Author Topic: Player Armor- Mechs and Other Nifty Things  (Read 2274 times)

Graf

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Player Armor- Mechs and Other Nifty Things
« on: February 23, 2014, 03:42:16 pm »
I did a search through the forums, but couldn't find anything that focuses on this topic. I am sorry if this has already been covered.

I know weapons for both players and ships are supposed to be highly customizable, but I was wondering if the same could be said for armor systems. Are mechs, Halo esque Spartan suits, or something similar planned? Mechs would be a great way to unify offensive and defensive game systems into one unit in a balanced way. Mechs are inherently customizable, lending to Blockade runner's style. Player's would easily be able to tune their mech, or smaller suit, to their play style, with larger, heavier mechs being easily balanced against small, nimble suits easily, as while large mechs have fire power and armor, smaller suits can maneuver in ships more easily and take advantage of tight ship spaces. Both sizes have their natural roles, and players could easily tailor their own to anything inbetween.

I was thinking of a system similar to Rawbots, a robot crafting game. Such a system allows players to buy premade mechs, and easily change out parts, while the mech specialist can dive in and build and program mechs from the ground up. Such a system allows mechs to take any form, and fit to any role, whether it be engineers donning something akin to that mech from aliens to repair ships or transport equipment, to boarding parties donning nimble jet pack suits to for easily maneuvering aboard enemy craft. An arbitrary size limit wouldn't be necessary, as at some point the mech just becomes a ship in it's own right, and such a massive mech would be exponentially more expensive, heavier, and, unless it was designed really well, less efficient than a comparable ship of the convential type. I liked the Armored Core customization system, but it lacked variety. Some sort of combination between a somewhat simpler Rawbots system combined with Armored Core would work well.

I don't want this to turn into a mech game, but I think mechs would add to the game, allowing player's to further customize and specialize in their roles. This type of system would encourage pilots to create mechs that enable them to pilot craft more effectively, weapons specialists will talor their mech to help with aiming, and engineers will strap mechanical arms to themselves. That way, a pilot can't run around and magically repair things at any reasonable speed, while the engineer will have a hard time flying a ship thanks to the lack of flight control systems in his suit. It enables specialization and RPG like progression, without limiting the player based on "skills". Just put on a different suit to switch roles. Players wouldn't be forced to use them, as a player without a suit would be able to do anything, just not as fast as someone specialized, whereas a player with a suit would be very good at the chosen specialization, but would be unable to anything else competently.

I am using "mechs" and "suits" as degrees of the same thing, with mechs being defined as suits that are not skin tight and don't fit the player's appendages.

What do you guys think, does this belong in Blockade Runner?

Strait Raider

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Re: Player Armor- Mechs and Other Nifty Things
« Reply #1 on: February 23, 2014, 05:12:49 pm »
I don't think we've covered mechs in particular. We've done quite a bit of discussion on body armor (as in suits), my take on it is here in our body armor discussion, feel free to add your thoughts.

I dunno about mechs. I tend to think of them as ground combat units, for use in open areas. A spaceship by nature is a somewhat cramped place, you'd probably have trouble getting around through hatches and doors with moderately heavy body armor, let alone powered armor or mechs. The only places I can really think of mechs being useful would be either inside a hangar bay or EVA. I'm thinking cargo loading / debris clearing mechs, but powered suits could probably do the same thing just as well while taking up less room.

To me it sounds kind of like putting a tank on an aircraft carrier.

Graf

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Re: Player Armor- Mechs and Other Nifty Things
« Reply #2 on: February 23, 2014, 05:51:33 pm »
Yeah, I was thinking that larger mechs could be used more on planets, during boarding actions (ripping holes into hull, damaging weapons,etc), or doing external repairs on ships. I agree large mechs wouldn't be very usefull inside of ships, but this promotes specialization and teamwork. One player with a large mech opens a hole into the hull of a ship so that a group of more nimble mechs can enter the ship. Players who work together and specialize will do better in a fight than a group of lone wolf players who try to be good at everything at one time.

Aaron

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Re: Player Armor- Mechs and Other Nifty Things
« Reply #3 on: February 25, 2014, 12:48:27 pm »
'Twould be a fun experiment, but not something we'll be doing.  Game's gonna be script-able and moddable though, so you could take our hard work at making the voxels all work well and mod into some sort of mech game. =P
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Cy83r

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Re: Player Armor- Mechs and Other Nifty Things
« Reply #4 on: February 26, 2014, 02:39:10 pm »
is it just me or is the PR department spinning "we want to make everything possible" in a whole new direction since the rebuild started nearing that deadline?  ;3c
Jibreel: Yeah but [Hufer] that's like [Axis] complaining that his Toyota Camry is stuck in the mud and you responding "Well my M1 Abrams doesn't seem to be having much trouble."

Aaron

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Re: Player Armor- Mechs and Other Nifty Things
« Reply #5 on: February 26, 2014, 02:54:51 pm »
is it just me or is the PR department spinning "we want to make everything possible" in a whole new direction since the rebuild started nearing that deadline?  ;3c

How so?  We know we're not going to be doing certain things (mechs?), but with modding you can knock yourself out. =P

The thing with mods though: they're mostly just for experimentation.  To make a quality mod 'fit' with the base game is tough work!
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Cy83r

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Re: Player Armor- Mechs and Other Nifty Things
« Reply #6 on: February 26, 2014, 03:37:06 pm »
ah, no, it's just a friendly needle since "modders away" seems to have become your catchphrase
Jibreel: Yeah but [Hufer] that's like [Axis] complaining that his Toyota Camry is stuck in the mud and you responding "Well my M1 Abrams doesn't seem to be having much trouble."

Aaron

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Re: Player Armor- Mechs and Other Nifty Things
« Reply #7 on: February 26, 2014, 04:59:12 pm »
ah, no, it's just a friendly needle since "modders away" seems to have become your catchphrase

Just making sure it's well known that we're going out of our way to allow extensive modding.  That way we can say, "No, that is not planned." and folks have a fallback. =P

For example:


Us: "No, we do not plan to have mini-games for unlocking doors."
Them: "But, but but...what a waste, it'd be awesome!"
Us: "And it still can be!  You can make it yourself! \o/"
Them: "You're right, I'm going to get started on that right now!"

That's exactly how it'll transpire.  :o
« Last Edit: February 26, 2014, 06:19:45 pm by Aaron »
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Me2005

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Re: Player Armor- Mechs and Other Nifty Things
« Reply #8 on: February 26, 2014, 05:53:49 pm »
As an aside, I'm can imagine that a voxel-based mech game could be pretty sweet. From what I'm imagining though, I don't think the voxels would be strictly necessary since the mechs themselves would need to be based mostly off of some kind of prefab to look good. Maybe if you block-built on some kind of skeleton...

In any event, cruising around a MC-esque landscape (or alien/otherworldly MC-esque planet/asteroid/station-scape) in a mech and blowing chunks out of stuff would be cool.
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Cy83r

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Re: Player Armor- Mechs and Other Nifty Things
« Reply #9 on: March 04, 2014, 02:42:39 am »
well, of course.  just look at the popularity of titanfall

not that i think gundam sized mecha are at all realistic...

Jibreel: Yeah but [Hufer] that's like [Axis] complaining that his Toyota Camry is stuck in the mud and you responding "Well my M1 Abrams doesn't seem to be having much trouble."

DanielG129

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Re: Player Armor- Mechs and Other Nifty Things
« Reply #10 on: March 19, 2014, 09:50:11 pm »
 The way I imagine it, a "mech" in the vanilla version of Blockade Runner would be a sort of glorified hovercraft with the legs ending in hover modules instead of a blocky foot. It would be relatively short and more a of display model. Offensive ground-based units would consist mainly of hover tanks(the wraith in Halo for example) and other similar vehicles with regular ship weapons attached.
« Last Edit: March 20, 2014, 10:04:46 pm by DanielG129 »

Iago

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Re: Player Armor- Mechs and Other Nifty Things
« Reply #11 on: March 20, 2014, 12:16:46 pm »
I don't think mechs will be all that useful. But I like the idea of powerarmor, especially in the Minecraft mod called modular powersuits. You craft material(so many circuits grr)and upgrade your powerarmor at the cost of maneuverability.
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