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Baseview Assets Part 2


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#101 GreatGold

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Posted 29 July 2003 - 08:42 PM

Even the plasma weapons have a psionic component, IIRC.

I completely forgot about that! Captain is right though, we had discussed that. I don't know if it ever made it into the models though?

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#102 tzuchan

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Posted 29 July 2003 - 08:54 PM

GreatGold:

I'll admit that I was probrably over reacting, but nevertheless, when I find myself thinking of ways to keep something like a battleship ufo away from me, especially if I know how they keep them in the sky, I'd think that I'll look for a way to mess with their propulsion system. And unless we are moving in a very different direction from the original game, projected gravity waves are what I'd use to buy time for my defences.

Interfering with the UFO nav systems is still a very possible way to do it, but the problem is that I don't see how we can disrupt the nav system without using some sort of psionics. Trying to come up with a believeable reason behind it sounds like a very hard thing to do. Not to mention if we can develop a based sized psionic inhibitor, waht's to keep us from building a portable version and trotting it about to prevent aliens from using thier psionic abilities? Even then, that sounds too passive a method to keep them from landing, afterall isn't it possible that they might have built somesort of manual override?

[EDIT]

There's also the fact that the two facilities in the original were developed along two very different lines of research...

UFO Power source + UFO nav + UFO alloys > Firestorm > Lighting > Avenger > Grav Shield

Aliens with psionic abilities > Psionic abilities > Psi labs > Mind Shields

Edited by tzuchan, 29 July 2003 - 08:58 PM.

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#103 GreatGold

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Posted 29 July 2003 - 09:06 PM

And unless we are moving in a very different direction from the original game, projected gravity waves are what I'd use to buy time for my defences.

BIG debate in that area. Check out the Firestorm thread, and related ones like Elerium, to catch up.

You are correct though, they do go along two different lines. These are things we will have to look into.

The think with the Power Source, is that having completed the Elerium entry first, we have guidlines to follow. These guidlines just dont bode well for a gravitational repulsion system. But, thats why they call this development.

Lets not hijack this thread though, and if you want to play around with a Grav Shield entry that works with both UFO Nav and Elerium, lets get started in a new thread.

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#104 Breunor

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Posted 30 July 2003 - 09:24 AM

I think that you could safely create more than one explanation for how the 'grav shield' (or whatever it ends up being called) works, regardless of what the model looks like. If you were to come up with an awesome explanation that required a rework of the emmiter portion, that would be possible, but I'd just leave out any physical descriptions until the model is done and then go from there. My suggestion would be to not use Psi related reasoning for it. If it creates gravitational fields that slow the ship or disrupts the gyroscope-equivalent instruments inside it, either would affect the ship's approach long enough for a second shot to be fired. But the device modeled can emit whatever fields are needed either way.

#105 Aosar

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Posted 30 July 2003 - 03:19 PM

Personally I think the models so far have been Great - with a capital "G" - and I also think that the further we initially take xenocide's look and feel from X-Com is better. Because, personally I would like to see something that is much like X-Com, but at the same time allmost completely new!

And about the Gravity shield, I have an idea, but now I'm too tired to share it with you, g'night, and sorry... :zzzzz:
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#106 Vaaish

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Posted 02 August 2003 - 08:48 AM

Here is the hyperwave decoder. viewed from the top floor.

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#107 Vaaish

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Posted 02 August 2003 - 08:51 AM

and the next floor

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#108 Vaaish

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Posted 02 August 2003 - 08:53 AM

and the basement floor

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#109 Aosar

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Posted 02 August 2003 - 10:17 AM

This is a crude example of what kind of shape I had in mind for the gravity shield... Keyword; crude!

I present to you "teh gravity shield"

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#110 Vaaish

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Posted 02 August 2003 - 10:53 AM

I'll consider it when I start on the grav shield, but I'm probably not going to to do it until CTD gets at least the basics of how the thing works nailed down.

In hte mean time lets keep the focus on the Hyperwave decoder.

#111 Vaaish

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Posted 04 August 2003 - 06:29 PM

If there is no discussion I'll consider this one finished and move on to the Grav shield or whatever it happens to be now. :)

#112 miceless

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Posted 05 August 2003 - 12:18 AM

You are just too good Vaaish. Everybody is too stunned by its beauty to speak....:o
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#113 Micah

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Posted 05 August 2003 - 12:59 AM

Yep, please know that we are all watching.... :) Keep at it....

#114 Vaaish

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Posted 18 August 2003 - 04:19 PM

ok as I promised I did the grav shield this weekend.

Here ya go. comments please.

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#115 Vaaish

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Posted 18 August 2003 - 04:26 PM

the next

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#116 Vaaish

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Posted 18 August 2003 - 04:30 PM

and the last

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#117 Vaaish

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Posted 19 August 2003 - 04:04 PM

If there are no comments I'll consider this model finished, the baseview asset models complete and I'll package them up to Drewid.

#118 GreatGold

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Posted 20 August 2003 - 02:17 AM

So does this mean we are now going to get to see them textured?!

:Drool:
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#119 Puasonen

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Posted 20 August 2003 - 03:23 AM

So does this mean we are now going to get to see them textured?!

:Drool:
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I was planning to ask the same thing.. Whos's gonna handle the textures for all these facilitys? Drewid? Lot of work for one person.. :blink:
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#120 Guest_drewid_*

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Posted 20 August 2003 - 06:15 AM

I'll speed up as my "real" work level drops back again in a couple of weeks.
(Beta , hooray). also things tend to faster as you go along as you get more textures to reuse.

#121 Vaaish

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Posted 20 August 2003 - 09:52 AM

So does this mean we are now going to get to see them textured?!

:Drool:
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I was planning to ask the same thing.. Whos's gonna handle the textures for all these facilitys? Drewid? Lot of work for one person.. :blink:

ATM drewid is doing it to keep consistency in the textures same as how I did all the base modules to keep consistency in design. Alot of the later modules should be quite simple to texture since I reused elements from previous modules. Should make it so we can just pull in already mapped one and replace the unmapped version.