite that, something about it's basic shape appeals to a lot of people. Flying Debris did an interesting take, which, TBH, was the first "acceptable" KGC I had seen done. That said, and with due respect, it's a heavy black ink blob, with a bunch of scifi bolt-ons. It looks cool, but not "functional" or practical, in fact it kinda makes me think of something from a 50s Sci-Fi film (which is a good thing....IMO)
THE FINAL PRODUCT (as rendered by Kiriage~San!!! Domo arigato,Yūjin!!!!)
So today, I had a couple of ideas bouncing around, and decided to put pen to paper. The result:
The reasoning:
In all, the KGC-000 is a flat, very short, but wide Assault Mech. It is meant to find a sheltered location, and control it, denying it from enemy use. So my goal was to make a mech that was more realistically scaled than most PGI units. The Atlas is approx. 17-18 meters tall, this unit is meant to me approximately 13 meters tall, or about 11.5m without the missile launchers and AMS.
ARMS/CLAWS:
The "claws" were really nothing more than armored sheaths to protect the AC20s, and allow the Crab to punch if need be without harming it's main guns. The TRO art has horribly spindly arms which make no sense. Since in MW:O they do not allow fro split crits, and since the "hands" are not really manipulative, I decided to follow the style used on the gun arm of the Centurion. They are massive to evoke power, but also because they house the bulkiest weapons in MW:O. And it allows them to shield the torso.
LEGS:
The TRO art quite simply would be so grossly unbalanced it would plow it's face in the ground and stay there. Also, in MWO, everything gets a "waist" turret, so that torso twist is possible. On Alex's concept, I felt that made the KGC-000 too tall. The Legs are still a little spindly, but that is intentional, as the armor on them is a little light. The Torso and arm design should draw most of the fire, so leaving them light would reduce drive weight and improve locomotion.
TORSOS:
The Center Torso is relatively small, and armored by not only the Side Torsos, but the massive arms. The role of a KGC makes using an XL a dicey proposition, so using those arms and torsos as armor for the core systems, IMO, makes more sense. The two massive front plates, or "mandibles" are Side Torso armor further protecting the CT. The Side Torsos are a little wide, but relatively flat, and protected by the arms. An XL "Command" Mech would be possible, but one would need to stick to the sniper role.
concept sketch showing full torso and arm detail:
Thoughts?
and for the HitBox Parade
bang.
and for the truly RPG nerdy.....
and a couple other colored concepts........
hunch-less
personally, I prefer the hunch, as it breaks up the monotony of the carapace. And seems to work well with the head, IMO. *shrugs* Either way, we now have it BOTH ways. Enjoy!
Edited by Bishop Steiner, 16 October 2013 - 01:28 PM.