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Author Topic: Art Preview: Rebel Aerial Construction Droid  (Read 3059 times)
Warlord Zsinj
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« on: September 24, 2009, 01:27:16 PM »

Presenting the Aerial Construction Droid, accessed by the Rebel Alliance from the Rebel Airplant.

This construction droid greatly increases the flexibility of the Rebel alliance's warmachine by moving their construction teams into the skies. This offers significant flexibility as far as strategic choices are concerned; the aerial con droid can access areas of the map that other construction units may have struggled to access; they can be used to set up hidden bases for guerrilla tactics, and they can be used effectively as fast response repair or recycling [reclaiming] support.

However, the complicated repulsor systems required for an industrial droid to be made airborne has a number of negative impacts; the unit is costly, much more so then an equivalent ground based construction unit. It is very fragile, and easily destroyed by any anti-air weaponry, as well as ground troops fast enough to take potshots at it. And most significantly, it is less effective as a construction unit, taking longer to erect a structure (or complete other tasks such as repairing or recycling) than it's ground-based cousin.

Model, Texture - Lynx
Attached files Thumbnail(s):
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1v0ry_k1ng
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« Reply #1 on: September 24, 2009, 02:00:53 PM »

imo, dont make it a slower constructor, just use the higher cost to enforce its inferiority- otherwise, the BT value for structures will no longer be representitive of its BT in seconds (unless you make duplicates, and that would be a pain.)
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gnomre
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« Reply #2 on: September 24, 2009, 02:57:37 PM »

I actually agree with Ivory.

That said, IK, I think I modified my tooltip widget to account for the selected unit's build rate when displaying the buildtime in seconds
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Warlord Zsinj
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« Reply #3 on: September 24, 2009, 10:25:09 PM »

Nothing I say in the unit previews is totally concrete; all requires testing and tester input, so don't worry too much.

A concern with equal strength air con units is that they will simply replace ground con units - and having a floating armada of these means that guarding vehicles with a group of these could be a very powerful (and as they are flying, not too hard to pull off) strategy. You don't even need two labs, you could use a bunch of aircons and some light walkers even. Or you could get them to repair guard your commander, etc. This is just one concern and will require testing. It is of course easier to test if it is overpowered if we leave them at full strength for the first few versions.

We may make them quite bulky and handle poorly so that it is easier to shoot them down from the ground, though.
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1v0ry_k1ng
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« Reply #4 on: September 27, 2009, 10:47:49 PM »

I actually agree with Ivory.

That said, IK, I think I modified my tooltip widget to account for the selected unit's build rate when displaying the buildtime in seconds

not everyone uses your tooltip Tongue

A concern with equal strength air con units is that they will simply replace ground con units - and having a floating armada of these means that guarding vehicles with a group of these could be a very powerful (and as they are flying, not too hard to pull off) strategy. You don't even need two labs, you could use a bunch of aircons and some light walkers even. Or you could get them to repair guard your commander, etc. This is just one concern and will require testing. It is of course easier to test if it is overpowered if we leave them at full strength for the first few versions.

We may make them quite bulky and handle poorly so that it is easier to shoot them down from the ground, though.

Constructor strength is relative to cost
higher cost = lower relative strength = no problem

who did the concept for the model?
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Warlord Zsinj
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« Reply #5 on: September 27, 2009, 11:43:55 PM »

It's very loosely based off some concept art for a star wars game, but lynx took a lot of artistic license; it's pretty much his design.
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gnomre
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« Reply #6 on: September 28, 2009, 12:56:57 AM »

not everyone uses your tooltip Tongue

Then it is not our problem. We don't troubleshoot, support, or generally give a shit about anything not included in our game Tongue
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ChillAAA
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Scaley Man Fish

« Reply #7 on: September 28, 2009, 02:06:59 AM »

not everyone uses your tooltip Tongue

Then it is not our problem. We don't troubleshoot, support, or generally give a shit about anything not included in our game Tongue

QFT
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Warlord Zsinj
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« Reply #8 on: September 28, 2009, 03:18:57 AM »

Gnomre's such an excellent public relations person Wink
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hrmph
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Hhhrmmpphh!

« Reply #9 on: September 29, 2009, 06:06:23 PM »

Nice design on the model and texture. Starwars-ish and insectoid, reminds me of boba fett's ship.  Thumbs up
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Lowdive
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« Reply #10 on: October 01, 2009, 04:39:27 AM »

The Pics look great! (may I know what are those bronze-like balls at back of base? extractors?)

And I would like to say I agree lower con speed is a pain.

Great stuff.
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Warlord Zsinj
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« Reply #11 on: October 01, 2009, 05:06:45 AM »

hrmph: I agree, I think lynx really captured the feel of a Star Wars droid with this one. I also liked the reference to the rebel helmets with the 'wing' sections.

Lowdive; the bronze balls are similar to extractors; they're sort of like a cross between a metal maker and a metal mine (to use TA terminology).

When you capture a strategic point with infantry, you have the option to upgrade it (currently) along two paths; an economic and a military path.

Economic upgrades represent items that help your warmachine function better, but don't offer any immediate rewards. What you see there is a fuel/tibanna/stuff dump. You gain higher Requisition (metal) rewards, but you have to expend a reasonable amount of energy to run them (cooling etc). In terms of game mechanics, they allow you to ramp up your economy without necessarily capturing more territory while making nice targets for your enemy. Capturing territory is always more effective.

Military upgrades (unseen here, but visible in many other shots) give an immediate military reward, but offer smaller resource income.
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