Tremulous Forum

Community => Mod Ideas and Desires => Topic started by: player1 on December 08, 2008, 05:09:16 pm

Title: [Archive] The Unvanquished OLD PROPOSAL
Post by: player1 on December 08, 2008, 05:09:16 pm
NOTE: This is an ARCHIVE ONLY thread, for those who have a few hours to devote to see just how much work goes into writing a decent proposal for a mod. Presented here as a warning to the lazy. Be serious if you want to propose a mod. It takes almost as much work to design a mod as to make it.

Well, although the Dreaded Third Race Question has long been much-besmirched, we now have a coder of the stature of Amanieu calling for a serious proposal. Since I was already trying to demonstrate the amount of design that would have to be accomplished in another thread, I already had a Mod [Concept] in the works, because I find making such things to be quite enjoyable. While I do not want to get into the usual flamewars over whether or not the whole Third Race idea is even cool/good/starcraftian/ZOMFGwtfSTFUgtfo, I do welcome comments. A brief backstory will also be provided, as well as a list of player avatars, artifacts, weapons, a combat system, an advancement system, abilities, constructables, and the like. If you enjoy reading and discussing such things, welcome! If not, begone! Herewith, a mod to end all mods, the Dreaded Third Race Suggestion: The Unvanquished!

Cheers!
Title: The Unvanquished - Outline & Overview
Post by: player1 on December 08, 2008, 05:09:35 pm
The gist of the Unvanquished is that the player has six different classes or Bounty Trees from which to choose: Priestess, Nymph, Evolute, Shojo, Mer-Centaur, and Artificer. Depending on what Stage the Unvanquished Team has achieved, there are then various weapons, abilities, powers, and avatars which they may use, if they have collected enough Bounty to Advance. Note: 1 Bounty = 1 Evo, or iirc, 175 Credits. Thus, while they have a combination of ranged and melee weapons at their disposal, their health is generally greater than that of Humans, and their advancement system is much like cashing in Evos to Evolve: you cash in Bounty to Advance. See each class for specifics on weapons, items, damage, health, stage available, and etc.
Title: The Unvanquished: Combat & Advancement
Post by: player1 on December 08, 2008, 05:10:33 pm
1 Bounty = 1 Evo = iirc, 175 Credits

Phial = +15 Health; Carry Limit = 2

Dretch Headbite only does 75 Max. Damage to Unvanquished!!!

(will still kill Nymph-form or Merman-form in one headbite)
Title: The Unvanquished - Structures.beta_1
Post by: player1 on December 08, 2008, 05:11:00 pm
Structures

KEY: Name Stage Mana - Type

Idol S1 0bp  - Mother Structure

Icon S1 10bp - Spawn Point

Brazier S1 8bp - Mild Defense

Apothecary S1 10bp - Heal Point, Health-Pack Restock Point, Poison Purchase Point

Smithy 1 10bp - Weapon/Upgrade Purchase Point, Ranged Ammo Reload Point

Oracle 3 10bp - Camp Defense

Crystal 2 0bp - Forward Base Minimum, Ranged Ammo Reload Point, self-destructs if powers nothing for 3 min.

Types:
OM/RC - Mother Structure
Egg/Node - Spawn Point
Tube/Ret - Mild Defense
Booster/Medi - Heal Point, (also, Restock Health-Pack, Humans)
none/Armoury - Weapon and Upgrade Purchase Point, Ammo Reload Point
Tesla/Hive-Trapper-Hovel - Camp Defense
Repeater/Booster - Forward Base Minimum, Ammo Reload Point


Sentience/Power = Mana = Build Points
Title: The Unvanquished: About.beta_1
Post by: player1 on December 08, 2008, 05:11:27 pm
The Unvanquished are a Confedation of Omniversal Sentients who have become embroiled in the Human-Alien Conflict of the 41st Century. They have been shocked and outraged at the war-mongering ways of both species, and have decided to put  an end to the conflict by annihilating these outsiders and restoring peace to the Worldlets of the Peaceable Starfolk.

tl;dr: They're sick of this bloody war, and are gonna kick some ass on both Humans and Aliens.

They are an amalgam of six different classes, as follows:

Priestess - Medic (angel-winged fox-woman) [female]

Nymph - Scout/Spy (dragonfly-winged water-sprite) [female]

Evolute - Soldier (giant demon with club becomes tiny raccoon-dog war-wizard) [male]

Shojo - Heavy (Noh-masked orangutan-yeti) [female]

Mer-Centaur - Pyro/Sniper-Demoman (alligator/snapping-turtle-demon or seahorse-centaur) [male]

Artificer - Builder (dog/hawk/demon-elfling) [male]

Anime/Manga Ghost-Ninja Space-Pirate Obake-Daemonfolk, ftw!!!
Title: The Unvanquished: Classes - Priestess.alpha_1
Post by: player1 on December 08, 2008, 05:11:53 pm
Priestess: Necromantic Poltergeist-Samurai Taikonautic-Buccaneer Cherubim-Kitsune

Health: 120

Note: Possesses the power of Flight (but slower than a Jetpack, and Stamina-Dependent)

Default Attributes:

UpgradesStageCost:

d=default
b=Bounty
1 Bounty = 1 Evolve = iirc, 175 Credits

*Resuscitation means player keeps purchased Upgrades. If you buy the Staff, and you get killed, when you respawn you will still have your Staff of Rebirth, as well as your Upgrades.

Medic
Title: The Unvanquished: Classes - Nymph.alpha_1
Post by: player1 on December 08, 2008, 05:12:17 pm
Nymph: Xenomorphic Vampire-Ronin Cosmic-Privateer Kraken-Faery

Health is form-specific, see below
Note: Also possesses the power of Flight (somewhat slower than Jetpack), Stamina-Dependent

Default Attributes:
Naiad form, Health: S1. 75; S2. 90; S3. 105
OR,
Nereid form, Health: S1. 90; S2. 105; S3. 120

Advancement - Upgrades:

Nymphs cannot carry Weapons or wear Armor
b=Bounty
1 Bounty = 1 Evolve = iirc, 175 Credits
Note: Due to transfer of hp from Bloodsucker and Destroyer attributes, Maximum Health is equal to twice normal health for that form at that Stage, e.g. Naiad, S1, norm. health=75, max. health=150.

Naiad - Scout
Nereid - Spy


*twice the height of the Human Space Marine avatar (blast radius at sternum height, or 2/3 avatar height)[/list]
Title: The Unvanquished: Classes - Evolute.alpha_1
Post by: player1 on December 08, 2008, 05:12:37 pm
Evolute: Undead-Metadaptoid Interglobal-Progressive-Soldato Oni-Tanuki

Default Attributes: (Oni)
Beserker - Health: 200; Slingshot, 9 D/H per proj.; Club, 12 Damage per Hit

Advancement (available sub-class upgrades, same avatar and artifacts, better attributes, for health, see each): (Tanuki)

Note: Evolute class cannot buy Weapons or Upgrades at a Smithy (but can buy Poison at the Apothecary - S2 2b), only purchase higher subclass and weapon/armor loadout/package of Evolute Bounty Tree. Half of the indicated Armor value is the Helmet Armor Value.

Only carries one Weapon in addition to Default Weapon:
Stage 1 = Sword
Stage 2 = Bow
Stage 3 = Spear/Staff


Note: All forms available all Stages
Default weapon of Warrior/Adept: Bowglove, 9 D/Hpp+ S2 2b Poison
Default weapon of Paladin/Sage: Thrown Darts, 18 D/Hpp+ S2 2b Poison
*SAD=Splash Area Damage

Soldier
Title: The Unvanquished: Classes - Shōjō.beta_1
Post by: player1 on December 08, 2008, 05:13:03 pm
Shōjō: Shaolin-Shinto-Budo Judo/Jiu-Jitsu/Aikido Drunk-Nun Monkey-Queen

Health is form-dependent, see below.

Default Attributes:
Dedicant - HP=100, Small Stars 9 D/Hpp, Chop 9 D/H, Front Kick 27 D/H, Spawnshield*, Human Stamina X 1.1

Advancement:

ESAD=Explosive Splash Area Damage
Note: Drunk Nuns cannot buy Weapons, and are armed only with Throwing Stars. Their attacks are all martial arts melee attacks, and they receive a stamina boost as well as a Special Attribute at each level of Advancement. Drunk Nuns cannot buy or wear Armor.
*Spawnshield - Dedicant Drunk Nun is invulnerable to attack for first 30 seconds after spawning, impervious to headshot damage multiplier for first 60s after spawning.

Heavy
Title: The Unvanquished: Classes - Merfolk.alpha_1
Post by: player1 on December 08, 2008, 05:13:26 pm
Mer-Centaur: Zoomorphic-Xenothropic Otherworldly-Mercenary-Militia Kappa-Yokai

Health is form-specific, see below

Default Attributes: (Kappa)
Merman - Hot Hand (15 Damage per Touch - 45 Human Headshot), 75 Health

Advancement: (Yokai)
Centaur 2b - Slingshot (9 dmg, per. proj.) & Gallop (Nerfed Trample), 125 Health

Merman - Pyro
Centaur, S1 & S2 - Sniper
Centaur, S3 - Demoman
Title: The Unvanquished: Classes - Artificer.alpha_1
Post by: player1 on December 08, 2008, 05:18:39 pm
Artificer: Voodoo Zombie-Daemon Asteroidal-Freebooter Wolfhawk-Tengu

Health: S1. 100 hp; S2. 125 hp; S3. 150 hp
Note: Also possesses the power of Flight (much slower than Jetpack), only while Build Timer is counting down

Default Attributes:

WeaponsCost (Carry Limit=1):
UpgradesCost:

Note: This is the Builder Class.

Engineer
Title: The Unvanquished: Total Conversion - Humans.wip
Post by: player1 on December 08, 2008, 05:19:02 pm
Total Conversion - Humans

Weapons:
Stunnerd - no ammo, can't sell
Dart Rifled - dart ammo, must sell to upgrade
IronhandS1 - no ammo
Crystal WakazashiS2 - no ammo
Quad ShotgunS1 - shotgun ammo
ZapperS1 - needs recharging
FreezerS2 - needs recharging
RailgunS2 - railgun ammo; needs recharging
Rocket LauncherS3 - rocket ammo
Sniper RifleS1 - sniper ammo

Upgrades:
Teamsee Helmet S1 - see what's in your teammates vis_area and angle-of-view (not radar!)
Link Pack S2 - minimap & extended team radar and extended team power & Bot's-Eye-View from DefendBots and MediBots
Ammo Pack S3 - increased ammo carry for ammo-using weapons
Shield Pack S3 - +50 armor, 180s recharge

Structures:
Motherpod = Repeater/Telenode/Medistation All-in-One Structure (worth combined Build Points [Power] and combined Hit Points [Health])

Ammo Locker = Reload all weapons, including non-NRG-based, conventional ones; repair Armor

Defendbots: Tribow S1 8, Fletchette S1 10, Minigun S2 8, Gauss Rifle S3 12

Medibot S1 6, not Medistation

Structure Stage Power (BP)

The overall idea is to make the Human Team a much more mobile, nomadic faction, and trade in the camping for some walkabout. What better way than to make Turrets and Medistations that get up and walk away if you camp too long?
Title: The Unvanquished: Total Conversion - Aliens.wip
Post by: player1 on December 08, 2008, 05:20:16 pm
Total Conversion - Aliens

Classes:
Dretchflyd (Wallwalk: ON=Dretch, OFF=Flying Dretch)
Weaverd (Adv. = S2, Mini-Dart)
HydraliskS1 (Adv. = S2, Mini-Luciball)
MaraliskS1 (Adv. = S2, Flamethrowing)
Were-GoonS1 (Human Head, Arms & Torso, Dragoon Body & Legs) (Adv. = S3, Corpse Scavenge)
QueenS3 (Mini-Tyrant)

Weaver

OR,
Dretchfly - Health: 36, Wallwalk ON: wallwalking dretch; OFF: flying dretch

if Dretchfly:
Advancement (assumable shapes, see key):


Notes:
Key = Form Stage Cost - Health
*Explosive Darts - 12 dmg. per hit + 18 dmg. per explosion + splash area damage for explosion (structures and players)
Title: Re: [Concept] The Unvanquished
Post by: Archangel on December 08, 2008, 05:22:25 pm
reserved
Title: Re: [Concept] The Unvanquished
Post by: player1 on December 08, 2008, 06:27:44 pm
More to follow: I have quite a bit of it down on paper, so I just need to transcribe what I have and continue assigning values. I have another project to work on for the next few hours, but I'll get back to this later today (tomorrow in some areas).

Cheers!
Title: Re: [Concept] The Unvanquished
Post by: Archangel on December 08, 2008, 06:42:46 pm
So far, very intriguing. I am excited to see where this goes. Good luck player1!
Title: Re: [Concept] The Unvanquished
Post by: Hendrich on December 09, 2008, 02:18:11 am
Very nice Player1, I see that your taking creating a third race seriously, maturely and above all positively. Its a lot better then the bullshit was flying out of the relating thread, and I hope to see this mod actually blossom into something bigger with you and Amanieu as a working team.

Btw, are the race you're working on seem to be magic/tech based? I was thinking more of a hybrid of humans and aliens spewed together to create thier own advantages over the other classes, but also flawing out their dis-advantages due to their insane creator, which he combined alien DNA and human technology to kill off the other species for which he loathed for many years, had made the augmentations contain dangerous side-effects like reduced eyesight, de-morphed body parts, decreased strength, etc.

Hold on, where the hell did I heard that before? Nah, screw it, your idea is more planned out and original. Goodluck with your work Player1.
Title: Re: [Concept] The Unvanquished
Post by: Seffylight on December 09, 2008, 02:23:33 am
So, they're Protoss?
Title: Re: [Concept] The Unvanquished
Post by: player1 on December 09, 2008, 02:33:35 am
Thanks, Hendrich. I'm looking forward to a serious critique by players, especially as to health and damage values, as well as Bounty/Advancement values.

It's a fairly complex, almost (dare I say it) RPG-ish race of six base classes (TF/SC/WH/Renegades), where the players can collect artifacts or take on various avatars, and these items and forms take on more power as the entire team's stage advances. So the object is not to die too much, because you'll lose your artifacts, but because Tremulous is first and foremost a first-person shooter/slasher, the classes are fun to play even as default, just like you can play a Dretch in Stage 3. So people won't just camp for items. Players may not even get a "stay alive" bonus (that evo/cred you get for surviving, what is it? - an evo every 2 minutes, iirc), so they'll have to go out and kill something; that remains to be seen.

Anyway, I've said too much already, I'd better just finish laying it out before I start telling you so much about the rest of it.

Cheers!

:)

@seffylight: The purpose of this thread is to demonstrate the amount of design work that could be involved in creating a serious proposal for a Type 10a Thread - The Dreaded Third Race Suggestion, since it was remarked elsewhere that it should be a pretty easy task to make a TremCraft Mod. Since I've never played StarCraft, WarCraft or WarHammer, watch me pull a rabbit out of my hat. The only Three Team Shooter I've ever played was Tribes, where they had a 3-way mod, but the maps were sometimes definitely designed for two teams. So, I welcome serious critique of damage, health, etc. I don't know a Protoss from a Zerg, except for being on the net playing games since about '97. Wish me luck.

Title: Re: [Concept] The Unvanquished
Post by: Hendrich on December 09, 2008, 03:32:38 am
Quote
I'm looking forward to a serious critique by players, especially as to health and damage values, as well as Bounty/Advancement values.

Well, I'm sure the community of Tremulous is already aware of your creativity, intelligence and how you keep an open-mind to things without venturing too far from reality, so I have confidence that critiques will be plentiful. The community has always wondered to it would be like to have a new race, and inspired by the two default races, we boggle our brains with ideas about the topic and throw out our ideas on the forums, but not once did we take it to the next level.

But, alas, your right, its just on paper for now and nothing happened yet, but hey, so was Tremulous. Once again I'd like to say that your concept is original and promising, thus that is why everybody here should take it seriously and see what we as the community could help, whether its a small suggestion or help with the actual modeling code. Every step is a pathway into making the future of Tremulous bright.
Title: Re: [Concept] The Unvanquished
Post by: player1 on December 09, 2008, 05:22:56 am
Oh, sorry, it's not finished yet. That's only about a tenth of what I have on paper. I design with a pencil: I'm old. :)

I still need to enter a lot of what I have, I just haven't found the time yet today. By the end of the week, the above posts will all be a lot longer. That's why I reserved so many slots. So far I've just provided a visual description of each class, in case any 2d artists would like to take a shot at concept art. Some 3d modelers prefer to work from a 2d concept. If anyone is interested, by all means, have at it. I still need to fill you in on a lot of details.

Which reminds me: back to transcribing.

Stay tuned.

And thanks for your continued support. :)
Title: [Concept] The Unvanquished: Animanga Daemons
Post by: player1 on December 09, 2008, 06:01:26 am
Template: Majickal Ghost-Ninja Space-Pirate Anime-Manga-Asian-Mythology Fantastic-Creature-People
Title: Re: [Concept] The Unvanquished
Post by: player1 on December 09, 2008, 07:10:04 am
Note: wip = Work in Progress

This Mod [Concept] Proposal, while fully fleshed-out on paper, is not yet fully represented above. I'll finish transcribing it this week, if not tomorrow night (Wednesday in some areas). Big ups to Amanieu, who asked for it, and rotacak, who challenged me to think more deeply about it. Peace for now.
Title: Re: [Concept] The Unvanquished
Post by: hymn on December 09, 2008, 08:04:00 am
Just as a friendly statement, right now everythign seems all over the place, if I might suggest moving the information around so that similar information be put toghether, somewhat in the format of:
1)Introduction
2)explanation
3)clarifications
4.a)structure list
4.b)single structure information(ie. stats, use and/or fonction)
5.a)class list
5.b)Class information(trying to keep each in the same post by seperating each one with a bolded line)
5)modifications to other races/new content(if applicable)
6)thoughts on a general base environment
7)conclusion/final thoughts
8)thanks/credits(if needed)

This would make it much more clear for other people, because right now it just seems all over the place, it would also help you know what exactly you have yet to put up, since if you work in the same way as I do with my papers, your info is probably all over the place as well.


As for your idea, although it sounds entertaining, it just doesn't seem to fit in with the tremulous kind of play, its a bit too RPGish. But to build up on what you have put up so far, I'd say I like the idea of a multiple class race where you can be anything from the start, but the classes build up overtime(via the artifact system), since I don't see how a centaur could evolve into a griffin, unless the race is composed of shapeshifters(its kind of hard to follow) that can change into anything at will(in which case I'd say would require full health to shapeshift as a requirement).

As for concept art, this is the internet, I'm certain it would be very easy to find art pieces around the net which could represent your general idea, and after asking the author's permission, use it for the 3d modeling phase, hell maybe even those artists would willingly make a concept art for the team to use.
Quote
Majickal Ghost-Ninja Space-Pirate Fantastic-Creature-People
Take it you still need a name?


Also, its lte right now, so tomorow I'll have a longer look at what you have showed so far and maybe critique more in details.
Title: Re: [Concept] The Unvanquished
Post by: Seffylight on December 09, 2008, 10:47:40 am
words words words

In StarCraft there were the technology-based Humans, the buglike Zerg, and the tribal Protoss (who had MAGICAL MIND POWERZ). Basically technology vs. alienz vs. magicz (and some StarCraft nerd will come along and say that the comparison isn't perfect, but WHAT IS PERFECT, MR. IMAGINARY-STRAWMAN-STARCRAFT NERD). I just thought it was kinda funny that your suggestion almost fits the Protoss hole that Tremulous is lacking to be a StarCraft FPS.

also i was mostly being facetious
Title: Re: [Concept] The Unvanquished
Post by: hymn on December 09, 2008, 02:51:15 pm
Quote
In StarCraft there were the technology-based Humans, the buglike Zerg, and the tribal Protoss (who had MAGICAL MIND POWERZ). Basically technology vs. alienz vs. magicz (and some StarCraft nerd will come along and say that the comparison isn't perfect, but WHAT IS PERFECT, MR. IMAGINARY-STRAWMAN-STARCRAFT NERD). I just thought it was kinda funny that your suggestion almost fits the Protoss hole that Tremulous is lacking to be a StarCraft FPS.

I am no starcraft nerd, and having played a few games while I was younger doesn't mean that I'm one either. Protoss were a lot more technological then humans, a lot more advanced in fact. The only psy-like technology they had came from their templars/archons, so thats 2 units. Humans were mostly in-between the 2 other races.

The only way to make this into a protoss-like race is to allow them to make airships, have a ground unit with 2 energy blade called a zealot and get a tank-like spider machine that can shoot energy balls.

His race sounds a lot more like something out of warcraft then out of starcraft, in fact it sounds a lot like the night elves., but this isin't the point here.
Title: Re: [Concept] The Unvanquished
Post by: player1 on December 10, 2008, 05:04:20 pm
@hymn: Thanks for the input. It's been a busy week, and my work hours are very irregular this week, but I will finish inputting the information and formatting the text this week. Your concerns are duly noted; what will be the headers for each post are currently footers: the edit reason. The text needs quite a bit of formatting to be more easily navigable, to be sure. An outline of the format will also be provided, as you suggest. Since I've already input quite a bit of the info, I'll probably finish what I started before I reorganize the text in the fashion you suggest. It may not be exactly as you describe, but the final version will be quite a bit more organized, to be sure. I suppose I should have done it up in Word or Pages first, and will take that under consideration when I begin reorganizing. For now, my intention is to just get the rest of the Class info input. :)

I should also have posted the following info about the classes, but basically Priestess and Artificer gather artifacts (but because it's Trem, all they have to do is kill enemies to get the items they need). Of the other classes, Nymph and Mer-centaur are the shape-changers: Nymph can become any of four types of "new" Alien, while Mer-Centaur can become any of four different forms: two of which are two "new" Alien classes, and two of which are "native" forms for this shape-shifter, namely Merman and Centaur. You'll see, as soon as I finish the layout above. Of the remaining two classes, Evolute and Drunk Monk, both are progressive classes, much like the current Aliens: as the player gets more kills, he can Advance to more-evolved/better/deadlier forms. It will all be based on gathering Bounty (which are basically just Evos). So, it's just Tremulous: Kill foes, get cool toys, kill more stuff more efficiently. :D

So two classes are Item-Gathering, two classes are Shape-Shifting, and two classes are Progressive or Evolutionary. The Unvanquished are kind of like Humans who have adopted Alien forms, methods and tactics to battle both the Humans and the Aliens. Since the backstory is very vague, it can be added that they are a new hybrid of the xenohumans who have long lived among alien species, and now seek to end the Human-Alien War, or to dominate the local volume of space where their Confederation has achieved a stronghold. I'm definitely open to ideas. ;D

Yes, they are RPG-ish. However, given the current two Tremulous races, I felt a third form of Combat and Advancement was needed, to allow the Third Race to have a real unique flavor from the other two. As to magic in a scientific world: I don't believe the two are mutually exclusive; indeed, the more we know about science, the more there is to speculate about the magical things we can do with science, properly applied. Or as A.C. Clarke said, "Any Magic is simply Science sufficiently advanced.", e.g. Warhammer 40K, et al. 8)

As to concept art, yes, it will be quite easy for an image-spammer like myself to find and post sufficient amounts of art links, and indeed, that will be a future addition to this thread, or possibly an art contest thread in this or another forum, in the near future. I already have some pretty clear ideas, but I wanted to provide just a smidgen of information, to whet players appetites. ;)

The name, so far, is the Unvanquished, a tribute to some player-names from this very forum. As always, all ideas are freely-given, totally open-source and subject to change due to community input. Magical Ghost-Ninja Space-Pirate Mythological-Animal-People is just a personal riff and semi-private in-joke on all of the varieties of critters that have been proposed as a Possible Third Race, so I just combined them all into one nightmarish monstrosity. So many people had suggested "Pirates" or "Ninjas" or "Ghost Pirates" or "Space Ninjas" or "Minotaurs with Battle-axes" that I felt combining all of these aspects would be appropriately StarCraftian/Warhammer-ish/over-the-top/just-what-the-players-asked-for. :laugh:

Thanks very much for all of your input so far. I'm looking forward to finishing the data input and reformatting the text this week, and I hope you'll stop by, as I very much value your input, and well-expressed ideas.

Cheers!

@seffy: Thanks. As a former PCXL reader and PC game magazine addict, I've read about four thousand game reviews for all kinds of games I've never played: RTS, RPG, console, racing, adventure, dungeon-crawling, etc. I've actually only played about twelve games: Unreal (and every mod ever made for it), Q2 for the PS1, Starsiege (for about a grand total of a day), Tribes (and every mod ever made for it), Tribes2 (for a grand total of about a week), Unreal Tournament (all the way through, plus I played a lot of modded UT), Q3a (all the way through, and halfway through again), TeamFortress 1.2 (for about a year, every single day), Daikatana (for one day, then traded it for Deus Ex), Deus Ex (all the way through, three-and-a-half times: Good, Bad, Ugly and speed run/Batman-style), RtCW (about half way through - then I found Tremulous), Halo (at somebody else's house, on their Xbox), Halo2 (ditto) and a few others, like Rune, Half-Life, TeamArena, etc. The only RPG I've ever sat through was DX. :)

@both: Thanks. I like shooters, 'cuz I can just get up and walk away. Killing NPC-rats for copper never drew me in, when I could just go play Tribes and blow shit up. But killing Dretches for Bounty, when the Dretches are players? Now that sounds like fun. Especially when the Dretches can evolve into Dragoons if I feed too much. :P
Title: The Unvanquished.alpha
Post by: player1 on December 11, 2008, 10:46:57 pm
OK, most of the basic class-related info has been input. Next will be a description of the models, and an explanation of all new terms. An art contest is soon to follow. I have put in somewhere between 12 and 20 hours working on this so far this week, so it may be a few days before I get back to it, to continue cleaning up the text and format. In the meantime, friendly critiques gratefully acknowledged.

Cheers!
Title: Re: [Concept] The Unvanquished.alpha
Post by: The Me on December 11, 2008, 11:37:33 pm
I say scratch the health pack  and have the priestess as the only outside healer. Strip the priestess of some of her weapons and up her healing ability 15 hp per 90 seconds is ridiculously slow. Don't allow every class to have both ranged and close attacks, but rather have some close range classes, and some long ranged classes. This will improve teamwork, something which will be different from the other races. As for the Nymphs dretchfly ability, we already have an alien class, we don't need 2 (be a little bit more imaginative)

V.v no need for so many types of each class, have each class, have new abilities unlocked though stages, and have each class have have one shape and one purpose.
Title: Thinking out loud, and thanking you for listening!
Post by: player1 on December 12, 2008, 07:07:04 am
Thanks for the input. :)

I modified the health pack amount and carry limit, and I'm not against scratching it altogether. Too many healers? Thanks. The whole thing was written to be really bloated, since taking stuff away will be easy, but adding stuff is sometimes hard, when the original inspiration is gone (for me, that is, in the writing stage). Duly noted. I think the Priestess will Heal and the Artificer will Repair, ultimately.

I added the Pirate-sword to the Priestess because she was so made-for-camping without it. Maybe I'll give her another weak default weapon, like the Bowglove, as her Blaster, and make the Psychic Sai her Rifle.

Sorry for the confusion over some of the undefined terms, I haven't had time to create a glossary/lexicon of new, unmade artifacts/weapons/items/attributes yet. The Stillshield is the Priestess's armor. If she is completely still for a brief time (let's say 3 seconds) she gets a shielding aura, which acts as an armor bonus, like light armor for Humans. Once she moves, the Stillshield toggles off. As soon as the Stillshield takes damage, the remaining armor bonus (between the amount of damage and the original armor bonus) is awarded to the Priestess, but then the Stillshield must recharge, and she must again stop moving for the required time, before the Stillshield is ready to toggle on again. Seems weak, but she's either cloaked, camouflaged or invisible when in flight (depending upon Stage), so she's still pretty protected. Also, flying is moving, even hovering, since her flight is Stamina-dependent. :)

I was thinking of giving the Bowglove to the Priestess, and a similarly weak default weapon to the Artifice (like Poison Darts), and making both of their daggers (Psychic Sai and Athame) the equivalent of a Rifle-slot weapon.

I hadn't actually even posted a Healing rate, since I need to find some current numbers for that, and look up a lot of Tremulous damage tables. :-[  :-\ :)

Yes, it's way too many weapons, and artifacts, and models. I plan to glean the entry for the Evolute, and add some armor choices, possibly a Teamsee helmet, although they might just have default loadout, and every level the same weapons and armor gets more powerful while the dude gets less health. I wanted the Evolute, as the Soldier class, to each have a sword, a bow, and a staff or spear, but I need to fix the order, and the damage table a bit. The Mer-centaurs I want to have ranged weapons at one level, across the stages, and melee weapons at another level, across the stages. I want these two classes to do the heavy lifting as Soldiers, and Base Destroyers. It still needs work. Thanks for the input. :)

As for the new Alien classes, my plan was to introduce them via the Nymph and the Mer-Centaur, and then when a Total Conversion is made, give these new classes to the Aliens, and simplify the final version of the Nymph and Mer-Centaur. I guess the easier thing is just to do that now. Thanks for the input. I guess there will be two possible versions of Nymph to chose from, which Advance/Evolve differently: Naiad and Nereid; and two different versions of Merfolk: Merman and Centaur. For each class, one of the two sub-classes will be a melee fighter, and the other sub-class a ranged fighter (for the two shape-shifter classes). So: Naiad and Merman - light melee fighters with "magical" shield and health effects (more like Priestess and Artificer); Centaur and Nereid - heavy melee fighters with limited ranged attacks for Advanced players (people with more Bounty). That leaves Drunk Monk as the really heavy melee fighter, and Evolute as the mixed melee/ranged class. I'll make the Pirate-sword and Short-bow more expensive, and give the Priestess and Artificer a weak "brush-back" ranged weapon, like the Bowglove or Poison Darts. Thanks again. That was very helpful.

As for the one shape/one purpose theory, I think that holds true for most of the Classes, but what about my beloved shape-shifters? How about this:

Medic/Spy - Priestess (low damage short-ranged, and medium to heavy-damage melee, low armor value)
Spy/Scout - Nymph (Naiad: melee - spy, Nereid: melee medium w/short-ranged - scout)
Scout/Soldier - Evolute (advances from light to medium, mix of melee and medium to long-ranged)
Soldier/Heavy - Merfolk (Merman: melee light - soldier, Centaur: melee heavy w/short-ranged - heavy)
Scout/Heavy - Drunk Monk (no armor; rapidly increasing melee damage ability)
Engineer - Artificer (low to medium damage short-ranged, light to medium damage melee, low armor value)

TremKraftFortress?

:) ;) :D

Thanks, again. Cheers! Edits to follow. 8)

Maybe I should just get rid of Evolute and Drunk Monk and keep Priestess, Nymph (Naiad or Neried), Merfolk (Merman or Centaur), and Artificer; thus: Healer-Skirmisher, Infiltrator/Attacker, Attacker/Destroyer, Builder. As far as I'm concerned, everyone in Tremulous is both an attacker and a defender. When the time comes, Rush! When the call comes, Defend! :hrm: Oh, balance, you keep me up at night...
Title: The Unvanquished.alpha: Critique?
Post by: player1 on December 13, 2008, 07:17:43 am
@All: Multiple edits made. Hope you like them. Let me know what you think. Alpha version somewhat finalized, and ready for further critique. Thanks to all who commented.

Cheers!

Newest idea: Models/Avatars based on Japanese Demonlogy/Mythology/Obake.

Priestess: Cherubim-Kitsune (Medic & Repair)
Nymph: Kraken-Faery (Scout or Spy)
Evolute: Oni-Tanuki (Soldier)
Hierophant: Shojo-Master (Heavy)
Merfolk: Kappa-Yokai (Pyro or Sniper-Demoman)
Artificer: Wolfhawk-Tengu (Engineer)


TremKraftHammer4KFinalFantasyFortress!
Title: The Unvanquished - Models.alpha
Post by: player1 on December 13, 2008, 09:06:56 am
Priestess - Fox-head-masked, Angel-winged figure of a Warrior-Nun, decorated in Fox and Eagle designs (Egyptian/Northwest Coast/Stargate headdress)

Nymph - Dragonfly-winged Water Sprite, decorated in Squid, Octopus, Crawfish, Crab, and Lobster designs (Barsoomian battle-harness/Maza of the Moon)

Evolute - Giant red-faced demon with club evolves into tiny racoon-dog war-wizard

Hierophant - Orangutan/Sasquatch/Yeti/Bigfoot/Shojo Wild-woman of the Woods with wooden Noh mask of smiling drunken orangutan-monk-face

Merfolk - Alligator/Snapping-Turtle Kappa-Merman or Monster-Yokai Merman-Seahorse Centaur with webbed talons instead of hooves, and sharkskin hide

Artificer - Dog-head-masked, Falcon-winged figure of a Noh helper or Ninja trooper, decorated in Wolf and Hawk designs (Egyptian/Northwest Coast/Stargate headress)

Animanga Ghost-Ninja Space-Pirate Obake-Daemonfolk, FTMWB!!!
Title: Re: Thinking out loud, and thanking you for listening!
Post by: The Me on December 13, 2008, 05:47:31 pm
Medic/Spy - Priestess (low damage short-ranged, and medium to heavy-damage melee, low armor value)
Spy/Scout - Nymph (Naiad: melee - spy, Nereid: melee medium w/short-ranged - scout)
Scout/Soldier - Evolute (advances from light to medium, mix of melee and medium to long-ranged)
Soldier/Heavy - Merfolk (Merman: melee light - soldier, Centaur: melee heavy w/short-ranged - heavy)
Scout/Heavy - Drunk Monk (no armor; rapidly increasing melee damage ability)
Engineer - Artificer (low to medium damage short-ranged, light to medium damage melee, low armor value)

Medic/Spy - Priestess (low damage short-ranged, and medium to heavy low-damage melee, low armor value)
Spy/Scout - Nymph (Naiad: melee - spy, Nereid: melee medium w/short-ranged - scout)
Scout/Soldier - Evolute (advances from light to medium, mix of melee and medium to long-ranged)
Soldier/Heavy - Merfolk (Merman: melee light - soldier, Centaur: melee heavy w/short-ranged - heavy)
Scout/Heavy - Drunk Monk (no armor; rapidly increasing melee damage ability  melee heavy w/short-ranged - heavy)
Engineer - Artificer (low to medium damage short-ranged, light to medium damage melee, low armor value)

Priestess: Shes a medic, thats all she should be. No need to give her strong melee, let another class do thst while she heals them. Like a builder, if a team has too many healers, then they wont have enough attackers and will lose.

Nymph: I think the invis ability would fit more with the Nymph. Have her unable to attack with invis. Kind of the ultimate flank weapon, sneak around humans and un invis then go attack. have her un invis when she takes damage or gets bumped?

Evolute: Make him the coward, weak sniper type who sits back and helps his teammates by picking off a few from afar while they are up close doing damage.

Merfolk: Im thinking medium ranged medium health, all around fighter (assault rifle type)

Drunk Monk: Heavy, rant style fighter, loads of health but short ranged

or, looks like you wanted it opposite for the last two, either way.
Title: [Concept] The Unvanquished.alpha
Post by: player1 on December 13, 2008, 07:12:31 pm
Thanks again for the input. Will review and revise. Cheers!

:)

P.S. What do you think of the new Avatar Model ideas (Asian demons and Greek fairies)?

P.P.S.
tentative equivalencies, sort of:
Priestess - Adv. Basi/Las Gun
Nymph - Dretch/Basi/Rifle/Shotgun
Evolute - Mara/Adv. Mara/Pulserifle
Drunk Monk - Tyrant/Luci
Merfolk - Dragoon/Adv. Goon/Chaingun/Flamer
Artificer - Adv. Granger/Blaster
Title: Re: [Concept] The Unvanquished.alpha
Post by: Hendrich on December 14, 2008, 12:34:31 am
About the name for the drunk monk...it just doesn't seem to be as cool as those other names, or atleast intimidating. Like for example, the Tyrant. When you're thinking that, you'll be like "OH NOES, BETTER NOT BLOB WITH THIS GUY!1111!" or the Lucifier, you'll be like "AWESOME, SOUNDS LIKE A KICK-ASS WEAPON!1!1!". A drunk monk more seems a bit dumb, compared to the other classes like Merfolk or Nymph. How would you like it if you said "Watch out guys, here comes a drunk monk, nooooo!".  :P
Title: The Unvanquished.alpha - Thanks for the Assist!!!
Post by: player1 on December 14, 2008, 12:55:15 am
@Hendrich: Duly noted. Class name changed to Hierophant. Thanks!

P.S. Drunk Monk is a martial arts fighting style, jic you've never come across the term before.

@The Me: Priestess considerably and extensively nerfed. Also, please note: neither the Priestess nor the Artificer can Heal during Stage 2, only Repair. All Unvanquished players will have to return to Base, to use the Apothecary, and refill their Phials, to Heal (unless they unzip a Phial in the field) during Stage 2, as the team has no Healers at all at this time. I made the Bowglove Poison a Purchasable Upgrade, but not until Stage 2; I considerably weakened the Pirate-Sword, as well as the Psychic Sai; and I made the Pirate-Sword progressively more expensive, as it is progressively more dangerous and damaging. So although it has increased slash range and pretty sizable damage by Stage 3, it costs as much as a Tyrant, and is only probably as dangerous as a Mara. See what you think.

I've also considerably weakened the other classes as well, and made the Merfolk pretty much either a weak melee fighter (Merman) or a medium-ranged, medium-armored, medium-damage unit with a cavalry-style attack (Centaur), but no real melee weapon, only a short-distance ranged attack.

I gave the Hierophant a pretty weak, pretty slow, very-short-range default weapon: Throwing Stars. I also nerfed a lot of the Hierophant's attacks. Remember that the default control scheme will not allow access to the Throwing Stars (Blaster) and the Punch and Kick Combos (Rifle) at the same time. The player will have to prev/next_weapon to toggle between them, and when he has Punch/Kick selected, the Punches will be like Alien Slash and Chomp attacks (fairly immediate), while the Kicks will be more like Pounce and Trample (it happens when you let go). Punches will be left mouse, and Kicks will be right mouse, kinda like a Goon or Rant. Remember that the Hierophant has no Armor whatsoever, nor does the Nymph, and neither can carry additional weapons beyond their default weapons.

A similar control situation happens with the Evolute, except that there is one Default Weapon, and only one Rifle-Slot Weapon, at any one time, for any one player. So again, the player must prev/next_weapon to toggle between the Default Weapon, and the Stage-and-Bounty-Based Weapon. This should slow down any transition between melee and ranged attacks, and, as you say, force players to work in groups. Thanks again for pointing that out.

I hope it is getting better. Thanks for your continued constructive critique. Cheers!

Note: will move Cloaked/Camo/Inviso from Priestess to Nymph, as suggested, thanks again. Very much appreciated. You will be added to the credits, for sure!

:) ;) :D

Newest Version:
Priestess - Medic
Nymph - Spy/Scout
Evolute - Soldier
Hierophant - Heavy
Merfolk - Pyro/Sniper-Demoman (need to make weapons more explosive and less poisonous)
Artificer - Engineer


Edits done, see page one.
Title: Re: The Unvanquished.alpha - Thanks for the Assist!!!
Post by: The Me on December 14, 2008, 03:27:55 am
Merfolk - Pyro/Sniper-Demoman
lols what? Those have to be the three most different styles of fighting. Pleaseexplain how you are planning on mixing them into one unit.

Also, So they aren't going to have healers at S1 but not S2 (why?)? What about S3? So what will the preistess do at the stages w/o healing?

I think the Hierophant should have more health (500 maybe) and weaker attacks that have some affect to them, like a .5 second stun for instance. Bassically, aided by your visual description, I am picturing a ape like creature running down the hall, being unloaded into then mauling a people a few times until they die.
Title: The Unvanquished.alpha - Thanks again!!!
Post by: player1 on December 14, 2008, 05:48:54 am
Merfolk - Pyro/Sniper-Demoman
lols what? Those have to be the three most different styles of fighting. Pleaseexplain how you are planning on mixing them into one unit.
Merman=Pyroman; Centaur, S1/S2=Sniper; Centaur, S3=Demoman :P
Also, So they aren't going to have healers at S1 but not S2 (why?)? What about S3? So what will the preistess do at the stages w/o healing?
I'm thinking of making it so only the Priestess and the Artificer can carry and use Phials (Health-Packs). During Stage 2, when neither can Heal others, and all players must return to Base to use the Apothecary, Evolutes and Centaurs have ranged weapons, to protect the Base more, and the Priestess and Artificer have Repair ability, so they can keep the base in good working order. So she helps to repair during the one Stage where she can't help to Heal. I may change that, but she can still perform flying attacks and defend against Jetpacks. :)
I think the Hierophant should have more health (500 maybe) and weaker attacks that have some affect to them, like a .5 second stun for instance. Bassically, aided by your visual description, I am picturing a ape like creature running down the hall, being unloaded into then mauling a people a few times until they die.
Buffed the Hierophant health and re-nerfed Hierophant attacks. Let me know how you like the new values. I really like the idea of Stun or some other effect from the Hierophant attacks. I want them to be like special combo moves from Street Fighter/Mortal Combat/et al, where in addition to damage, there is a time-lapse before the attacked foe can recover and counter. I hadn't quite gotten there yet. Awesome. That will be next. You get co-creator credit for sure! Also, you have a good visual sense, as that is exactly what I was trying to convey, an apeman who fights like a drunken monk. Maybe some leg sweeps and kip-ups are going to be needed. 8) Thanks again, quite useful input and ideas. ;)
Title: Re: The Unvanquished.alpha - Thanks again!!!
Post by: The Me on December 15, 2008, 03:54:57 am
Also, So they aren't going to have healers at S1 but not S2 (why?)? What about S3? So what will the preistess do at the stages w/o healing?
I'm thinking of making it so only the Priestess and the Artificer can carry and use Phials (Health-Packs). During Stage 2, when neither can Heal others, and all players must return to Base to use the Apothecary, Evolutes and Centaurs have ranged weapons, to protect the Base more, and the Priestess and Artificer have Repair ability, so they can keep the base in good working order. So she helps to repair during the one Stage where she can't help to Heal. I may change that, but she can still perform flying attacks and defend against Jetpacks. :)
Im still a bit confused as to the logic behind why you are planning to take away S2 healing. Is it a method to promote base maintenance?
    Also, I still think the Priestess should be a healing only class, no need to have people upset in game because their Priestesses are controlled by players who are using them only for the sole purpose of flying around and pestering the humans and aliens. Maybe that is more of a Nymph, the spy, thing, to fly up and swat down those pesky jettards and as a Scout, fly around the map...
     To prevent this from nerfing the Priestess to much, clip her wings, and in place give her aiding abilities. Unfortunately, I, being as tired as I am right now, can only think of one to suggest: A large fairly large bubble (three rants wide maybe) which blocks all projectiles from entering or exiting but allows players to pass in and out freely (bubble could cut when Priestess is attacked?). Stuff like that which allows her to aid her little group of teammates in more ways then just supplying them with health.
    As for Bounties, she could earn these over time like the builders do, this would give her team incentive to guard her, because by earning bounties, she would be able to aid them in with more abilities.
     This would add another sub-objective to the game. For the Unvanquished, protect the Priestess, for the enemies, kill the Priestess. More tactics are always good :D.

Time to sleep.
Oh but one last thing, If you have ranged weapons, and a Centaur "sniper" then why would you need a flying class to take out jettards?
Title: Re: [Concept] The Unvanquished.alpha_nerf
Post by: mooseberry on December 15, 2008, 03:57:13 am
I also fail to see the logic in making gaining stages un-desirable. Overall, though seems like good ideas.
Title: The Unvanquished.alpha_nerf - Thanks!
Post by: player1 on December 15, 2008, 04:53:19 am
Thanks, and thanks.

Concerns duly noted. Will re-think Priestess, add some ability like Squadshield (protects Teammates within nearby distance of Priestess, say thirty "feet", with mild Armor Value boost, as needed, sort of a magical Light Armor, which can be damaged, but regenerates over time, as long as player is still in proximity to Priestess) for S2, keep Healing ability for all three Stages, cut Heal ability from Artificer, and re-address Stage Advancement for Evolute. And, you're right, that makes it so you have to protect the Healer/Shield-Mistress, and the other team will try to get rid of her. Maybe the Staff of Rebirth will either be default, or a nerfed Healing power will be default, and the Staff greatly increases the range and rate of Healing (she can point it at a Teammate, and they begin to heal as if they just unzipped three Phials - zip-pause-wave of healing; zip-pause-wave of healing; zip-pause-wave of healing). Maybe one Phial at S1, two at S2, three at S3. And the Healings per time will increase, from one every 30s to one every 10s. If so, we will definitely take away both her Pirate-sword and the Psychic Sai. I also like the Susan Storm Shieldbubble idea. Maybe it will block all hitscan weapons from being shot out or in, but slower-moving projectiles and player avatars will remain unaffected (possible radius, 10 "feet" or about 20' dia.). I guess you are right about Bounty: the Priestess will get the survival Bounty, just like the Artificer. Priestess flight will be slowed, more like Artificer, and Nymph will be sped up, more in keeping with her run-and-gun style of play. Again, thanks. Great insights. Thanks for sticking around and continuing to give feedback.

Edits to follow. Thanks again.
Title: Re: The Unvanquished: About.alpha_nerf
Post by: The Me on December 15, 2008, 09:36:42 pm
Evolute - Soldier (giant demon with club becomes tiny raccoon-dog war-wizard)
We already have one big brute, Hierophant, wouldn't this be a little repetitive? Also, it doesn't quite fit in with the whole "Soldier" theme of the Evolute.
Title: The Unvanquished.alpha_nerf - Classes Discrete Enough?
Post by: player1 on December 16, 2008, 06:26:10 am
@The Me: Good evening, and welcome to The Unvanquished dot alpha_nerf. Thanks again for your continued support. As you can see, I've fallen behind in my updates, as I took the time to continue the Tremulous fanfic a bit yesterday. The Priestess re-nerf is in the works, and should happen tomorrow. As to the current Soldier and Heavy Classes, my intent was something along the lines of the following (remembering that the visual theme is Japanese folktales meets Greek mythology, but in space, in the future):

Evolute: Starts out a big brute. End up a little warrior-mage. Evolves, alchemically-speaking, from a weak, yet huge, physicality, to a meek, yet powerful form, better able to focus the majickal properties of his weapons. Only the default form of the soldier is this oafish ogre, as soon as the player advances, the avatar becomes the trickster raccoon-dog, who then ascends a truncated and expedited Ladder of Initiation in a Course in War-Wizardry. The Youth of General Yoda, if you follow me.

Hierophant: Starts out as a slightly above-average naked Human, and advances to become an unarmored (and practically unarmed) one-man killing machine. Basically Grasshopper Kaine, fighting the Tyrants Shaolin-style, with advanced abilities, and console-kickboxer-type combo attacks.

They are either demons, or some sort of future offshoot of Humanity, who has modified itself in a variety of ways to suit its new living conditions among the stars. And thus they either were influenced by demonology/mythology/folklore when radically redesigning their new forms, or the Humans who tried to describe their freakish mutations fell back on old, unused terms, as latent in the language as Marauder, Dragoon, Dretch, and Basilisk. That's not actually what these things are, they're the names of other things used by Humans to describe absolutely new things.

Both of these Fighter classes (although one could be considered an Attack class, and the other, a Defense class) would be inspired by Asian themes, then, and both would be about character development, but one is a Zorro character (he carries a sword) while one is practically a Batman character (batarangs, anyone?). Let me know what you think. I always thought the slowest but most interesting way to play Deus Ex was with the cop rules of engagement, SWAT-style (you have to pull the baton, unless under lethal threat). :)

P.S. The TF-style classes will, eventually, be superseded by the actual gameplay needs of 3-Way Tremulous, but they are semi-useful now, to organize this discussion. I believe will may shed them or distort them to work for this application, and I am in no way limited by them, as you have seen. Thanks for keeping me honest. :)

More edits to follow, but right now I am listening to Manowar, and then I am going to go read a really good book. Almost time for cocoa, around these parts. Thanks again. Marshmallows?
Title: Re: [Concept] The Unvanquished.alpha_nerf
Post by: The Me on December 16, 2008, 04:18:12 pm
So, in your P.S., you say you are going to need to change the class-based style to fit it into Tremulous, what exactly do you mean, what would need to be changed?
Title: Re: [Concept] The Unvanquished.alpha_nerf
Post by: Hendrich on December 16, 2008, 10:11:16 pm
Quote
Evolute: Starts out a big brute. End up a little warrior-mage.
That idea sounds cool, in the beginning of the game I could start out as some sort of offensive-based brute so my weak team wouldn't get squashed so badly, then just like history itself,  I evolve into a mage that turns from being offense to the defensive. Just remember that the starting brute shouldn't be crazy strong like the Tyrant, just atleast stronger then what you expect in S1, which should't be much.

Quote
Hierophant: Starts out as a slightly above-average naked Human, and advances to become an unarmored (and practically unarmed) one-man killing machine.
First, naked human? If so, censor, umm, ahhh, you get the idea. Or you can change it a bit, like make it sort of half human/half cyborg so atleast theres a reason why those parts aren't there, and you could get a reason to make it look cooler. Or as a cyborg, as it evolves it becomes more cyborg then human, and finally it loses its humanity but in return it literally becomes a killing machine. Or ditch the naked human idea altogether, its your "mod".

And the evolution of each class, how does that work? Does those characters evolves every stage into something different?

Offtopic:
Quote
Deus Ex
Btw, love that game. I got it for 4 bucks with Tomb raider, Cammondos 3 and Theif 2, which was the best deal in my life. You should play other RPG/FPS games, Like system Shock 1/2, BioShock, Morrowind/Oblivion or Vortex.  :P
Title: The Unvanquished.alpha_nerf - Classes, etc.
Post by: player1 on December 17, 2008, 01:40:54 am
So, in your P.S., you say you are going to need to change the class-based style to fit it into Tremulous, what exactly do you mean, what would need to be changed?

I just mean that the class types (Medic, Spy, etc.) were borrowed from TeamFortress, and as such will be a bit arbitrary when applied to Tremulous. I will still keep the Unvanquished class names (Priestess, Nymph, etc.) and we will still keep the class-based gameplay. The ambiguous distinctions borrowed from TF (Scout, Heavy, etc.) will eventually disappear, as they are not used elsewhere in the Tremulous manual. So everything we are currently working on will stay, we will just lose the additional TF-style qualifiers (Soldier, Demoman, etc.). Those labels are just for discussion purposes only. :)

Sorry if I was too vague before. I'll try to get to those edits tonight, but I can't promise anything. :-\ :-[ :P

Thanks again for helping to craft this Mod [Concept]. :)
Title: Re: [Concept] The Unvanquished.alpha_nerf
Post by: The Me on December 17, 2008, 03:22:49 am
Oh, yea, I wasn't expecting that label to be in the final version either. The "Team Fortress classes" work, and these classes did not come from that game only. Almost every class based game from ETQW to TF2 has those classes. Those are the usually the main combat units in a battle. The Scout, Spy, medic, Sniper, Engineer, Heavy, Demolition, and Soldier. Team Fortress simply took these classes and, named them for what they are. In ETQW the classes are Soldier, Medic, Covert ops, Field ops, and Engineer. essentially the Covert ops is a Sniper, and the Field ops is a Scout and spy. The vehicles work as the Heavy and Demolition. In BF the classes are Spec Ops, Sniper, Assault, Support, Engineer, Medic and Anti-Tank. Spec Ops is the Spy. Assault is Soldier. Support is Heavy weapons while the vehicles are the Heavy armor. Support also acts as a Medic. Anti-Tank is Demolition. Many other games follow these basic guidelines for classes because they are naturally the classes necessary in an army. Thus, no need to worry about ideas being "stolen" from other games, for very likely those ideas were "inspired" by a game created before that one.
Title: The Unvanquished.alpha_nerf - Thanks!
Post by: player1 on December 17, 2008, 10:11:41 pm
Quote
Evolute: Starts out a big brute. End up a little warrior-mage.
That idea sounds cool, in the beginning of the game I could start out as some sort of offensive-based brute so my weak team wouldn't get squashed so badly, then just like history itself,  I evolve into a mage that turns from being offense to the defensive. Just remember that the starting brute shouldn't be crazy strong like the Tyrant, just atleast stronger then what you expect in S1, which should't be much.

Yes, the default avatar will be slow, as well as having weak attacks, although it will have buffed health, and a big model (and bbox). I'll post some image links later, so you can see what I mean. Glad you like the idea. :)

Quote
Hierophant: Starts out as a slightly above-average naked Human, and advances to become an unarmored (and practically unarmed) one-man killing machine.
First, naked human? If so, censor, umm, ahhh, you get the idea. Or you can change it a bit, like make it sort of half human/half cyborg so atleast theres a reason why those parts aren't there, and you could get a reason to make it look cooler. Or as a cyborg, as it evolves it becomes more cyborg then human, and finally it loses its humanity but in return it literally becomes a killing machine. Or ditch the naked human idea altogether, its your "mod".

Sorry, I meant "naked" as in the Tremulous sense of the word: players use it to mean "un-armored and helmet-less", as in "nekkid humiez". "Invisible Boy, if you want to continue to fight crime today, you're going to have to put some pants on." The avatar is a monk (or possibly a nun, considering the current use of the term shojo), wearing a wooden witch-doctor/shaman/theater mask, who looks like a Wendigo. A Sasquatch wearing the mask of a monk, possibly even the robes of a monk (or nun). Not "naked" in any prurient sense, sorry. Maybe wearing some sort of exotic battle-harness, in keeping with the starcraft/warhammer inspiration of the "mod". :P

And the evolution of each class, how does that work? Does those characters evolves every stage into something different?

This will require a future post to explain in detail, but basically, it's still Tremulous, so just push 'Q' and/or just walk up to a structure, and stuff will happen. After you kill a few dretches, then when you push 'Q' you'll get some options (especially if you are standing next to a structure). As simple as possible, players can either buy stuff or evolve their form.

Offtopic:
Quote
Deus Ex
<3 DX

QFT!

Topic: ON - Thanks. Edits to follow. Take care.
Title: The Unvanquished.alpha_nerf - Thanks!
Post by: player1 on December 17, 2008, 10:23:08 pm
discussion of classes

Right on, I agree. You, sir, are correct. My personal favorite version is the 4-person version for fireteams: Point (Scout), Lead/Grenadier (Demoman), Squad-weapon (Heavy), and Assist/Sweep (Soldier). It's the current military standard, I believe. But with six Alien classes, I wanted six Unvanquished classes. Thanks for your help in tweaking them. Edits to follow.

Cheers!
Title: Re: [Concept] The Unvanquished.alpha_nerf
Post by: Chess guy on December 18, 2008, 12:22:50 am
I see...........MARALISK!!! Do we already have some concept art :D
Title: Re: [Concept] The Unvanquished.alpha_nerf
Post by: The Me on December 18, 2008, 12:51:51 am
I see...........MARALISK!!! Do we already have some concept art :D
Meet Chessguy, he enjoys creating making 2D images for various things. I pmed him with this post's link and a brief description and asked him to pm me back if he was willing to create some concept art. I hope that post is equivalent to a pm.
Title: Re: [Concept] The Unvanquished.alpha_nerf
Post by: Hendrich on December 18, 2008, 12:52:45 am
Hey, Chess, funny how you yourself being a artist mentioned "concept art" in this particular thread. It would be great if....  ::)
Title: Re: [Concept Art] The Unvanquished.alpha_1
Post by: player1 on December 18, 2008, 03:22:41 am
I see...........MARALISK!!! Do we already have some concept art :D
Meet Chessguy, he enjoys creating making 2D images for various things. I pmed him with this post's link and a brief description and asked him to pm me back if he was willing to create some concept art. I hope that post is equivalent to a pm.

@Chess Guy:
Hi. :)
Actually, I was kind of hoping you'd show up. Expect a PM, but suffice to say, if you're interested, I'm interested. PM me, or I'll PM you, or both, or something. I will post a bunch of art links here or in another thread over at the "Art" section. Yes, MaraliskFOSS. 8) I figured that way I already had some community involvement and support. :) Also, I was wondering if you had been reading that fanfic thread I started. (see siglink)

@The Me/Hendrich: Thank you for your continued support, and EDITS semi-completed! Gentlemen, I give to you: [Concept]The Unvanquished.alpha_1! Please peruse, critique, discuss, ruminate. This has been this evening's update. Image links and personal messages to follow somewhat later. Control out.
Title: Re: [Concept] The Updated.alpha_1
Post by: player1 on December 20, 2008, 07:39:38 am
Slightly varied Nymph - changed Transfer attributes to Latent. Priestess update largely completed. Artificer somewhat buffed. Merfolk, Evolute and Hierophant largely finalized.

Art links to follow; possibly tomorrow, at earliest. Thoughtful critiques welcomed.

Cheers!
Title: Re: [Concept] The Updated.alpha_1
Post by: The Me on December 20, 2008, 07:08:17 pm
Slightly varied Nymph - changed Transfer attributes to Latent. Priestess update largely completed. Artificer somewhat buffed. Merfolk, Evolute and Hierophant largely finalized.
Good job! It's looking great :D
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: mooseberry on December 20, 2008, 09:21:15 pm
If you get the chance you should probably compile all information (on the various classes, structures, etc) in one post, (probably a new post, and the first one) just so that people who don't want to read every pixel in this thread can a better idea of what is going on.  ;)
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: player1 on December 20, 2008, 09:42:50 pm
Yeah, general thread cleanup and reposting of pertinent information, plus a full supply of image links (for those not familiar with the creatures of Asian folklore or the mythological beings of ancient Greece) will pretty much comprise the beta version of this Mod[Concept]. I'm also utilizing quite a bit of it in the Saga of the Merfolk Centaur-Kings (as was my original intent). Thanks for the advice. Had a chance to check out the classes and structures yet? A description of gameplay will also follow. I hope you like it.

Cheers!
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Chess guy on January 03, 2009, 03:09:52 pm
Perhaps organizing a website for this would be effective? I could put together a .tk (no more ads) site with all of this info. We could also post the concept art there?
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Chess guy on January 03, 2009, 04:29:09 pm
I made my first concept art:

(http://i264.photobucket.com/albums/ii163/Chess_guy/icon.jpg?t=1231012097)

I'm still learning things (btw if you're reading this Stannum, I used a square brush  ;) )

Anyways, I also made a site to organize all of this:

http://theunvanquished.tk/

It's just the same stuff as here just copied/pasted over there in a more organized manner...I'm not done with it yet though :P
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Archangel on January 03, 2009, 07:11:30 pm
@chessdude

Access denied
You are not authorized to access this page.


gg @ linking an image that requires a login
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Chess guy on January 03, 2009, 07:50:32 pm
@chessdude

Access denied
You are not authorized to access this page.


gg @ linking an image that requires a login

@arch

I fixed it.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Archangel on January 03, 2009, 07:53:33 pm
looks hot :O
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 04, 2009, 12:24:04 am
Great job Chessguy I couldn't have thought of a better spawn for them myself!

 I just have one question though. When a character would spawn, are you planning on having them spawn in it, standing in the "bowl", if so then wouldn't it have to be pretty massive to have enough space between the spikes for the bigger creatures such as the Hierophant and early Evolute? Maybe only two or three spikes?

And thanks for getting a website up :D that will definitely help with organization!

@both Chessguy (website) and player1(thread) in the Hierophant notes, you still refer to it as a Drunk Monk, you may want to change that
"
Quote
Note: Drunk Monks cannot buy Weapons, and are armed only with Throwing Stars. Their attacks are all martial arts melee attacks, and they receive a stamina boost as well as a Special Attribute at each level of Advancement. Drunk Monks cannot buy or wear Armor.
*Spawnshield - Dedicant Drunk_Monk is invulnerable to attack for first 30 seconds after spawning, impervious to headshot damage multiplier for first 60s after spawning.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Chess guy on January 04, 2009, 02:11:18 am
Kind of think along the lines of the tyrant /poop command. The model is tiny and grows bigger from inside the ball of light. then when it's big enough it's feet touch the base.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Chess guy on January 04, 2009, 03:10:35 am
Keeping in character with the Icon:

(http://i264.photobucket.com/albums/ii163/Chess_guy/realidol.jpg?t=1231038609)
Title: [Concept] Collaboration & Cooperation
Post by: player1 on January 04, 2009, 04:33:06 am
@Chess Guy: Great job on the site and the art. I haven't had much time to review the whole thing, but I just wanted to thank you for jump-starting the project again. I will post some links to images for various characters and items, to illustrate exactly what I had in mind. You can choose to include some elements from each item, or not, as you see fit. You may want to briefly Google each term, or just look it up in wikipedia, to get a general idea of possible meanings for the word, e.g. an idol is usually a giant figurine, an icon is often a sort of portrait with an extensive frame, etc. I like how you are already creating a kind of theme that ties all of the structures together. Basically, Idol, Icon and Brazier are the kind of items one might find in a temple, in keeping with the magickal nature of the Unvanquished "race".

Thanks again. Plus one applaud-bot.

@The Me: Thanks for your continued support, and constructive critique.

@inaki: :)
Title: Re: [Concept] Images
Post by: player1 on January 04, 2009, 05:48:47 am
Priestess:
cherubim (http://www.meridianmagazine.com/arts/images/0613cherubimaflamingsword.jpg)
kitsune (http://images.elfwood.com/art/g/r/grinner2/kitsune7_small.jpg)

A woman wearing a fox-head mask or literally a fox-headed woman or fox-woman, in this case with small angel-wings (possibly two pairs of small wings).
Title: Re: [Concept] Images
Post by: player1 on January 04, 2009, 05:54:07 am
Artificer:
wolfhawk (http://www.freewebs.com/wolfhawkproductions/c-wolfhawk%20productions%202.JPG)
tengu (http://images.elfwood.com/art/s/i/sinyun/tengu.jpg)

A werewolf or a man wearing a wolf's-head mask or a wolfman with hawkman wings.
Title: Re: [Concept] Images
Post by: player1 on January 04, 2009, 05:58:52 am
Evolute:
starts out as oni (http://upload.wikimedia.org/wikipedia/commons/thumb/a/a7/Oni.jpg/180px-Oni.jpg)
evolves into tanuki (http://images.elfwood.com/art/c/h/chibineko/tanuki2small.jpg)

big slow demon with club becomes quick little raccoon-dog war-wizard
Title: Re: [Concept] Images
Post by: player1 on January 04, 2009, 06:09:32 am
Hierophant:
shojo (http://upload.wikimedia.org/wikipedia/commons/d/d3/Ryoan_Shojo.jpg)
shojo (http://upload.wikimedia.org/wikipedia/commons/2/25/Museum_für_Ostasiatische_Kunst_Dahlem_Berlin_Mai_2006_029.jpg)

An orangutan-woman wearing a wooden shaman's mask representing drunken devotion to spiritual ecstasy.
Title: Re: [Concept] Art
Post by: player1 on January 04, 2009, 06:27:02 am
The above four classes, based on Japanese folklore and Asian demonology, represent the huge influence of virtuanimangaming, which combined the rapidly expanding virtuality gaming with anime and manga, and became a huge cultural influence, in the late 37th century, all throughout the bored and lonely settlers of the sparsely-populated Outer Southern Settlement Zone. Because so many of the planetoid-prospectors, solarity-surveyors and bombardment-terraformers of the New Nadirward Vectors basically operated machines that operated other machines, they spent most of their time in virtual gaming worlds, based on Japanese folklore, and specifically, as the demons and the faery-folk of said collective mythology. Fascinated as they were with playing such creatures in seemingly-real experiential environments, they eventually decided that they should let their machines take care of themselves, and changed themselves literally and physically to the avatars of their dreams, learning the ways of ancient magick and exploring fantastic new technologies of body modification and spiritual unlocking of the greater part of the intellect. They settled the harsh and unrelentingly cruel planetoids and worldlets of the previously-neglected New Far South, well in advance of the slowly advancing wave of Plain Old-fashioned Unmodifieds and their Clone-sons and Vat-daughters.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Vortexx on January 04, 2009, 06:27:38 am
Having a slight amount of experience in sound design, may I have permission to start working on some concept sounds for this project?  It looks amazingly cool, in my humble opinion, and I'd love to see what I can come up with to give these things voices!
Title: Re: [Concept] Coolness Factor Times Ten
Post by: player1 on January 04, 2009, 06:29:02 am
That would be awesome beyond belief.

All concepts in this thread are open-source, and freely interpretable by interested parties. Thanks for checking. It only adds to the coolness factor.
Title: Re: [Concept] Website!?!!!
Post by: player1 on January 04, 2009, 06:38:36 am
Drunk Monk

fix'd by Chess Guy
thx & thx, dudes

thx again for making a site, CG, i will register later

If the site is wiki-enabled, and anyone who registers can be authorized to update it, I would also welcome having The Me as an editor, as I value his input and attention to detail.
Title: Re: [Concept] Images
Post by: player1 on January 04, 2009, 06:56:55 am
Nymph:
kraken (http://fc04.deviantart.com/fs14/f/2006/356/2/e/WIP__Kraken_by_DaKraken.jpg)
faery (http://www.faerymoon.us/assets/foxglove_faery.jpg)
naiad (http://images.elfwood.com/art/o/d/odonata/naiad.jpg.rZd.100896.jpg)
nereid (http://www.winds.org/concept/Nereid.jpg)
Title: Re: [Concept] Images
Post by: player1 on January 04, 2009, 07:14:17 am
Saga of the Merfolk Centaur-kings (http://tremulous.net/forum/index.php?topic=9645.msg150953#msg150953)
kappa (http://upload.wikimedia.org/wikipedia/commons/thumb/8/87/Hokusai_kappa.jpg/560px-Hokusai_kappa.jpg)
merman (http://i49.photobucket.com/albums/f266/jayenticollins/Merman01.jpg)
OR
yokai (http://upload.wikimedia.org/wikipedia/en/8/80/Yokai2.jpg)
icthyocentaur (http://pictopia.com/perl/get_image?provider_id=207&size=550x550_mb&ptp_photo_id=143761)

kappa merman (creature from the black lagoon) OR yōkai icthyocentaur (monstrous merman-centaur)

see also, Symbolism (arts) (http://en.wikipedia.org/wiki/Symbolism_(arts)) & Symbolist painters (http://en.wikipedia.org/wiki/Category:Symbolist_painters)

for more on the Saga of the Merfolk Centaur-kings (http://tremulous.net/forum/index.php?topic=9645.msg150580#msg150580), see my sig-linked fanfic thread, especially this (http://tremulous.net/forum/index.php?topic=9645.msg150449#msg150449) and following entries
Title: <i>Saga of the Merfolk Centaur-kings</i> (On Ice!)
Post by: player1 on January 04, 2009, 07:48:34 am
-from Post-Baroque DM/VG, an Orphic Synthesis of Cathartic Covenry, by Jocelyn, Lord Brightness, author of the Walking-Man's Brindip, both available either virtually or experientially from Ye Pig and Penguin Publick House and Publishing House, East Dirtwater Canyon, Runoff Lake Outlet, New South Haldonia, FZ BIIIb IG17_OSSZ

Centuries before the bored and lonely settlers of the New Far South had transformed themselves into weird and fantastic creatures from an arcane grimoire of exotic demonology because of a game, the exact same scenario had occurred in the Outer Oortshell of the Firststar System: players of a game had become so enamored of the virtual mythology and cybernetic legend they had collectively created, that they decided to physically transform themselves into the creatures they portrayed in the fantasy world they inhabited. In this case the planetoid-prospectors were working out from the Plutinos, through the Kuiper Plate and Hill Cloud, to harvest the great cometary sphere of worldlets and moonlets for the ices, gases, minerals and rare artifacts of lost cross-temporal travelers to be found there. As would happen in the 37th century in the OSSZ, happened there in the barren outer reaches of the Homesun solarity, in the 27th century, a thousand years earlier: rock-hoppers and asterism-pilots caught up in a virtual world of anime, manga, shojo-culture, Japanese folk xenozoology, blackened-symphonic post-baroque-death-metal/violence-grind, lost-continent lore and Greek icthyomythology from the Centaur, Trojan, and Hilda asteroid-comets became the first settlers of the dwarf planets (like Sedna, Varuna and Quoaor), and later, the first settlers, terraformers, and worldlet-makers of the Alpha Centauri system. Since by this time they had rediscovered human cloning for the third time, it was a simple matter for them to create alternate versions of themselves as kappa-mermen and faery-naiads, as yokai-icthyocentaurs and kraken-nereids. And so they lived out for real the endless mosh-rave of death-metal jousting and dark ambient personal combat: the Saga of the Merfolk Centaur-kings (http://tremulous.net/forum/index.php?topic=9645.msg150950#msg150950), beneath the black oceans of their Neue Weltraum under the Triple Suns of the Horseman Archer.

related to the author by Agent 37 of the RKFF, late 41st C., near Multa Extraordinary Rendition Center
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 04, 2009, 06:03:50 pm
What is teamsee?
EDIT: ESD should be modified to allow people from a wiped-out team to join a playing one.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Chess guy on January 04, 2009, 09:03:58 pm
The site can have edit access if you have a google account (gmail)....I could set up a wiki....but what's wrong with a gmail account ;)
Title: Re: [Concept] Art
Post by: player1 on January 04, 2009, 10:03:56 pm
Cool. I will register for a gmail account when I get a chance.

Did you get a chance to look at any of the links above?

Also, I replied to a couple of your PMs, and added some more background info to this thread and the fanfic thread. I'll add more art links which reference the structures later today, or possibly tomorrow.

Cheers!
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: player1 on January 04, 2009, 10:20:59 pm
What is teamsee?
EDIT: ESD should be modified to allow people from a wiped-out team to join a playing one.

Sorry, I haven't made the time to provide a glossary of new terms yet, but basically Teamsee means that even though at the stage the helmet doesn't provide radar, it basically shows the position of any enemies within the vis_area of your teammates, and within a certain view angle of the way they are currently looking. So, even though you don't have radar, as such, you have a limited ability to locate enemy players, based on them being spotted by your teammates.

I think by ESAD, I meant explosive splash area damage, iirc.

As far as the status of the players on the first team that is eliminated, that will be a lengthy and convoluted debate, as it always is in multi-faction games. I am open to suggestions, and willing to hear arguments both for and against letting them join the other teams. It sucks being forced to spectate, but it also means a wicked influx of additional teammates, just when the battle comes down to two teams. Imagine that you are the Humans, and have just destroyed the Unvanquished team, and are about to seal the deal and annihilate the Aliens, when both teams suddenly start getting a bunch of new players. I personally think that it would be cool, and that it will just become part of the strategy, but some players will scream bloody murder. So... yeah, still not sure how that will play out. Perhaps players will be stripped of cash, and be just like players who have just joined the server, when their team is eliminated. Discuss?

Thanks for your input, and interest in this Mod [Concept].

Cheers!
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Bissig on January 04, 2009, 10:38:39 pm
Make them not being able to join a team for some time f.e. three minutes.
Title: Re: [Concept] Time Delay
Post by: player1 on January 04, 2009, 10:42:09 pm
I like that idea. Thanks for the constructive input.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 04, 2009, 11:45:22 pm
Make them not being able to join a team for some time f.e. three minutes.
I fail to see the point in that. Instead, those who die should pop out near the rc/om with 1000 credits/5 evos or something, but the two minute rule works on them. I think the two minute rule should always work, even in sd or esd.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Bissig on January 05, 2009, 12:58:58 am
Make them not being able to join a team for some time f.e. three minutes.
I fail to see the point in that. Instead, those who die should pop out near the rc/om with 1000 credits/5 evos or something, but the two minute rule works on them. I think the two minute rule should always work, even in sd or esd.

What two minute rule are you talking about?
Title: Re: [Concept] Losing
Post by: player1 on January 05, 2009, 02:08:19 am
Make them not being able to join a team for some time f.e. three minutes.
I fail to see the point in that. Instead, those who die should pop out near the rc/om with 1000 credits/5 evos or something, but the two minute rule works on them. I think the two minute rule should always work, even in sd or esd.

What two minute rule are you talking about?

Yeah... what? Also, if your team loses, I don't think you should get to restart with evos or creds. You should be as broke as someone who just joined the server, and have to wait a minute or three to continue, as a penalty for losing. You lost. You shouldn't get any kind of award for being a loser, except for the ability to continue, as if you had never played the match, and you should have a brief timeout to think about what you've done. Then you can join one of the teams who beat you. 8)

Thanks for the input, both of you. Much appreciated. :)
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 05, 2009, 02:59:48 am
What two minute rule are you talking about?
Well, I thought it was the two-minute rule. Every two minutes you get an evo/175 creds.
Also, if your team loses, I don't think you should get to restart with evos or creds. You should be as broke as someone who just joined the server
But if I spawned just before esd, then I'd have 2000 creds/9 evos. And how will I kill a lucisuit/rant with a dretch/rifle so I can get better equipment/classes?
and have to wait a minute or three to continue, as a penalty for losing.
I don't think punishing a game's players is a very smart idea, particularly with a game as obscure as trem.
Title: Re: [Concept] Two-Minute Rule
Post by: player1 on January 05, 2009, 03:35:37 am
What two minute rule are you talking about?
Well, I thought it was the two-minute rule. Every two minutes you get an evo/175 creds.

Oh, my bad. Yeah, that two-minute survival bonus would be in effect, unless it needs to be modified for balance, when applied to the Unvanquished team. However, it wouldn't apply during the "temporary timeout for losing period" as you would be spectating. I would have teams auto-lock as soon as one of the three teams is eliminated. Then, after three minutes, teams unlock again, and anybody on server can join.

Also, if your team loses, I don't think you should get to restart with evos or creds. You should be as broke as someone who just joined the server
But if I spawned just before esd, then I'd have 2000 creds/9 evos. And how will I kill a lucisuit/rant with a dretch/rifle so I can get better equipment/classes?

Wow, we must be talking about two different things. OK:
1) First of all, if your team lost, you would be dead. Losing in Trem means everybody on your team is dead, and your ability to respawn has been destroyed.
2) I'm really not that concerned at this point in the evolution of this "mod" (if you can call it that, with no modeler and no coder), in worring about SD, Extreme SD or any other semi-controversial gameplay-changing add-ons. Also, I think it is obvious that the people who just came from the annihilated losing team should be poor as paupers, so that they can't wickedly skew the result for the other two teams. If you don't want to die quick during SD or ESD or whatever crazy end-game your server favors, don't lose. It's as simple as that. I think it would be best to balance it with either vanilla Trem 1-dot-whatever, or with whatever modded version of Trem the mod team is working on at that point in time (were it to be picked up by TremFusion, etc.).

and have to wait a minute or three to continue, as a penalty for losing.
I don't think punishing a game's players is a very smart idea, particularly with a game as obscure as trem.

OK, how about just letting the losers suddenly dogpile into the remaining two teams: doesn't that penalize the players who didn't suck, for beating the third team, only to have them swell the ranks of your enemies? As I said above, I'm not totally against it, but as a former server op and admin, I can tell you that players will bitch, moan and scream, and someone will be coding something very similar to what bissig suggested, within weeks of release. Witness !share, !donate, !slap, et al.

Thanks again for your continuing support and constructive criticism.

Cheers!
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 05, 2009, 04:49:17 am
Let's get the major details finished first and save the minor things such as what will happen to the losers for later.

@chessguy I get how they spawn but I also really don't care about how. What I was saying is wouldn't that spawn structure have to be pretty big to allow the bigger players to fit through the gaps between the spikes? I was suggesting you make it thave only two or three spikes so that the gap all be bigger without the structure having to be bigger.

@player1 sure Id be up to editing the site where need be. I already have a gmail account, just let me lnow what to do.
Title: Re: [Concept] Baby Steps
Post by: player1 on January 05, 2009, 05:11:53 am
Let's get the major details finished first and save the minor things such as what will happen to the losers for later.

Thank you. We need a lot of other things taken care of first, before we worry about accommodating Extreme Sudden Death (like models, animations, and a shitload of code). Especially when SD itself is as controversial as unlagged.

@chessguy I get how they spawn but I also really don't care about how. What I was saying is wouldn't that spawn structure have to be pretty big to allow the bigger players to fit through the gaps between the spikes? I was suggesting you make it thave only two or three spikes so that the gap all be bigger without the structure having to be bigger.

I concur. Three spikes would be cool looking.

@player1 sure Id be up to editing the site where need be. I already have a gmail account, just let me lnow what to do.

Cool. As the project develops, I look to you as a sort of co-conspirator, editor, and fellow traveler. Keep in touch with Chess Guy, and work it out with him, but you have my blessing to do anything you'd like to help to consolidate the text, and beautify the site.

Cheers, and as always, thanks for your continued support and critique of the ideas which make up this Mod [Concept].
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Chess guy on January 05, 2009, 10:12:57 pm

@chessguy I get how they spawn but I also really don't care about how. What I was saying is wouldn't that spawn structure have to be pretty big to allow the bigger players to fit through the gaps between the spikes? I was suggesting you make it thave only two or three spikes so that the gap all be bigger without the structure having to be bigger.


Agreed. I think that would fit with the Idol better too (sry but I'm too busy to go in and change the art :P )
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Futilrevenge on January 19, 2009, 07:29:54 pm
looking at this project, i would be happy to make some of the structure models, but i cant do animations. If you want my help, just ask!  :)
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: player1 on January 19, 2009, 07:58:17 pm
Awesome!

I will contact you via PM.

Thanks for your interest in this idea.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Futilrevenge on January 19, 2009, 08:22:48 pm
im working on the idol right now, shouldnt be to hard!
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: player1 on January 20, 2009, 12:47:00 am
Right on. I will PM Chess Guy, and see if he is willing  to finish envisioning the structures. Welcome. And thanks.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 20, 2009, 06:57:39 am
looking at this project, i would be happy to make some of the structure models, but i cant do animations. If you want my help, just ask!  :)
Woohoo! 3D modeler! Thanks for joining the ever growing dev team :D We really appreciate it, can't wait to see your work!
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Hendrich on January 20, 2009, 09:16:25 pm
Sweet, it looks like the mod has a chance to jump out of paper and get on to the actual game, and thats a 1/1000 chance to happen. I wish you guys luck, can't wait for the sculpting to finish.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 21, 2009, 12:34:22 am
I agree with heindrich. This appears to be the first concept to come this close to fruition, with the possible exception of the OTSP.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 21, 2009, 01:18:19 am
I agree with heindrich. This appears to be the first concept to come this close to fruition, with the possible exception of the OTSP.
Thats because we have player1 running it and the coding power of Amanieu backing him up :D
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Amanieu on January 21, 2009, 08:43:30 am
Actually I probably won't have time to work on this until next summer, because I'm in my senior year of high school and school is taking up most of my free time.

I can't do much without at least some placeholder models anyways.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 22, 2009, 11:08:23 pm
I'll start working on the new triangular atcs if i can get a .map version of the current atcs.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 22, 2009, 11:17:32 pm
I'll start working on the new triangular atcs if i can get a .map version of the current atcs.
Did you check SVN?
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 22, 2009, 11:21:21 pm
I'll start working on the new triangular atcs if i can get a .map version of the current atcs.
Did you check SVN?
SVN?
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Hendrich on January 23, 2009, 02:16:48 am
I'll start working on the new triangular atcs if i can get a .map version of the current atcs.
Did you check SVN?
SVN?
.....

Your serious? :P
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: player1 on January 23, 2009, 02:38:51 am
Actually, there needs to be a sticky around this site that explains the common terms and acronyms. Even if he googled it, and figured out that it meant Software Version Number, he'd still be stuck, and not realize what it means in Tremulous usage. Ditto such terms as: backport, UI, QVM, pk3, etc. For the people who are not either Quake people, mad googlers, or tech geeks.

On Topic: I would personally like to see Chess Guy work with Futilrevenge to produce 2d renderings that can be made into 3d models. When an animator comes on board, we will be more ready to take up some of Amanieu's time, which is precious and valuable, since he has the skills that we don't. I would further be very intersted in having The Me, Roanoke, and Hendrich help out in maintaining Chess Guy's site, and in reworking the current information, to get it to a beta state. Lastly, I would be very interested in working with Urscumug and the damage tables he's generated. If we can convince him to post it in a sister thread in this sub-forum, I believe a combination of the two approaches will be quite beneficial.

As always, I would like to thank all interested parties for their support. I have recently begun to concentrate more seriously on my writing, and will not have quite as much time to devote to this, but I think that it is progressing at a slow and steady rate, and will someday possibly even get made.

Futilrevenge and Chess Guy: I owe you both a PM. The Me, Hendrich and Roanoke: This mod belongs to you guys, the people who have helped to critique and create it, as much or more than it belongs to me. Working together, with patience, I'm sure that you can see this through to fruition.

I will stop back quite regularly. If either the artist, the modeller, or any of you need any help or info, do not hesitate to PM me.

@Amanieu: Thanks for challenging me to do this. It has been quite enlightening. My three main reasons for posting it were:
1) Your expressed interest in seeing a serious proposal for a Third Race
2) To show those who said it would be "easy" that it would require a great deal of planning, even to reach this early stage
3) To provide more background material for my tremulous fanfic

All three of these things have been accomplished. I continue to have high hopes that this mod will someday get made. I also continue to have massive patience regarding the pace at which such progress can be achieved.

Cheers!
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 23, 2009, 03:39:41 am
Actually, there needs to be a sticky around this site that explains the common terms and acronyms. Even if he googled it, and figured out that it meant Software Version Number, he'd still be stuck, and not realize what it means in Tremulous usage. Ditto such terms as: backport, UI, QVM, pk3, etc. For the people who are not either Quake people, mad googlers, or tech geeks.
Me? I know what it means. I thought maybe there are .map files in the svn, if anywhere.

I would further be very intersted in having The Me, Roanoke, and Hendrich help out in maintaining Chess Guy's site, and in reworking the current information, to get it to a beta state.
Sure. Just gimme a way to edit it and explain what to change.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Amanieu on January 23, 2009, 05:51:26 am
If someone is going to make models I would like to have a chat with them first. This is because TremFusion will soon have support for md5 models which support skeletal animations and cooler weapon animations.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 23, 2009, 03:34:35 pm
Why not make this class mana based: They can cast different spells at different speeds and reload times depending on their class. Different spells do different things and reach their target differently (there could be a healing spell, a simple spell that fires rapidly and travels hitscan, and a spell that does high damage but moves slowly and takes a lot of mana and has a slow reload) but the catch is that each class has a certain amount of mana. If you don't have enough mana to cast a spell, then you can't cast it. Mana regenerates slowly, but you are given full mana when standing on this class' medistation or whatever it's called.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Urcscumug on January 23, 2009, 03:58:36 pm
SVN stands for Subversion. It's a version control system which the Trem devs (and many devs everywhere) use to keep track of file changes. Anybody can check out a copy of the latest versions from the Trem SVN and you can probably find the map files in there as well.

You'll probably need a SVN client to do more advanced stuff but you can simply go download a single file if you need to. Perhaps someone can provide a link.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: gimhael on January 23, 2009, 05:21:21 pm
Tremulous SVN can be browsed online at http://svn.icculus.org/tremulous/trunk/, but it does not contain any maps.

If you want to do more than look at some individual files, I'd recommend a proper SVN client, the standard client on Windows is TortoiseSVN (http://tortoisesvn.tigris.org/), Linux users probably use the commandline svn or any of the IDEs that have subversion support integrated.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: player1 on January 24, 2009, 02:01:22 am
I thank you all for your input, and urge Roanoke, The Me, Hendrich, Urscumug and other interested correspondents to PM both Chess Guy and Futilrevenge, to discuss putting together a preliminary team - a Concept Review Panel, to continue to discuss and develop this idea, and to provide support for mapping, modeling, and concept art.

I will be somewhat inactive in regards to this thread during this re-review process. I believe you all have shown great enthusiasm and insight into the project, and would like to see it undergo a re-fashioning, while absorbing and assimilating some of these new ideas. Please do your best to simplify and streamline the concept, so that we can provide the artists, modelers, mappers and coders with a well-thought-out, stripped-down version of this mod, which can be easily implemented within a reasonable time-frame.

Cheers!

Also, the Aliens are arthrosaurs (segmented reptilian insects) and the Humans are z-axis-printed clonal duplicants of Ked Ambrit, Saviour of the Brindipese.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Futilrevenge on January 24, 2009, 06:47:10 am
Sorry for not posting for awhile, but my computer is acting wonky, kept shutting down and freezing up. I mainly fixed it except now when it overheats it loses space. This is probably because my computer is old, so I am looking at new computers. Ill post the pictures of the unfinished models tomarrow hopefully.  :)
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Amanieu on January 24, 2009, 07:33:06 am
Sure. It would be nice if we had a wiki with proposed and accepted ideas, as well as a copy of player1's work at the begining of this thread.

I unfortunately won't be availible very often because I am currently away.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Archangel on January 24, 2009, 08:08:52 am
I could setup a wiki if you want at some point or another.
:grenade:
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Urcscumug on January 24, 2009, 11:47:49 am
OK, so I'm copying over here the things I said on the "new race" thread that I believe may be useful.

topicALIENSHUMANS
Appearance
Raceinsects, arthropodesmammals, primates
Formsmultiple forms; each fully equipped and unchangeablesingle form; can combine armor, weapons and equipment
Health
Typelow-high, inverse to mobilityfixed, medium
Self-regenheavy use (auto, constant, fast)heavy use (once, manual, medkit)
Structurelight use (booster)heavy use (medistation)
Teammateslight use (rants)none (light proposed: ckit)
Shieldingnoneheavy use (lessen dmg; armor equip)
Mobility
Jumpheavy use (most forms)light use (exhaust stamina quick)
Speedheavy use (all; part of attack for some)medium use (can always run)
Flynonemedium use (need jet, limits speed)
Wall walkmedium use (lesser forms)none
Attacks
Distancelight use (adv goon, adv granger)heavy use (all)
Zonemedium use (mara zap, rant+goon mass)medium use (grenade, luci)
Meleeheavy use (all)light use (psaw)
Persistentpoison (all, with booster); time limited effect and capabilitynone
Ammolight use; self-regenCarries clips; free regen at structure
Detectionrange limited radar; enemies and enemy structs; permanent, built-inrange limited radar; enemy and friends; players and structs; only with helmet (s2)
Structures
Mainhigh HP, light self-defencehigh HP, light self-defence
Healingself, builder (manual)builder (manual)
Build arearange (creep), sentience points limitrange (power), build point limit
Spawnseggstelenodes
Proxim deftubes (essential)tesla (occasional)
Range defswarms (seldom)turrets (essential)
Trapping deftrapper (medium)none
Health regenbooster (optional)medistation (essential), armory
Evolutiondepends on overminddepends on armory, reactor
AmmoN/Aarmory, reactor, repeater
Protectionhovel (seldom)none
Blockingbarricades (often)none
Specialbooster (optional); gives limited poisondef computer (optional); improves turrets, required for teslas
repeater (optional); extends build range

BTW, in case anybody notices I put down both insects and arthropods for aliens; it's because they're a bit of both. Insects have 6 legs (3 pairs); arthropods have at least 4 pairs, sometimes 5 (so 8-10 legs), one or two of which are specialized in some way. Plus, arhtropods don't have antennas or wings. So you see that the Trem aliens fall somewhere in between, but somewhat closer to being arthropods.

Aliens have multiple forms, each of them being feature-complete and unchangeable. Humans have a single base form, but can don combinations of equipment/armor/weapons. What's a third way of doing things?
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Urcscumug on January 24, 2009, 11:55:00 am
I could setup a wiki if you want at some point or another.
:grenade:

IMHO a wiki is best when people have to document already existing things, which are not subject to debate. Not so great for concept work.

Quote from: Amanieu
Actually I really like the unvanquished idea, because then there are 3 very distinc teams:
Aliens: Brute animal force
Humans: Science
Unvanquished: Magic

Seems very balanced to me.

As an idea, yes. Personally I'd have preferred a more SciFi approach (ex. mental powers as opposed to outright magic). Simply put, I like there to be an explanation.

I can't help feel that Trem is very closely related to such works as Heinlein's Starship Troopers (the book) or Foster's Commonwealth series. Trem as it is right now has a certain personality that I'd like to preserve, not dilute.

One particular thing bugs me about the Unvanquished is the ecclectic nature of their models. There's no unified feeling, it's like playing several completely different races. Aliens and humans don't have this drawback and I feel it's an important one.

Sorry if I'm going to come across as anal but I've already stated that an attempt at creating a 3rd race will have to be very solid thought out if it wants to succeed. So I'll dig at the proposals in this thread, rip them apart and put them back together if I feel it helps make a more solid mod. I hope that's alright with the rest of you who are interested in this.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Urcscumug on January 24, 2009, 12:30:43 pm
And a first (hopefully) constructive contribution. From examining the alien-human comparison chart I've thought of a possible outline for the 3rd race capabilities.

Aliens: rely heavily on melee attacks and combine this with superior mobility (speed, jumping and wallwalking), self-regeneration of health and their top HP varies across the range. The result is a race that needs to get close to enemies and thus has been given the health and mobility to pull it off.

Humans: rely heavily on distance attacks. They have a standardized form and moderated mobility: medium speed, their running and jumping is stamina-limited, no wallwalking, can fly but severely limited in certain ways. Their health regeneration is structure-bound and thus have been awarded certain forms of shielding to compensate. So it's a race that hits from a distance, which is a powerful ability, so in exchange their mobility and health have been limited, with some shielding thrown in to compensate for the health.

A complementing 3rd race could rely on area damage, a thing that is very weakly represented in aliens (mara zap, goon or rant in a crowd) and humans (nade, luci splash). They could have some melee and distance attacks but their main thing should be area damage. I believe some of the proposals for the Unvanquished already play on this.

For mobility, I propose something that neither aliens or humans have: flying. Granted, we can't have pure unlimited flying otherwise it would negatively impact most maps. So we could play on a form that's limited somehow but still impressive. Ideas: gliding; altitude-limited antigravity (or internal gas filled pouches); very high jumps.

Another issue that has been toyed with extensively is cloaking. It's something aliens have so some extent, if you consider dretch or basi wallwalking and hiding as such. But I'd like to propose outright invisibility. Of course, it would have to be limited. So not pure invisibility but very high transparency. Or mimetism/camouflage, which means borrowing the colors and patterns of the surroundings to blend in.

I'd have to think more about how dependent it should be on on standing still and whether it should be radar-stealthy as well.

I'm thinking of a scout-type that can wallwalk and glide from wall to wall, sort of like a semi-invisible flying squirrel (http://en.wikipedia.org/wiki/Flying_squirrel) (or lizard (http://en.wikipedia.org/wiki/Flying_lizard)). It can sneak around, settle somewhere where nobody sees it and do one of two things: constantly spy and report back to his team, and/or do area health-sapping (with the health transferring back to itself or being channelled to his teammates and structures).

Third, there's shielding. Humans have shielding and it's essential to them, since their basic form has low health and limited mobility. We could consider adding stronger forms of shielding to the 3rd race, such as complete invulnerability or area shielding, but we'd have to obviously limit it for certain short periods or otherwise tie it to finite resources.

How about an Unvanquished form that allows all teammates in range (and itself) to take lower damage? It would have to be a slower/less mobile/bigger (bigger target) in order to compensate, and perhaps have higher than average health. It would definitely promote teamplay to a level that neither aliens or humans have seen so far.

Which is another issue I'd like to tackle: make it so that the Unvanquished abilities force you to play as a team. Teamsee is a very good idea in this respect. I think so is using one specific Unv form for shielding and entire attack force.

Finally, we'd have to carefully adjust the health levels we give the Unv. If a form has too powerful abilities it should have its health toned down.

It's about balancing. If you have perfect shielding, for example, you shouldn't be able to also attack at the same time it's activated. And it should expire in time, so it prevents full shield-camping. Would promote a style of play where you have to skillfuly alternate hit and parry.

Hope you can draw something useful from all this. I'd very much like to get some feedback to know if I should push on this line of reasoning or not (and if not, what should I adjust).

Oh, one more thing. The basic form of the Unv is VERY important. It's the thing you spawn as and the form you have to make your very first kills and get your points. It has to be very well thought out, and it has to match the dretch and naked-rifleman, both of which can be said are a type of art.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 24, 2009, 06:19:37 pm
I agree on the team thing. I wanted to propose a third class for teams (alternative to fighting and building classes) that buffs people in it's area somehow. Anyway, area damage is an interesting idea. Even better would be area damage+magic :)
On another note, how about alliances? People on one team could call /callteamvote alliance (teamletter here) which would call a vote for both teams to become allied. When alliances are forged, that means that both teams rely on one mother structure (om/rc), defenses don't hurt them, and bases can be built with both kinds of structures. A human could spawn from an egg and a dretch could spawn from a telenode. Teamchat is visible by both allied teams. If ff is off, then players cannot damage allied teams.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 24, 2009, 07:31:07 pm
Urcscumug, please read the proposed layout for each class and structure in The unvanquished (first page), for many of your ideas have already been brought up and given to various classes. As for teamwork, we have been trying to promote that with classes such as the priestess. Also, each class has its own abilities, range, and weaknesses. A weakness in one class is a strength in another, and thus, when the classes work together they will hopefully create a very formidable enemy
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 24, 2009, 07:51:19 pm
What about my magic idea? It fundamentally changes a lot of things, so I'd like some feedback.
Title: Re: [Concept] Mod Review Panel
Post by: player1 on January 24, 2009, 10:00:41 pm
It's really great to see you guys continuing this discussion, and producing so many great ideas. I have some brief and general comments, and leave the specifics to you folks to work out. Again, thanks for bringing so much passion and creativity to this mod. Herewith, brief comments.

@The Me: Thanks for continuing to support this mod, and for showing leadership as regards continuing the discussion in a productive manner. As co-creator, I consider this work as much yours as mine. I greatly appreciate the time and effort you have put forth so far, and the dedication you have shown to producing something which is playable, yet simple enough to get made.

@Urscumug: I am extremely interested in having you bring this sort of analysis to this mod. Although we did not work entirely from the ground up, rest assured that The Me and I tried to bring a very similar approach in our discussions. That said, I would be more than happy to see a complete overhaul of the idea done by yourself and others, bringing a fresh perspective and helping to make the concept even more fully thought out. Please read the above quite thoroughly, as many of the ideas you are proposing are already present, albeit in different form. If I can help to explicate any of my ideas, let me know. Also, I think a wiki is great, if ppl are willing to be subjected to reversion, and if ppl are willing to create alternate versions of the concept, and also willing to let others completely change and edit their work. As this mod is open-source and freely offered, please feel free to take it apart and put it back together again as you see fit, and allow others to do the same.

Also, do not be entirely put off by the magic-seeming nature of the Unvanquished, or the mythologically fantastic creatures which are the basis for their models. Let me explain. Just because a society is technologically advanced in a scientific way does not mean that belief in the unexplained or the meta-"normal" simply goes away. If our own era is any indication, the opposite is true. As a secular, progressivist, materialistic world-view begins to take precedence, it can only produce a great up-swelling of counter-feeling, as each thesis contains the seeds of its own antithesis. Of course, succeeding generations are able to side-step such a dichotomous divide, and are able to produce a synthesis of the two ideas. Isaac Newton was as much a wizard as a scientist. Arthur C. Clarke said, "Any seeming magic is nothing but technology, sufficiently advanced." In the future, there will be a synthesis of the scientific method and the spiritual awakening, which produces the much-sought-after yet ever-elusive Singularity, only when humanity is able to fuse the materialistic viewpoint of Science with the life-affirming approach of True Spirituality. Thus, in the future, while Haos Redro and others pursued their greedy strategies of avaricious grasping after physical riches, an entire culture grew up, revering the mystical practices and shamanic knowledge of all human civilizations, in all times and places, which sought to balance the excessive materialism of the Interglobal Zaibatsus with a more spiritually aware and mutually respectful society. In addition, instead of modifying their environment, as the materialists are wont to do, the Unvanquished are willing to modify themselves, to accommodate the harsh conditions to be found on the many small worlds which they inhabit. Indeed, the Unvanquished long co-existed with the Aliens. Only when the Old Folk Humans and their machines finally made it far enough into space, with their ways of planetary rapine and system-wide pillaging, did the Aliens begin a war on the new arrivals. After literally decades of Old Time, the Unvanquished have entered the Human-Alien War, to put an end to the senseless shedding of green slime and clonal blood.

@Roanoke: I would also ask you to thoroughly read the above proposal, as many of the ideas that you are discussing are already included, albeit, as stated above, in a different form. Also, realize that we are not trying to overly complicate this mod. A player should still feel like he is playing Tremulous. If he hasn't done any kind of binding, pressing "Q" should still have a somewhat-expected, if novel result. We don't want to create a proposal that is so bloated that it simply will never get made (especially by volunteers working in their spare time, while they attend school or try to raise a family). Simplify. Edit. Clarify. Get to the heart of. Additional ideas are greatly appreciated, but ask yourself if they truly belong in this particular mod at this stage of its development, if they really add to the gameplay without being unnecessarily complex to implement, and if they couldn't just be added to a giant list of things that could get added later, or belong elsewhere. As to the spell-weaving ideas, we have tried to keep the game about getting kills, collecting bounties (evos/creds) and annihilating the enemy. It's still a first-person shooter/slasher/spell-weaver. You will see that there are many area-effect, team-effect, and magical-appearing attacks in the above proposal, if you take the time to read it thoroughly.

@Archangel: That would be awesome, if and when you could accomplish it.

@Amanieu: Thanks. 8)

Thanks again, guys. Great work. Please continue.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 24, 2009, 10:27:44 pm
Thanks for the reply, player1. What about my idea of alliances?
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 24, 2009, 10:40:52 pm
What about my magic idea? It fundamentally changes a lot of things, so I'd like some feedback.
Some of the classes have abilities which, even though they are not, could be labeled as "magical". And The Priestess, if she is doing her job, should provide "advantages" to teammates who stick around her. These "advantages" come from her abilities such as the bubble shield and her healing abilities.

As for alliance, like determining what happens to first-dead race, this is a minor detail/feature which we can discuss later, after the mod has working models and gameplay. For now, lets work on critiquing, creating, and testing the classes, structures, abilities, maps, and weapons.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Urcscumug on January 25, 2009, 12:45:01 am
The dynamics of 3-race play will become quite involved and I also think it premature to discuss them considering we don't even have the basics down solid.

@player1, I think Arthur Clarke formulated that a little differently. :) But I don't think I want to get into that kind of depth of argument because we're getting sidetracked and if the majority wants to call it magic let's do so and move on.

So, the unified feeling of the race. The Unv feel like they're all over the place. I don't think that's a good thing. What can we do about it?

How about uniforms? I'm reminded of Star Trek, where a lot of different species were united under the uniform of the Federation.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 25, 2009, 01:15:09 am
What we need to do is find a list of things to do/focus on and do so.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Hendrich on January 25, 2009, 04:11:10 am
Focus on:
-Each class and their powers, ups, downs, dis-advantages and advantages. Possible upgrades and what they could do for their team and what they shouldn't do for their team, and how to discourage doing something that the class wasn't built for doing. Also discussing estimated and possible attack rate/speed rate/health points/etc. 
(Ex. Battle Granger = weak attacks = no gain/advantage = Don't do it)
(Ex. Priestess = run into middle of battle = weak attacks + health(?) = bad, stay and help your teammates or choose another class)

-Same goes for buildables above.

-Concept sketching, modifying/adding to each sketch and specific body/clothing ideas & effects (particles like snow, lightning, dust, etc) that comes with the model animations.

-Modeling ideas, suggestions and improvements.

What not to focus on now:

-Animations.
First its best to figure out the size, shape and style of each model before animating it and decide what parts should be moving, or it'll look bad/awkward. (Ex. Tyrant animation)

-Back story.
Its not bad to think of one to base on how the models should look like that should reflect the storyline, but its best to have a good idea of the story then after making the models and such brush up/finish the complete story. Its not necessary at this point of development but I'm not saying write a sketch of the story, because maybe after the models/animation you want to change elements in the story.
(Ex. You think up of the story where priestess has magic necklace to heal people, but then you make the model, knowing that the necklace wouldn't fit with the already sexy model and fucked up the 30 paged story you wrote that related to the necklace in many parts of the story.) 

-Technical reasoning for each class. (Ex. Bio-mechanic fusion nuclear powered particles that  can be laucnhed by man that moves in human patterning behavior controls the shape, size, direction and patterns of other objects by kinetic energy which explains how (Ex.) the mage/whatever could move objects. 


Thats all I could think of right now and i think the above two is what we should be focusing on the most (Not saying every thought should be about the ones we should be focusing on and not thinking ahead for the other ones).

Btw, damn, 5 pages already? This thread moves fast.
Title: Re: [Concept] Team Unvanquished!
Post by: player1 on January 25, 2009, 09:31:31 am
Right.

We need a modeler, and I think maybe we've got one in Futilrevenge, and a 2d artist, and we used to have one in Chess Guy.

We have a willing coder, but we are easily months away from being able to utilize his services. We could really use another modeler, another 2d artist, and an animator, as well as several mappers. As far as assigning tasks, I would like to see correspondents take on the tasks that they themselves choose, but here is how I see it. I would like to see Urscumug work on doing an analysis of this mod, based on his tables. I would like to see Roanoke provide a critique of this process, as well as a detailed, class-by-class critique of the current Mod Concept. I would like to see The Me continue to act as the representative of what has been presented so far, and to work as the point person to integrate any improvements Urscumug and Roanoke can provide. I would also like to see Amanieu and Hendrich look in from time to time, to provide the benefit of any guidance they can offer. If Hendrich has the time, I would like him to also act as a sounding board for any new concepts, and a sort of reality check for the Mod Review Panel, to keep them on task, and moving in a productive direction. These are just general suggestions; you are, of course, all free to do as you will.

Team Unvanquished?

player1 - backstory, concept, alpha version
The Me - critique, balance, alpha version
Hendrich - guidance, direction, alpha tester
Urscumug - detailed analysis of mod using point-by-point comparison
Roanoke - boundless enthusiasm, endless ideas, detailed analysis
Amanieu - coder extraordinaire, person for whom concept is being prepared
Archangel - possible wiki support
Chess Guy - website, 2d art, visual direction
Futilrevenge - modeler, great guy, kewl dewd

@The Me: Can you PM Chess Guy and Futilrevenge, just to make sure that these two extremely valuable team members are still interested, and have the resources that they need to continue? There is no rush. We would just like to make sure that they are still on-board, and feeling comfortable.

@Urscumug: I would love to see those tables, when you have had a chance to prepare them. Again, no rush, but I think this mod would definitely benefit from this sort of approach. Uniforms or insignia is a great idea. Basically, the Unvanquished are a confederation of three different, somewhat related groups: Priestesses and Artificers, the Angel-Daemonfolk (Japanese folklore); Nymphs and Mer-Centaurs, the Centauri Merfolk (Greek mythology); and Shojo-Nuns and Oni-Tanuki War-Wizards, the Obake-Daemonfolk (Japanese folklore). As always, though, these are just general ideas and class names. A Tremulous Dragoon is not a cavalryman, and the Tremulous Basilisk is not a lizard-chicken. The 2d artist and modeler should feel free to interpret these very general guidelines as they see fit. Suffice to say that the Unvanquished are a "race" of "mythical" beings, with "magical" attacks, who have entered the Human-Alien War of the 41st Century. How do we do that within the bounds of Tremulous gameplay? Your point-by-point comparison will help us to determine just this. I think players will be able to realize that the three teams are the Space Marine Dudes, the Big Bugs, and the Freaky Furry Warhammer/Starcraft-Looking Things. They're Space Pirate Ninja Mythological Beast-People, an amalgam of almost every idea ever presented for a Third Race, except for robots ('cuz I hope the Sentinel Robot mod will someday get made, along with Alien Upgrades and Human Sidearms).

@Roanoke: We need someone to recruit talent, especially artists, modelers, and animators. Interested? Also, would you be willing to do a class-by-class critique, or assist Urscumug with his analysis? Also, I agree with The Me that while the alliance idea is really cool, it should go in the list of Things To Talk About a Little Bit Later in the Development Cycle. It's still a bit early to figure that out, and I would even consider starting a poll, along the lines of: "If there were a Tremulous three-team mod, what would you prefer happen to the first team eliminated from the match? And, would you favor the ability to make an alliance with one of the other teams, yes or no, and why?" I think we could get a broad spectrum of community reaction, and try to implement the most popular solution, provided that it is a simple and straightforward way of dealing with the issue.

As always, thanks a million guys. Your interest and enthusiasm for this mod are probably going to be a major force in seeing it through to actually getting made.

Cheers!
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Urcscumug on January 25, 2009, 12:12:34 pm
Sounds good.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 25, 2009, 07:37:21 pm
Hm... recruitment. I don't think I'm the best candidate for that, as I have no idea where such talent congregates. As for critique and helping urc, it would be my pleasure.
Title: Re: Team Unvanquished.alpha_1
Post by: player1 on January 25, 2009, 09:41:15 pm
Copy that. Perhaps someone else is interested in the position of Recruitment Specialist?

Thanks for helping out, guys. I look forward to seeing the results of your analysis of the mod.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 26, 2009, 12:44:56 am
Sorry for not posting for awhile, but my computer is acting wonky, kept shutting down and freezing up. I mainly fixed it except now when it overheats it loses space. This is probably because my computer is old, so I am looking at new computers. Ill post the pictures of the unfinished models tomarrow hopefully.  :)
Posted yesterday :/
I don't know what to count him as though he says he has some unfinished models he was going to post today. Anyways it seems he has been working hard seeing that even with a semi broken computer he has multiple models (unfinished or not) which he thinks are good enough to post pictures of.

As for Chess Guy I pmed him. I haven't heard or seen much from Chess Guy and tbh I had asked +OPTIMUS+ If he would be interested in modeling. Unfortunately he declined (he's is too busy with school and his comic) I had also asked ceRra but I never heard back from him :/

So, the unified feeling of the race. The Unv feel like they're all over the place. I don't think that's a good thing. What can we do about it?

How about uniforms? I'm reminded of Star Trek, where a lot of different species were united under the uniform of the Federation.
At First, I agreed, then I realized that they are unified by their differences. Humans all look the same with that greenish/grey color skinny-ness and straight posture. Aliens are all thick, dark-purple/blue/red colored and walk on multiple legs. Pretty much, as long as we don't make any straight greenish/grey characters or thick dark-purple/blue/red characters, there should be no confusion.

@player1: recruitment is pretty easy and seeing as I still cant seem to find a .map atcs I have nothing better to do. If no one else wants the job I would certainly be willing to take it.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Urcscumug on January 26, 2009, 01:54:30 pm
It's not the confusion that's an issue, of course you won't mistake an Unv for a human or alien. I meant the sense of belonging.

Humans look very much alike and aliens are all insects and act and fight in similar ways. But if Unv will neither look alike nor fight alike... IMHO there needs to be something, even symbolic, that brings them together.

I can't think of anything other than a uniform. Distinctive outer markings, anyway. If the idea of a uniform is not appealing, how about tribal markings? Covering them in tatoos or henna paintings, or Native American war painting style of thing. Could even explore that avenue further and go with feathers and stuff.

It could look pretty sexy. Does anybody remember The Maxx? What do you think about one strong colors for the entire body, one or two stripes in equally strong colors (head, face), plus feathers?
(http://www.whoopis.com/~mbates/maxx-real.jpg) (http://www.whoopis.com/~mbates/maxx.php)
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Kaleo on January 26, 2009, 03:31:18 pm
I agree on the team thing. I wanted to propose a third class for teams (alternative to fighting and building classes) that buffs people in it's area somehow. Anyway, area damage is an interesting idea. Even better would be area damage+magic :)

There's a whole page of answers for this, and I didn't read it, so here goes with my idea.

This could be done in a sort of crossover Oblivion/WoW style. You take the buff ideas from WoW (like stamina/health buffs, mana(magic) buffs, strength buffs) and execute them in an Oblivion style, ie. you shoot them out of your hands (in the case of the Unvanquished, at least) at team mates, and it buffs them.

BRB! Booting up OS X/Photoshop to do a mockup.

DONE!
Human + Buffs.
(http://i173.photobucket.com/albums/w75/MC-Artman/shot0073.png)
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 26, 2009, 05:07:38 pm
This could be done in a sort of crossover Oblivion/WoW style. You take the buff ideas from WoW (like stamina/health buffs, mana(magic) buffs, strength buffs) and execute them in an Oblivion style, ie. you shoot them out of your hands (in the case of the Unvanquished, at least) at team mates, and it buffs them.
Yes, that is sort of what I envisioned. Except I envisioned it in a way that makes it your primary function, i.e. there's a class just for buffing.

It could look pretty sexy. Does anybody remember The Maxx? What do you think about one strong colors for the entire body, one or two stripes in equally strong colors (head, face), plus feathers?
That looks awesome. I think it'd go pretty well.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Hendrich on January 26, 2009, 05:13:52 pm
Kaleo, that seems like a reasonable idea (Morrowind kicks Oblivion's ass tho) as the classes might have "strength enducing" spells/attacs/implemenations that the other teammates needs to be aware of.
 
Aliens has those pointy things on their HUD that bolds to show that they're boosted and they see the world as if playing ZDoom in software mode with freelook on (In other words, when aliens look around is like they're looking through a glass). Humans don't really have anything but they can purchase the helmet, and so it would make sense to give the Unvs a way to see their skills/boosted states. The only problem is we need somebody to create the art of the icons and somebody to code the pics to appear on the top of the screen when boosted/buffed (Seems to me it can't be difficult to do).
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 26, 2009, 05:18:22 pm
Since red is the aliens' icon color, and blue is the hummies', why not purple for the unv? In any case, we first need to know what icons are necessary, and what those respective objects will do.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Hendrich on January 26, 2009, 05:53:41 pm
we first need to know what icons are necessary, and what those respective objects will do.

Agreed. but before that we need to finalize and agree which spells should stay or be modified. 
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 26, 2009, 06:17:36 pm
Well, what spells do we have?
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 26, 2009, 06:52:11 pm
Well, what spells do we have?

Read the first page, or go to the website.

For the color of the unavaquished, I was thinking yellow. Its unique and it then covers all of the primary colors and repesents the battles. Also, you may notice that the structures have already natrually taken that color.

@Urscscumug: Well why can't they have the feeling of unity by having a common enemy? By having the same home? By there magical abilities? Why do the even need to feel like they all belong together? Who in the game is going to run away from their team because they don't all look the same. I honestly doubt there will be any de facto segregation going on among the team unless as a joke such as when you see a blaster rush or basi/granger rush. I like them all being different, it represents the variety of abilities among the classes. Also we don't want the new race to look and act like the Justice League, they can already fly and turn invisible. :P

Kaleo, we also dont want to turn Tremulous into WoW/Oblivion either. I don't think we should have the types of buff you are describing. There are currently no plans for powers such as fear (making an enemy run away without control of his character) which players will use on the enemy and there are no powers the humans or aliens have to use on the Unvanquished. Healing will be performed by the Preistess and viles, therefore there really are no buffs that I can think other than increased damage (maybe add this?). Though I do agree the player should have some type of indicator when an action is being performed on him such as healing, I dont thing we need giant representative symbols at the top of the screen, instead we could have some small subtle indicator in the HUD.

For everyone who has just recently joined the project (Roanoke, Hendrich, Kaleo, and Urscscumug) I urge you to read every single page of this thread before you go any further. We have put a lot of work into the ideas we have so far and there is no need to start from scratch on the 5th page just because you were not here for the beggining of it. I urge you to read every page so you will understand the process of thinking which has gotten us thus far and you will see which ideas have been thrown out.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 26, 2009, 06:58:50 pm
@Urscscumug: Well why can't they have the feeling of unity by having a common enemy? By having the same home? By there magical abilities? Why do the even need to feel like they all belong together? Who in the game is going to run away from their team because they don't all look the same. I honestly doubt there will be any de facto segregation going on among the team unless as a joke such as when you see a blaster rush or basi/granger rush. I like them all being different, it represents the variety of abilities among the classes. Also we don't want the new race to look and act like the Justice League, they can already fly and turn invisible. :P
Well, that's a bit of a cop out, to have a team unified by diversity. It's like we didn't bother to actually think of something and stuck them all together.
For everyone who has just recently joined the project (Roanoke, Hendrich, Kaleo, and Urscscumug) I urge you to read every single page of this thread before you go any further.
I already have =/ I started posting at page three.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 26, 2009, 07:24:38 pm
Well, that's a bit of a cop out, to have a team unified by diversity. It's like we didn't bother to actually think of something and stuck them all together.
Look at the dretch and the tyrant, they look nothing alike but everybody knows they are aliens. The only reason they look the slightest bit alike is because they are of the same evolutionary chain. And who honestly is going to think that we were to lazy to think of a simple unifying theme? We just created a mod and designed multiple classes completely unique from each other we made multiple maps, modeled, and coded it but everyone will look at it and think "omg those lazy a** mother f*****s were to lazy to even make a uniform for this race."
 The reason behind creating a unifying theme would not be to make it look like we "bothered" but instead to prevent friendly fire and allow for easy recognition. But, as long as we don't make one of the classes look too similar to one of the curent aliens or humans, we should be fine and after a few games, the new players will recognize their teammates.
I already have =/ I started posting at page three.
Well then you should know that page one has each class and its abilities/spells
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 26, 2009, 07:35:17 pm
The aliens are unified. All aliens have multiple legs. That may be a small thing, but it is consistent, and it is what brings them all together.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Hendrich on January 26, 2009, 09:23:27 pm
So after some thinking, yea, its best to stay wit the "Tremulous style" of keeping the buff indicators at the Hud, but we still need to decide what icons should represent each spell/skill/etc and where on the Hud they should be located on.

Also, for the unifying of the characters, if it doesn't look human or doesn't have 8 legs, its a Unv. I don't understand how more complicated it should get, yes some of the Unv classes is human/human hybrid/human-based but it doesn't mean they'll look human based on P1's representation of them. If its that big of an issue, maybe they can share some sort of symbol on their back representing the alliance they made that is struggling to bring the end of the human-alien war.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Kaleo on January 26, 2009, 11:56:10 pm
So after some thinking, yea, its best to stay wit the "Tremulous style" of keeping the buff indicators at the Hud, but we still need to decide what icons should represent each spell/skill/etc and where on the Hud they should be located on.

Also, for the unifying of the characters, if it doesn't look human or doesn't have 8 legs, its a Unv. I don't understand how more complicated it should get, yes some of the Unv classes is human/human hybrid/human-based but it doesn't mean they'll look human based on P1's representation of them. If its that big of an issue, maybe they can share some sort of symbol on their back representing the alliance they made that is struggling to bring the end of the human-alien war.

For HUD icons, you could easily mock up some nice ones in less than an hour. I don't think it's that high a priority.

You'd want to make them unique for each race, however, to keep the aesthetics in order.

Basic, easy-to-understand icons, like a fist for strength, a crosshair for accuracy and a boot with wings for speed.

*sigh

Booting OS X.

I did an accuracy one. I tried doing a strength one, but if looked deformed.
(http://i173.photobucket.com/albums/w75/MC-Artman/accuracy_increased.png)
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 27, 2009, 12:05:58 am
For the color of the unavaquished, I was thinking yellow. Its unique and it then covers all of the primary colors and repesents the battles. Also, you may notice that the structures have already natrually taken that color.
Alien HUD is red, not magenta, so I believe it should be green by that logic (integrate forces of nature or something?). It is not hard to change the color of a 3d model, particularly at this stage.
Also, for the unifying of the characters, if it doesn't look human or doesn't have 8 legs, its a Unv.
Why not make them glow with a mana aura?
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 27, 2009, 12:18:24 am
Basic, easy-to-understand icons, like a fist for strength, a crosshair for accuracy and a boot with wings for speed.
Please realize we don't have buffs.
Alien HUD is red, not magenta, so I believe it should be green by that logic (integrate forces of nature or something?). It is not hard to change the color of a 3d model, particularly at this stage.
Really? when people say the primary colors they say Red Blue and Yellow. They dont use the "correct" terms and say Magenta Cyan and Yellow. Either way, red is close enough to magenta and cyan to blue and the natural choice of the Unvanquished is yellow if we were to follow the primary colors. I personally prefer Yellow as it is very hard to confuse with red or blue and is not and combination of the two.

So after some thinking, yea, its best to stay with the "Tremulous style" of keeping the buff indicators at the Hud, but we still need to decide what icons should represent each spell/skill/etc and where on the Hud they should be located on.

Also, for the unifying of the characters, if it doesn't look human or doesn't have 8 legs, its a Unv. I don't understand how more complicated it should get, yes some of the Unv classes is human/human hybrid/human-based but it doesn't mean they'll look human based on P1's representation of them. If its that big of an issue, maybe they can share some sort of symbol on their back representing the alliance they made that is struggling to bring the end of the human-alien war.
Thank you Hendrich. As for the humanoid Unv, as long as we make them look "beastly" enough then we should be fine, give them hair, hunch their back and don't give them a uniform
 
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Kaleo on January 27, 2009, 12:22:56 am
Also, for the unifying of the characters, if it doesn't look human or doesn't have 8 legs, its a Unv.
Why not make them glow with a mana aura?

I had the idea of either an ancient greek look, or an Eldar (http://www.onlinegamescompany.com/war/gallery/eldar.jpg) look.

Basic, easy-to-understand icons, like a fist for strength, a crosshair for accuracy and a boot with wings for speed.
Please realize we don't have buffs.

Well, maybe we do now. You're being incredibly closed off to new ideas. Try opening your mind.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 27, 2009, 01:09:44 am
Basic, easy-to-understand icons, like a fist for strength, a crosshair for accuracy and a boot with wings for speed.
Please realize we don't have buffs.
Well, maybe we do now. You're being incredibly closed off to new ideas. Try opening your mind.
I'm not saying we will never have buffs, I am just saying that we shouldn't be making HUD's for things that don't exist yet. lets keep this organized, propose and idea and discuss it. Tell us why it should be added, what you see the benefits are and which class you think should get it. That goes for every one.

Currently we have about twelve different ideas floating around which some people think are already implemented and some think they won't be and others don't even think exist. Lets end all of them and tackle them one at a time, if you think buffs would be god Kaleo, then please by all means tell us what buff you think would be good and why, then we will discuss it.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 27, 2009, 01:21:25 am
Really? when people say the primary colors they say Red Blue and Yellow. They dont use the "correct" terms and say Magenta Cyan and Yellow. Either way, red is close enough to magenta and cyan to blue and the natural choice of the Unvanquished is yellow if we were to follow the primary colors. I personally prefer Yellow as it is very hard to confuse with red or blue and is not and combination of the two.
Those would be the primary colors of pigments, not light. Two separate things. Magenta is an intense pink, basically.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 27, 2009, 02:17:47 am
Really? when people say the primary colors they say Red Blue and Yellow. They dont use the "correct" terms and say Magenta Cyan and Yellow. Either way, red is close enough to magenta and cyan to blue and the natural choice of the Unvanquished is yellow if we were to follow the primary colors. I personally prefer Yellow as it is very hard to confuse with red or blue and is not and combination of the two.
Those would be the primary colors of pigments, not light. Two separate things. Magenta is an intense pink, basically.
I know what magenta is. I am just wondering why you are so opposed to yellow?
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 27, 2009, 02:21:25 am
I don't think I have a good explanation. Maybe it's just personal preference. We need some kind of organized voting for purple, green, or yellow, and I won't contest the decision.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Urcscumug on January 27, 2009, 03:03:49 am
How about actually trying these HUD colors? Perhaps with a HUD mod, I have no idea but it must be doable. Because we might discover that some of these colors don't look all that great under live conditions.

PS: I like the Eldar very much.
Title: Re: [Concept] Intense Discussion
Post by: player1 on January 27, 2009, 03:07:41 am
Hi guys.

Red = Aliens
Blue = Humans
? = Unvanquished

red/blue/green = primaries of light

cyan/amber/magenta = secondaries of light

red/blue/yellow = primaries of pigment

Yellow = SPECTATORS!!!

Green = All Chat

Cyan = Team Chat

Purple = not partial to it

I prefer Green as their "team" color, for what it matters. I favor Black, Green, Gold and Silver for their Wardrobe, Gear, Insignia and Weapons, generally.

I really like all of the ideas that you guys are bouncing around, BUT: We would still like to get THIS proposal to a Beta level, before we add too many other, unrelated ideas, AND, we do not want to immediately change anything about either the Humans or the Aliens (that we don't have to).

Also, a visual note. The image links I provided are just general idea of what the characters should look like. Feel free to google-image research the terms, and provide your own. Suffice to say that they should look like anime/manga demon-people, and let's move on.

I still say the most important items on the list are:

1) Urscumug & Roanoke produce point-by-point comparison with other races (perhaps Urscumug could produce what he sees to be an "ideal" Third race template, and Roanoke could do an analysis of the existing Alpha version of the Unvanquished, based on Urscumug's tables for the Humans and Aliens).

2) Recruitment: The Me, if you are interested in this, please proceed. We need to contact all current team members, then look for 2d & 3d artists, modelers, and an animator.

3) A way to put people's ideas and energy to good use, without diluting the original idea. Kaleo, would you be willing to dummy up a visual draft of a HUD for the Unvanquished, including all of the features described in the Class Descriptions (way back on page one and two)? Hendrich, can you continue to help The Me to keep the conversation on track? I need to be mostly AFK for about a week, and would really like to hear your thoughts on the Original Idea, and how gameplay would be, what teamplay would be like, what building, defense, and attack rushes be like, how would stage-ups affect strategy, where would you put the Unvanquished base in current maps, who here would like to try to work together to make a three-team map, and etc.?

It might even be good for someone to go back and grab all the class and structure info, and repost it in a smaller and more concentrated form, right here on this page, so we can see what we are talking about.
Title: Re: [Mindblowing] Excellence.alpha_1
Post by: Kaine on January 27, 2009, 03:23:18 am
Um.... holy shit dude.

I did not know this existed prior to today.  This is awesome, although to be honest I haven't read any of the comments other than that beginning cluster that you posted.  This may seem a little bit innapropriate to post here, but:

Fuck Tremulous, have you considered trying to launch an MMORPG?  You clearly have enough classes / stats / weapons planned out, and if you have a few coders at your disposal, why not use your idea to make some money?

The ideas you have here are way too shiny to just put into something that's already just a forgotten Quake3 (obsolete) mod.  It just feels like it wouldn't do them justice.

-Kaine
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Roanoke on January 27, 2009, 03:30:19 am
Alright, I shall get started on the analysis, if we are leaving colors for later.
Title: Re: [Mindblowing] Excellence.alpha_1
Post by: The Me on January 27, 2009, 03:57:27 am
Um.... holy shit dude.

I did not know this existed prior to today.  This is awesome, although to be honest I haven't read any of the comments other than that beginning cluster that you posted.  This may seem a little bit innapropriate to post here, but:

Fuck Tremulous, have you considered trying to launch an MMORPG?  You clearly have enough classes / stats / weapons planned out, and if you have a few coders at your disposal, why not use your idea to make some money?

The ideas you have here are way too shiny to just put into something that's already just a forgotten Quake3 (obsolete) mod.  It just feels like it wouldn't do them justice.

-Kaine
I am assuming that this quote was directed at player1,and I do hope he replies to it, but I would like to say a few things. I am glad that you are as pleased with the classes and abilities as much as I am but I don't think there is any possi me chance of this becoming a commercial project and actually makig money.
I also prefer it this way. [Daydream]Hey maybe if it's fun enough It will grab enough peoples attention and a publisher may contact us (similar to what happened with CS) :D[/Daydream]
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Kaleo on January 27, 2009, 04:01:12 am
Tremulous has a semi-transparant HUD. You would need a fairly dark yellow for it to show up in all situations. I think a green HUD would be a much more visible. Also, it contrasts well between the red and blue (or cyan and megenta, if you feel the need to be pedantic).
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 27, 2009, 04:11:10 am
Sounds like green is the favorite so far, just make sure it doesn't blend into the grass on certain maps.
Title: Re: [Concept] Intense Discussion
Post by: Roanoke on January 27, 2009, 04:50:44 am
cyan/amber/magenta = secondaries of light
No, cyan/yellow/magenta.
(or cyan and megenta, if you feel the need to be pedantic).
My point is exactly that the aliens are red, humans are blue, both primary colors of light, therefore unv needs to be green.
Sounds like green is the favorite so far, just make sure it doesn't blend into the grass on certain maps.
Alien HUD is seen fine despite the blood splatters on transit. I do not expect this to be a problem.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Futilrevenge on January 27, 2009, 05:05:35 am
Ok, for those who dont think I am still working on this, I AM. I really want to release all the building models at once but I need  CONCEPT ART!. So anyone who's willing to do it, please say so! Otherwise ill do the concept art, the models, and fixing my computer. As you can see im a bit busy,  ;D .
also, I might be able to animate, but Im not shure
Title: Re: [Concept] Tangential Discussion
Post by: player1 on January 27, 2009, 05:30:08 am
Off Topic: In Theatrical Lighting, it's Amber. It looks yellow, but actually yellow has a lot more green and is a tertiary color. Not only have I taken courses in lighting design and color theory, I've been in the entertainment industry for about thirty years, including rock'n'roll, touring concert lighting, industrial, display, retail, fashion, opera, ballet, musicals and drama (mostly Lincoln Center and Broadway, but lots of shitty bars in East Egypt as well).

Take two PAR cans, @ 1kW ea. Put a primary red gel on one. Put a primary green gel on the other. Now blend the two sources together, piling one on top of the other, shining them on a white surface, like a wall or front-projection screen. Because of transmission differences, one might need to be slightly dimmed. The resulting color on the wall will be Amber. Yellow is a slightly greener color. In lighting, that is. In pigments, you are right. The colors for, say four-color press, are usually CMYK: cyan, magenta, yellow, and black, like when you print comic books.

On Topic, On Task, On Point:

@Roanoke: I agree, Green. Maybe it will end up needing to be lime-green instead of forest-green, we'll see. Yellow is for Spectators! Thanks for working on the analysis. I think this is an area where your talents will best be brought to bear, as you have an active interest in such matters.

@Kaleo: Feel like making a first draft of the Unvanquished default HUD? I think you could do it justice. It would be a first working sketch. Also, anybody know someone who can sub for Chess Guy? He seems to have gone AWOL. We may need another 2d guy. Everybody needs to PM + OPTIMUS +, and tell him to join us!

@Kaine: Yeah, I had a great editor and critic, who I enlisted as a co-conspirator. Now, who did I learn that from? I think if we try to keep the gameplay very Trem-like, it has the potential to be an awesome mod. That's why I was so keen to show <3 Clan <3 to Amanieu. He actually requested a serious proposal for a Third Race Mod. So, we're trying to make a serious proposal. Also, we can always use another Recruitment Officer. We definitely need a 2d guy, apparently. -nudge-

@The Me: Again, thanks for your leadership. Please let me know if you are able to contact everyone, and consider editing my Team Roster, and the Original Mod Proposal, as you see fit. Cheers, mate.

@Futilrevenge: Hi! Boy, did we miss you. We're desperately looking for 2d artists. can you continue with the Structure models, in the style of what Chess Guy did? We'll have to try to get an artist soon, so someone can work on the playermodels. Did you see the art links I posted for each class? Let us know what we can do to help. Remember, there is no real rush yet. Don't overwork yourself. If you get anything done that you'd like to show, feel free to post. Thanks again for all of your work on this project. Suggestions: Try contacting Chess Guy via PM. Post some preliminary work in the Models sub-forum, and arouse some attention for the mod. Advertise in General Discussion, Modeling and Mapping sub-forums for other team members. We do need an Art Director, you know. If you're up to it, designate a volunteer or two to be your Talent Scout, and put any team together that you like. It is an open-source concept proposal, freely interpretable by whomever, our gift to the Tremulous community-at-large.

AFK 4 a wk

Someone please help The Me to moderate the discussion. Thanks again, guys. It couldn't exist without you. Cheers!
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Kaine on January 27, 2009, 05:45:02 am
Wait... what?  How did you hear that I have a 2d guy?  Did you talk to Exclamation?

I'm sure you didn't intend to, but your whole comment to me there was eerily familiar.  Have we talked about any of this before?
Title: Re: [Concept] Vuja Dé
Post by: player1 on January 27, 2009, 05:49:39 am
@Kaine: I just had a feeling that if you became involved with this, in your usual capacity of sizing up talent and suggesting possible useful relationships, considering the people that you know, it might be mutually beneficial for all parties concerned.

Also, if you were to bring in the voices of other players of equal experience, this mod would greatly benefit from hearing what they think of it, and if they would play it, and how the heck we go about making it, and who can help us, and where can we find the files?

If someone like yourself or inaki were to moderate this discussion, it would probably help it to stay close to the True Spirit of Tremulous, that shiny dream to which all Mod [Concept] Proposals aspire. I'd also like to hear from theusual curmudgeons, if you could convince them to take a look. I even made it Space Pirate Ninja Anime Demons, so everyone from the manga-lovers to yesterday's n00bz will love it.

<3

Yeah, that's right. The Tremfusion guy wanted to take a look at a serious Three-team Mod. We worked pretty hard just to get the Alpha version done. Now that we've assemled Team Beta, we need someone to whom they can give the results of their analysis, and a dude to draw pictures for a working modeler. That's where you come in, guy-who-knows-people?


Title: Re: [Concept] Tangential Discusssion
Post by: Kaleo on January 27, 2009, 05:58:54 am
@Kaleo: Feel like making a first draft of the Unvanquished default HUD? I think you could do it justice. It would be a first working sketch. Also, anybody know someone who can sub for Chess Guy? He seems to have gone AWOL. We may need another 2d guy. Everybody needs to PM + OPTIMUS +, and tell him to join us!

Mah pleesuare.

And, hey, whadda ya know! Gotta boot OS X.

Meh. It can wait.
Title: Re: [Concept] Team Unvanquished.beta_!
Post by: player1 on January 27, 2009, 06:05:32 am
Thanks, Kaleo. Alright, tasks somewhat designated. See you all in a week. The Me, you have the con. Kaine, the psychic mind wave scares me a little. I guess I've been writing about clones too much, lately.

Kaine: Think we should let Kaleo app <3 Clan? That would be kewl: Cali, Oregon, China, Singapore, whereverthefuckyouare, Australia. Ring of Fire Guild!
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Hendrich on January 27, 2009, 06:13:43 am
Quote
Hendrich, can you continue to help The Me to keep the conversation on track?
*Hendrich gives The Me a cookie*

Quote
It might even be good for someone to go back and grab all the class and structure info, and repost it in a smaller and more concentrated form, right here on this page, so we can see what we are talking about.
Due to P1's request, I'll just stick the following information down so we all know what the hell we're dealing with here based on the Uns (aka, the Unvanquished, lets try to use the "Un" acronym for easy reference like Rant, Om, etc.) I'll just copy what P! previously said and warp them a bit.

Edit:
Remember that I'm aware of mistakes in this thing, I'm editing it as I go. I'll post it here to save my work.


Contents:

1)
Introduction

2)
Clarifications

4.a)
Structure list

4.b)
Single Structure Information

5.a)
Class list

5.b)
Class information

6)
Thoughts on a general base environment

7)
Final Thoughts

8)
Credits/Current Team Roster


Introduction:
The Unvanquished is a mod idea founded by Player1, who responded to the flurry of questions/requests for a third team/race. He posted ideas of what he thought the third race should be, and received positive feedback and suggestions. Later on he managed to grab a modeller, a concept artist and a coder to help him when he and the modeler/coder/artist is ready, and others (Like myself) have been accepted into the team" to help bring this race to become reality.
This is where we currently are.

Quote
The Unvanquished are a Confedation of Omniversal Sentients who have become embroiled in the Human-Alien Conflict of the 41st Century. They have been shocked and outraged at the war-mongering ways of both species, and have decided to put  an end to the conflict by annihilating these outsiders and restoring peace to the Worldlets of the Peaceable Starfolk.
In layman's terms, the Uns are a bunch of aliens/humanoids/etc that got pissed by the humans and the aliens fucking with each other so long, so they joined each other to shut them up. This makes sense but the new race does break new ground for Tremulous which we are aiming to be a good thing. We want this new race to be balanced, fun to play as and to make sense into the universe of Tremulous.

Clarifications:

Things to note:
1 Bounty = 1 Evo = iirc, 175 Credits
Phial = +15 Health; Carry Limit = 2
Dretch Headbite only does 75 Max. Damage to Unvanquished!!!
(Will still kill Nymph-form or Merman-form in one headbite)

d=default
b=Bounty
1 Bounty = 1 Evolve = iirc, 175 Credits

(This is used for the contents below)



Classes:


Priestess (angel-winged fox-woman):
The Priestess is basically "The Medic" of the race. She goes around healing other teammates and structures, so she could be cosidered to be a support unit. She can fly to offer aerial support and her attacks are defense-based.

Picture:
None yet.

Health:
120

Powers:
Possesses the power of Flight (but slower than a Jetpack (By 25%?) and Stamina-Dependent)

Default Attributes:
Healing Aura:
S1: 10' radius. 30hp/min.
S2. 12' radius.
S3. 15' radius

Still Shield:
S1. +18 hp/90s recharge
S2. +36 hp/180s recharge
S3. +36 hp/90s recharge

Bow Glove:
S1.9 Damage per Hit per projectile 
S2. 2b: Poison

Upgrades Stage Cost:
Bubble Shield1b:
No hitscan shots in or out. 
S1. 5' radius. 60s/180s
S2. 7' radius. 45s/120s
S3. 9' radius. 30s/90s
(on/recharge - no off toggle)

Squad ShieldS22b:
Adds armor value to nearby teammates.
S2. 12' dia. +25 hp
S3. 15' dia. +30hp
(regenerates if damaged, +5hp/min, +25/min if on "Hallowed Ground" near "Mana") 

Plague Pulse 1b:
Damage + Poison to nearby opponents.
S1. 5d/9'/180s
S2. 7d/12'/240s
S3. 9d/15'/300s

Bow Glove PoisonS22b:
Poison for Bowglove Projectiles.
(Default Weapon)

Staff of RebirthS22b: 
S2. Resuscitation* & Heal Rate x1.4
S3. Resuscitation & Heal Rate x1.6
*Resuscitation means player keeps purchased Upgrades. If you buy the Staff, and you get killed, when you respawn you will still have your Staff of Rebirth, as well as your Upgrades.

Helm of Far-Scrying2b:
S1. Armor Value & Team see
S2. Adds Radar
S3. Adds Radar x1.5 distance

Cuirass & GreavesS21b:
Light Armor for Priestess, not available until Stage 2.


Nymph: Xenomorphic Vampire-Ronin Cosmic-Privateer Kraken-Faery
A Nymph is basically the "Spy" of the team. He can fly, be invisible and suck HP form buildables. Do not fuck with this guy.

Picture:
None yet.

Health:
Health is form-specific, see below.

Powers:
Possesses the power of Flight (but slower than a Jetpack (By 25%?) and Stamina-Dependent)

Default Attributes:
Naiad form.

Added Health:
S1. 75
S2. 90
S3. 105

Invisibility-while-Flying:
S1. Cloaked
S2. Camouflaged
S3. Invisible

Sting: 
S1. 18 Damage per Hit [25 Human Headshot (HS)]
S2. 25 D/H [36 HS]
S3. 36 D/H [50 HS]

Slay Shield:
18 Damage to all foes within Spherical Blast Radius emanating from Avatar to approx. 12 "feet" away* ;90s recharge

Blood Sucker Latent:
S2. Transfer 18 Health Points from all foes within Spherical Blast Radius, approx. 18 "feet" in diameter ;180s recharge

Nereid form

Added Health:
S1. 90
S2. 105
S3. 120

Invisibility*:
*While unmoving
S1. Cloaked
S2. Camouflaged
S3. Invisible

Stun:
S1. 15 Damage per Hit (D/H), 0.2s Stun Effect
S2. 30 D/H, 0.4s Stun Effect
S3. 45 D/H, 0.5s Flashbang Effect

Blast Shield:
25 Damage to all foes within Spherical Blast Radius emanating from Avatar to approx. 9 "feet" away ,120s recharge

Destroyer Latent:
S2. Transfer 25 Health Points from all Enemy Structures within Spherical Blast Radius, approx. 15 "feet" in diameter ,300s recharge


Advancement Upgrades:
Sting/Stun DoublerS1 3b:
Doubles Damage Dealt by Default Offensive Attribute

ShieldspeedS3 3b:

Reduces Shield Charge Time by Half (Slayshield=45s; Blastshield=60s)

WampyriS3 2b:
Increases Spherical Blast Radius of Transfer Attribute by One-Third (Bloodsucker - dia.=24'; Destroyer - dia.=20')

Note:
Nymphs cannot carry Weapons or wear Armor

Second Note:
Due to transfer of hp from Bloodsucker and Destroyer attributes, Maximum Health is equal to twice normal health for that form at that Stage, e.g. Naiad, S1, norm. health=75, max. health=150.

Naiad - Scout
Nereid - Spy


*twice the height of the Human Space Marine avatar (blast radius at sternum height, or 2/3 avatar height)[/list]

Evolute: Undead-Metadaptoid Interglobal-Progressive-Soldato Oni-Tanuki

Health:
Health is form-specific, see below.

Default Attributes:
Beserker Form:

Added Health:
200

Slingshot:
9 D/H per proj.

Club:
12 Damage per Hit

Advancement Upgrades (Available sub-class upgrades, same avatar and artifacts, better attributes, for health, see each):

Warrior 1b:
HP=175
Armor=24
S1. Broadsword, 18 D/H
S2. Bow, 18 D/Hpp
S3. Stabbing Spear ,36 D/H ,3-stab

Adept 2b:
HP=150
Armor=36
S1. Fire Sword ,25 D/H
S2. Recurve Bow ,25 D/Hp
S3. Adder Staff ,36 D/H+Poison

Paladin 3b:
HP=125
Armor=48
S1. Longsword ,36 D/H
S2. Longbow ,36 D/Hpp
S3. Staff of Lux ,36 D/H+Flashbang

Mage 4b:
HP=100
Armor=60
S1. Magicsword ,50 D/H
S2. Wizard's Bow ,25 D/Hpp+SAD*
*SAD=Splash Area Damage
S3.  Viper Staff, 50 D/H+Poison

Note:
Evolute class cannot buy Weapons or Upgrades at a Smithy (but can buy Poison at the Apothecary - S2 2b), only purchase higher subclass and weapon/armor loadout/package of Evolute Bounty Tree. Half of the indicated Armor value is the Helmet Armor Value.

Only carries one Weapon in addition to Default Weapon:
Stage 1 = Sword
Stage 2 = Bow
Stage 3 = Spear/Staff

Second Note:
All forms available at all Stages.

Default weapon of Warrior/Adept:
Bowglove ,9 D/Hp+ S2 2b Poison

Default weapon of Paladin/Sage:

Thrown Darts ,18 D/Hp+ S2 2b Poison

---
I'm not gonna be gracious about it, what a bitch to do. It would be easier if I did this on a Wiki. Fucking character limit, I'll do part 2 of this bullshit later. For now I'll edit it during the day repeatedly, if theres something wrong/you want to add anything to this, please, go ahead. 
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Kaine on January 27, 2009, 06:16:20 am
Do you have a test server to be playing around with?  And do you have a target file size for this mod?

Because if the files are big enough, you aren't going to want to make people have to deal with the "autodownload" function of the game.
Title: Re: [Concept] I Don't Feel Tardy...
Post by: player1 on January 27, 2009, 06:23:08 am
@Kaine: We need all of those things, that advice, and any other guidance you can offer, 'cuz we're just several idea dudes, a missing artist, a working modeler, a busy coder with a tenuous commitment, and maybe one or two people who could point us in the right direction and introduce us to the right talented specialists (I said hopefully). Also, Archangel offered a wiki. Would you PM him, and put him in touch with Hendrich? I think we are ready for one.

@Hendrich: Lovely work. Can you also add all of the art links? I would like to be able to e-mail a URL of that post to a possibly interested third party. Thank you again for keeping us organized, and on track. Also, Archangel offered a wiki before. I'm sure if you PM him nicely and mention my name, he'll do what he can to accommodate you, within the means that he is able. I believe that The Me, Urscumug and Roanoke would rather enjoy some wiki-ability with this concept by now anyway. Cheers!
Title: Re: [Concept] Sound Guy?
Post by: player1 on January 27, 2009, 07:34:14 am
Having a slight amount of experience in sound design, may I have permission to start working on some concept sounds for this project?  It looks amazingly cool, in my humble opinion, and I'd love to see what I can come up with to give these things voices!

Hey, would one of you guys also PM Vortexx and see if he is still interested in this? The Me, can you take care of this and add him to the roster, if he's still in?
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Kaine on January 27, 2009, 07:57:53 am
This (http://www.druclan.tk/) is where you can reach VortexX.
Title: Re: [Concept] Talent Scout and Information Officer
Post by: player1 on January 27, 2009, 08:17:35 am
Thanks, Kaine.

The Me, can you take care of this and add him to the roster, if he's still in? Thanks, dude. You have the con. I'm sure these gentlemen are more than willing to assist you, in my absence. Steer gently, it's a big ship. Cheers!


Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Kaleo on January 27, 2009, 11:36:04 am
One small note before I continue: Hendrich, I think nymphs are generally female. Just FYI. I don't know weather you know this or not and weather you did it on purpose, just letting you know.

Anyway, where was I.

Ahh yes. The HUD.

Bloody Illustrator refuses to install, so that will have to remain on hold for now, but I'm happy to work on any other simple 2D mockups (screenshot composites etc.).

Also, about maps. It's obvious that this mod is not going to be able to fit into any of the current Trem maps (or at least, most of them). Do we have anyone working on ideas for maps?

And finally, back to the classes etc. Do we want the evo/credits/upgrade system to work like either of the existing races? I was thinkin that maybe an entirely new approch could be good. You don't aquire credits or evos like the other races. Instead, after X amount of damage done to the enemy, you are awarded with an upgrade. This upgrade is a spawn upgrade, meaning you can use it at any time, since you spawn with it. I was thinking that perhaps class trees could be avaliable, like in BF2142, so when you unlock the first upgrade in, say, the healing tree, a second one becomes avaliable. The first upgrade may be somthing like an incresed range in your healing aura, and the second may be a heal-on-touch ability.

I would probably need a larger post to explain this in greater detail, so if you want I could do just that.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Volt on January 27, 2009, 01:17:59 pm
Hello, i'd love to join the Project team, such a neato idea.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Futilrevenge on January 27, 2009, 02:21:31 pm
well volt, what can you do? We'd love to have someone else working on the project!  ;D .
EDIT: maps... I can map, but I cant add details and such... by the way, how are we going to map in GTK if it doesnt support this third race?
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 27, 2009, 02:42:38 pm
Good job Hendrich and thanks!

Volt says he is willing to work on HUD and menus.

I never thought about the whole no third race in GTK though it should be fairly easy to implement. I will look into it.

Good to have you Kaine.

What roster?

Kaleo, as I said earlier, I am looking for a .map atcs so I can try and make a triangular version. I can try to get You Face to help map. Maybe even TRaK? I'll pm Vortexx TRaK and Face in a bit.

Oh and Chessguy is unresponsive. So it looks like we need a new Concept artist. Kaine, you or player1 mentioned something about you knowing some Concept artists. If this is true then pleas beg them to join us.   

We should get our own forums to orginize the discussions. Would anyone be able to snag us a site? If not then I have an old semi crappy forum site for an old clan. It won't look professional. But should serve it's purpose.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: Amanieu on January 27, 2009, 03:16:45 pm
I don't really think making new maps should be a priority at the moment. We should just make some new layouts for existing maps.
Title: Re: [Concept] The Unvanquished.alpha_1
Post by: The Me on January 27, 2009, 05:10:54 pm
I don't really think making new maps should be a priority at the moment. We should just make some new layouts for existing maps.
Maps take a while to make so it's good to start them now, if we finish them early then we can have them air until we are ready to test the Mod.
Title: Re: [Concept] Team Unvanquished.beta_!
Post by: player1 on January 27, 2009, 05:56:05 pm
@Kaleo/Hendrich/Team: Thanks for pointing that out, Kaleo. Hendrich, gender is as follows:

Female: Priestess, Nymph, Shojo

Male: Artificer, Mer-Centaur, Evolute

@Hendrich: Great job! Thanks so much. Please continue.

@Kaleo: Interesting idea, if you'd like to explicate. We were trying to keep the game as Tremulous-like as possible, so that the job of the coder is not monumental (Amanieu will eventually have to go off to college, or get married and raise a family, we don't want this to take him ten years to code), and also so that anyone who's played Tremulous can basically jump right into a Three-team Mod game, and understand what's going on, without a whole new learning curve. Kill enemies. Collect bounties. Get new toys. Also, if you look closely, we already have a system for some classes where they are stronger at stage-up.

Also, Kaleo, if you can't work on the HUD mockup, are you willing to map? Or possibly assist Volt in making the HUD? We would very much like to have you participate.

@The Me: I posted a tentative roster a page back or so. If you PM Archangel, he may be willing to provide us with some unused forums, an old wiki, or some available web space. Ask nicely, he's a busy guy. Maybe Kaine can also talk to him about it for you. I agree that we should at least attempt to make a three-team version of something like ATCS or Nano, but I also agree with Amanieu, that we should try to do a new layout for a couple of the existing large maps, relocating all three bases. Of course, until we have Structure models, and until we have them set up in GTK, it could be a while. If you are able to recruit mappers, please do so, and we can begin a three-team map thread at the appropriate sub-forum. Remember, we are making this for Amanieu to code, so be willing to listen to his advice, as he is our "customer", if you will. Kaine is working on recruiting a 2d artist, and if anyone has a better idea about how to reach Chess Guy (e-mail maybe?), we're open to suggestions. If Archangel doesn't have web space for us, then we can use your site, and we will look into providing more. Great job, Co-Leader. Would you also post a couple of "Help Wanted" threads in the appropriate sub-forums (Mapping for mappers, Art for artists, Modeling for modelers and animators)? It would be greatly appreciated. We will also need our own test server and IRC, as things progress.

@Futilrevenge: If you want to start posting some of your work, feel free to do so here, and/or start a new thread in the Models sub-forum. Thanks again.

@Kaine: Did you get the e-mails? Let me know if your friend finds them useful. Thanks again.

@Volt: Great to have you on board! w00t! We would absolutely love to have you work on the HUD for the Unvanquished team. Have you read the original proposal? It's not too different than a default trem HUD, really; just a few minor changes, I think. Thanks again. Welcome.

You guys are amazing. I never really thought this discussion would produce results this quickly. Go, Team Unvanquished!!!

P.S. Everyone's opinion is equally valid, and everyone's passion for this project is greatly appreciated. The Me and I worked very hard on this, and we would be very grateful if respondents would take the time to read it thoroughly, and to critique it on its merits and shortcomings, without totally derailing the discussion. With active team members coming on board who can create assets, I would ask that you respect one another, and allow each other to contribute, as each sees fit. I thank you again for your interest and your enthusiasm, and all of your hard work. I would like to see progress on what has happened so far, and table some of the discussion on less-urgent issues, for the time being. Perhaps we could start a beta thread or wiki, or someone could start a tangential discussion thread, and we can discuss long-term issues there.

Do not resist us. All your bases are ours. We remain: Unvanquished! 
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Volt on January 27, 2009, 08:26:39 pm
I've spoken to Brain, he says he and his brother YOURFACE(willing or not) will help with mapping.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: The Me on January 27, 2009, 08:49:43 pm
Sorry player1, but I am stealing your bolding-players-names thing :D.

Hendrich could you please help explain the characters to our new art guy once Kaine reveals him. I'm trusting you to assist him since you seem to know the mod pretty well.

Kaleo, Volt and you should work together on the HUD, keep in contact, divide up the work, and let each other know what you can do.

All I went ahead and created an IRC channel. Server: irc.freenode.net Channel: #Unv Please hop on it any time. My old clan NULL is kindly lending us a portion of their forums for this mod. Once it is up and running I will provide a link.

Volt Thank you, I am good friends with Face, next time I see him on aim Ill inform him of what we are doing here.

Title: Re: [Concept] The Unvanquished.beta_1
Post by: The Me on January 27, 2009, 09:06:16 pm
>>New Forum!!!<< (http://www.trem-null.com/forum/viewforum.php?f=21&sid=db425198bb2a016380729582fc061223)

Futilerevenge you may post your models there

Oh, and TRaK said he is interested in mapping, but only later in development. He also is willing to help skin models.

Futilerevenge: http://www.trem-null.com/forum/viewtopic.php?f=23&t=155
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Kaine on January 27, 2009, 09:52:41 pm
@Player1: I got the e-mails, forwarded the main one to my guy.  He'll get back to me within the next day or two on what his level of interest is.

@The Me: Already on top of it.
Title: Re: [Concept] Team Unvanquished.beta_1
Post by: player1 on January 27, 2009, 10:00:28 pm
The Me: Great job! I will hop on IRC later, when I can. And I'll go register at the new forums, too. Awesome work. I like the boldness, too. Also, I posted all of the "Help - Wanted" threads (see below), and forwarded the art links to Kaine's guy. Re: TRaK - Awesome, I love his maps.

@Kaine: As always, a million thank yous would never be enough.

Volt: You rule! Can you PM Kaleo to see if he can assist you in any way (I believe he is familiar with the requirements for an Unvanquished default HUD, as far as knowing the mod, and having read the proposal pretty thoroughly).

Brain & Your Face: Welcome. Oh, how we have needed your guidance and wisdom, brothers. Three-team maps? Possible?

TRaK: Welcome. We got a skinner, now, too. w00t!

Hendrich: I hope we haven't piled too many items onto your plate, but you know the Concept, practically since its inception, so we've come to rely on you.

am afkafaik 4 a wk
gtg cya then
gj & tyvm
l8z

Hi,

We're currently seeking 2d and 3d artists, modelers, animators, mappers, sound techs, tutors, coders and any others who would like to help us create a Three-team or Third Race mod for Tremulous. If you have such skills, and are interested in helping us create such a mod, take a look below, and PM me, or join the discussion at The Unvanquished (http://tremulous.net/forum/index.php?topic=9805.0), A Third Race Mod [Concept] Proposal for Tremulous.

Cheers!

plug/blurb/one-respondent-wrote:

Actually I really like the Unvanquished idea, because then there are 3 very distinct teams:
Aliens: Brute animal force
Humans: Science
Unvanquished: Magic

Seems very balanced to me.

Title: Re: Concept Art - Unvanquished.beta_1
Post by: player1 on January 27, 2009, 10:45:36 pm
Art links:

Japanese folklore/demonology:

obake = http://en.wikipedia.org/wiki/Obake (http://en.wikipedia.org/wiki/Obake)

Priestess:
cherubim (http://www.meridianmagazine.com/arts/images/0613cherubimaflamingsword.jpg)
kitsune (http://images.elfwood.com/art/g/r/grinner2/kitsune7_small.jpg)

A woman wearing a fox-head mask or literally a fox-headed woman or fox-woman, in this case with small angel-wings (possibly two pairs of small wings).

Artificer:
wolfhawk (http://www.freewebs.com/wolfhawkproductions/c-wolfhawk%20productions%202.JPG)
tengu (http://images.elfwood.com/art/s/i/sinyun/tengu.jpg)

A werewolf or a man wearing a wolf's-head mask or a wolfman with hawkman wings.

Shojo (Spiritually-Drunk Nun):
shojo (http://upload.wikimedia.org/wikipedia/commons/d/d3/Ryoan_Shojo.jpg)
shojo (http://upload.wikimedia.org/wikipedia/commons/2/25/Museum_für_Ostasiatische_Kunst_Dahlem_Berlin_Mai_2006_029.jpg)

An orangutan-woman wearing a wooden shaman's mask representing drunken devotion to spiritual ecstasy.

Note: the word shojo also means a young, unmarried, manga-obsessed woman in contemporary Japanese culture. 

Evolute:
starts out as oni (http://upload.wikimedia.org/wikipedia/commons/thumb/a/a7/Oni.jpg/180px-Oni.jpg)
evolves into tanuki (http://images.elfwood.com/art/c/h/chibineko/tanuki2small.jpg)

big slow demon with club becomes quick little raccoon-dog war-wizard

http://tremulous.net/forum/index.php?topic=9805.msg152547#msg152547

Greek mythology and legend:

merfolk = http://en.wikipedia.org/wiki/Merfolk (http://en.wikipedia.org/wiki/Merfolk)

water-sprites = http://en.wikipedia.org/wiki/Nymph (http://en.wikipedia.org/wiki/Nymph)

Nymph:
kraken (http://fc04.deviantart.com/fs14/f/2006/356/2/e/WIP__Kraken_by_DaKraken.jpg)
faery (http://www.faerymoon.us/assets/foxglove_faery.jpg)
naiad (http://images.elfwood.com/art/o/d/odonata/naiad.jpg.rZd.100896.jpg)
nereid (http://www.winds.org/concept/Nereid.jpg)

Saga of the Merfolk Centaur-kings:  (http://tremulous.net/forum/index.php?topic=9645.msg150953#msg150953)
kappa (http://upload.wikimedia.org/wikipedia/commons/thumb/8/87/Hokusai_kappa.jpg/560px-Hokusai_kappa.jpg)
merman (http://i49.photobucket.com/albums/f266/jayenticollins/Merman01.jpg)
OR
yokai (http://upload.wikimedia.org/wikipedia/en/8/80/Yokai2.jpg)
icthyocentaur (http://pictopia.com/perl/get_image?provider_id=207&size=550x550_mb&ptp_photo_id=143761)

kappa merman (creature from the black lagoon) OR yōkai icthyocentaur (monstrous merman-centaur)

see also, Symbolism (arts) (http://en.wikipedia.org/wiki/Symbolism_(arts)) & Symbolist painters (http://en.wikipedia.org/wiki/Category:Symbolist_painters)

http://tremulous.net/forum/index.php?topic=9805.msg152553#msg152553

Cheers! PM or post if you would like to help, know a guy, or just want to knwo what the hell these words mean, and what the heck I'm talking about.

Suggested style(s): Warhammer/Starcraft/Symbolist/death-metal/anime/manga/Japanese folk-art/Greek statuary and pottery/etc.
Title: Re: [Concept] Tangential Discussion
Post by: Roanoke on January 28, 2009, 12:33:14 am
Woah, this grew a whole page in like a day :O
Off Topic: In Theatrical Lighting, it's Amber.
Ah, but that is light. In pigment, it is cyan, magenta, and yellow (Think printer ink cartridges.).

Take two PAR cans, @ 1kW ea. Put a primary red gel on one. Put a primary green gel on the other. Now blend the two sources together, piling one on top of the other, shining them on a white surface, like a wall or front-projection screen. Because of transmission differences, one might need to be slightly dimmed. The resulting color on the wall will be Amber. Yellow is a slightly greener color. In lighting, that is. In pigments, you are right. The colors for, say four-color press, are usually CMYK: cyan, magenta, yellow, and black, like when you print comic books.
Hm, odd. Anyway, my main point was that pigments are CMYK and light is RGB.

And finally, back to the classes etc. Do we want the evo/credits/upgrade system to work like either of the existing races?
I would prefer so for balance reasons.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Amanieu on January 28, 2009, 12:41:05 am
And finally, back to the classes etc. Do we want the evo/credits/upgrade system to work like either of the existing races? I was thinkin that maybe an entirely new approch could be good. You don't aquire credits or evos like the other races. Instead, after X amount of damage done to the enemy, you are awarded with an upgrade. This upgrade is a spawn upgrade, meaning you can use it at any time, since you spawn with it. I was thinking that perhaps class trees could be avaliable, like in BF2142, so when you unlock the first upgrade in, say, the healing tree, a second one becomes avaliable. The first upgrade may be somthing like an incresed range in your healing aura, and the second may be a heal-on-touch ability.

I would probably need a larger post to explain this in greater detail, so if you want I could do just that.
I was considering a RTS-like technology tree system, but as another idea separate from this mod. Since I'm going to rewrite half of the game anyways, why not add it now (for all 3 races)?
Title: Re: [Concept] Team Unvanquished.beta_1
Post by: player1 on January 28, 2009, 01:15:12 am
You, sir, have my blessing to do as you wish.

Also, I have already prepared preliminary suggestions for a Total Conversion for Humans and Aliens, should the need arise. Submitted for your perusal (I believe they're at the very bottom of page one, buried under a mountain of other stuff).

Please continue in any fashion you see fit. You have my full support, and that of our clan-mates, if I may be so bold as to speak for them.

Notice to Humans and Aliens:
We're the Unvanquished: Face it. Your bases are our bases, now.

On a related note, I just talked to raytray! It's ben two years since I started playing Trem and posting here, and now I find my friends were here all along!

:) ;) :D ;D 8) :P :laugh:

Out of my brain on the train/
Out of my brain on the 5:15


Title: Re: [Concept] The Unvanquished.beta_1
Post by: Kaleo on January 28, 2009, 02:44:37 am
I was thinking that an Egyptian influence may be good for the unvanquished.

Go back the old favorite of "They made the pyramids".
Title: Visual Concept: The Unvanquished.beta_1
Post by: player1 on January 28, 2009, 05:40:22 am
It could be that the animal heads are Stargate/Egyptian masks: fox woman, dog/wolf man, kraken woman, mer-centaur man (Equus, anyone?), yeti/drunk-monkey woman, raccoon-dog dude. Or they could be done in some other style of elaborate mask: like Pacific Northwest Native American, Iroquois/Algonquin, Korean/Siberian Americanoid, Olmec/Toltec/Aztec/Maya, etc.

It just depends on what the artist wants to do. They can be creature people, or future humans wearing some kind of masks that are also helmets with majickal technology. Now why would you bring up Egypt, Nile fan?

My original intent was Space Ninja Pirate Warhammer-esque Anime Daemonfolk, but I'm down with whatever.

Black uniforms, green HUD and gear and bases and map areas, gold insignia and structures, and silver weapons and artifacts. If possible.

For people who like back story, they wear black in memory of their fallen ancestors, who were human lab rats in interglobal zaibatsu cloning experiments:

There is a rumor that the original Unvanquished Project was a joint Haos Redro/Tumbo Manufacturing xenohuman development project (back in the 39th or 40th Century) that instead produced misbegotten monstrosities and mutated abominations, which were abandoned to their hellish fate on cruel planetoids and harsh moonlets. These half-human beasts were said to have been arcane attempts to recreate the demon-beings of ancient folklore, utilizing the latest advances in metaphysickal physicks and alchimerical chemicks, and combining these with non-human genetic material, obtained during the Fire-bat Eradication Wars. The plan was to produce a "Third Race" of creature-people, as super-soldiers, to aid Humanity, should another Alien menace arise. Then, as any schoolboy knows, Ked Ambrit was sent to fight the Evolving Arthrosaurian Aliens in the Fractal Zion system in the late 4020's. Now, decades or even centuries of Old Time years later, these bastard step-children of fringe science and forgotten mysticism have not only survived on the worst worldlets of the Uninhabitable Zone, they have thrived, and are returning to destroy the Humans who created and then abandoned them, and the Aliens who slaughtered them in their time of weakness and despair. Before, they had been freaks, and their heads had been bowed. Now: they stand tall. Now: they hold their heads up high. Now: they are feared by Human and Alien alike. Now they are: Unvanquished.

Others still say such talk is rubbish, and that the Unvanquished are older than the pyramids of Firststar's Greenworld, as old as the makers of the Mines of Al-Minak, who walked the sands of Greenworld when the Man-faced Lion was a Lion-headed Man, and are the guides of the One throughout this Precessionary Epoch. Only the Übergeist can say for sure, and she ain't talking. If the Unvanquished hadn't filed all of those class action lawsuits on behalf of the Sapients and Sentients of the Omniverse, resisting Hyparxial Picodestruction, HR Holdings and Tumbo Designs might have just destroyed the omniverse, and all of Experiential Virtuality, one tiny nano-nano-chunk at a time. Still, the cost to the Executrix must have been huge. She has called for the heads of the Unvanquished leaders - six mysterious characters, one of each class, the Six Originals - to be displayed at the Hall of Heads on Multa, the sacking and pillaging of their planemos and their relics, and the razing and sundering of their haunted and holy temples. An alliance with the Big Mofo Bugs may be in the offing. But by which side?
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Urcscumug on January 28, 2009, 08:12:38 am
Seems like green is the favored color and I like it well.

I'm putting together my analysis, will bring it forth in a day or two.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: _Equilibrium_ on January 28, 2009, 03:55:58 pm
This obviously has taken a lot of thought. The extraordinary amount of detail is quite astonishing. I would definitely play a mod like this. Only play-testing could tell if it was anything close to being balanced, but it would be fun nevertheless.
Title: Re: [Testing] The Unvanquished.beta_1
Post by: player1 on January 28, 2009, 07:44:17 pm
This obviously has taken a lot of thought. The extraordinary amount of detail is quite astonishing. I would definitely play a mod like this. Only play-testing could tell if it was anything close to being balanced, but it would be fun nevertheless.

Equi: I thank you for your kind comments and your interest in this mod. We hope to enlist the sage counsel and wise advice of respected players such as yourself, sir, in exactly that area of knowledge: play balancing for veteran and newbie alike. Having witnessed your shotgun dance, I kept it in mind when designing these classes. I look forward to your continued critique and encouragement, and would consider it an honor to have a player of your undoubted ability testing this mod.

Seems like green is the favored color and I like it well.

I'm putting together my analysis, will bring it forth in a day or two.

@all: Yes, green for HUDs, gear, map areas, and base areas. Wherever Blue is used for Humans and Red for Aliens, Unvanquished will use Green. If Humans use "cyan" or Aliens use "magenta" then Yellow-Green or Amber is acceptable. Remember that Yellow denotes Spectators. When possible, please use Green. Black is great for uniforms, costumes, attire, etc. Structures will apparently be that Gold color Chess Guy was using, or whatever Futilrevenge makes.

@Urscumug: I look forward to reading it, and greatly value your approach and the hard work you are doing to help us out. Thanks for joining us, and helping to make this mod the mod you want to play. Your passion for this project is greatly appreciated. I believe Amanieu may have started a wiki. You may PM him about posting it there. Please post it here, or start a new thread if you like, as well. And if I may be so bold as to ask for it in triplicate, we would love to give it a home at the Unvanquished Forums (see giant link at top of page). I'm sure The Me shares my anticipation, and don't forget that you can PM him here or there for any questions and concerns.

Cheers!
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Roanoke on January 28, 2009, 11:32:09 pm
About the analyses, should we put each in a separate topic in the new forums or in one topic? And where is the wiki?
Title: Re: [Analysis] The Unvanquished.beta_1
Post by: player1 on January 29, 2009, 12:15:30 am
Roanoke: Someone told me that Amanieu had offered a wiki. I would like either a clean thread at our forums, a class-by-class posting at the existing class and structure threads at our forums, a mass-posting here, or a clean thread here, or any combination thereof, as you see fit. Please PM either The Me or Amanieu via this website, or at our forums, and inquire about a wiki. If one is not forthcoming, The Me may PM Archangel, who also offered one, to see if that offer is still available.

Thank you for your continued hard work in furtherance of the mod, and I look forward to reading the results of your analysis.
Title: Re: [Art Direction] The Unvanquished.beta_1
Post by: player1 on January 29, 2009, 12:51:39 am
@player1

Are the "Unv." rather "sinister/ruthless" -> agressive, brutal, Barbarian, "well spoken/highly educated/moraly advanced" -> Elves, High Elves, Greek or "fragile/light tuned/ghostly" -> Faery/Wood Elves/Spirits?

Those are the three main features/directions which influence Artwork, Sound and many other things.

I'm glad you asked that question, Bissig. You have a way of getting at the heart of the matter, and I am forced to solidify my concepts as a result.

The Unvanquished are actually the clonal offspring of the surviving Six Originals: three mating pairs or couples who managed to escape from the Haos Redro holding pens, if you believe that rumor; archetypes of the Peaceable Starfolk if you believe that they have existed for twenty-five thousand years and salvaged the Sphinx from drowned Atlantea, to bury it in the sands along the Blue-White River, to mark the location of their Jump-Port on Greenworld.

These Six Originals, these Three Couples, are as follows, female then male, within the three sub-"races" (as the Unvanquished are a Confederation of these Three Strains):

Sinister/Ruthless (Aggressive, Brutal, Barbarian): Centauri Merfolk

Nymph - Naiad or Nereid (fresh-water Scout or salt-water Spy) [female]
Merfolk-kings - Merman or Mer-Centaur (Pyro dude or Sniper/Demo man-horse) [male]

The entire society of the Centauri Merfolk is arranged around the nihilistic splendor and gory glory of the blackened-progressive-speedcore-grindpunk-violence-metal pageant known as the Saga of the Merfolk Centaur-kings, the major form of art, music, opera, ballet, sport, ritual, spectacle, drama, gaming, concert-going, religion and culture of the 41st Century Alpha Centaurian (or Rigel-Kentish) MadeworldsTM, the sea-covered planemos and ocean-desert worldlets of Haos Redro PlanoformingSM and its moonlet-robofacturing division, Tumbo Designs and Duplication, LLC. Centauri Merfolk motifs are heavily influenced by their undoubted belief that the Merfolk were indeed the original inhabitants of Greenworld, who built many archaic monuments there, and are thus very similar to those of the ancient Afro-Perseo-Semitic culture complex and the resulting Mesopotamio-Egypto-Minoan civilization of the Eastern Mediterranean and Western Levant: Hurrians, Hittites, Hyksos, Sabaeans, etc., i.e. warrior elites of the Sea Peoples in temporary ascendancy over stolen empires. Egyptian Death Metal meets Warhammer 40K. They live to die, to respawn, and to die again, all for Eternal Honor in the Dance of Fabulous Gloom and the Embrace of Deadly Beauty.

Studious/Dutiful (Quiet, Team-Oriented, Nurturing): Dog-Soldier Daemonfolk

Priestess - kitsune-cherubim (fox-headed four-winged Medic) [female]
Artificer - wolfhawk-tengu (werewolf hawkman Builder) [male]

The Dog-Faced Djinn-Angels of Orinian East Egypt (a volume of space between and beyond the Dogstars - Sirius and Procyon, and around and including the stars of the Great Hunter, Osiris-Serapis-Perseus-Heracles-Orion) are an offshoot of a group of animangaming planoformers who played SotMC-k using the omniNET, with all of the latest virtual experiential webware and implantable/wearable nanogear for the ultimate rush of gaming excitement. They eventually became dissatisfied with the lore and mood of the game, and decided to make their own mod, since the Centauri Merfolk Pageant was an entirely FOSSMMORPG. Mmany of them had extensive knowledge of ancient Greenworld folklore, especially Twencen Kultur, fascinating for its wasted potential and zany ideas, and the camp and kitsch value of such lowbrow media as anime, manga, videogaming, Asian folklore and demonology, VR tragicomedramas, cineretta noir, cosplay, re-enactment, punk street theater and other such flotsam and jetsam of Shojo Kultur and Japanimation. With such influences, as well as the swirling rumors that the Dog-Soldiers are actually just wearing masks, head-dresses, helmets, or some kind of combination of all three, one sees such artistic motifs as Japanese ukiyo-e and Noh theater; Pacific Northwest, East Asian, Siberian Americanoid and Great Lakes Region shamanic masks and ceremonial head-dresses; an underlying Atlantian/Egyptian/Stargate influence; and hentai, anime and manga demons and wizards, as well as Biblical influences such as the notion of the four-winged cherubim, as a race of elven, djinnish, proto-angelic or demi-demonic beings, predating the Creation of the First Man, Yima-Adam-Apis and his Consort, Hecate-Lilith-Nuit. They are still working on the Gamma Release of their mod of SotMC-k, Epic of the Djinn-Angel Spell-Weavers. They would've been done sooner, but people kept asking them probing questions, so they had to stop to make a FAQ, but then they couldn't agree on a wiki format or a build version. Next version coming SOON.

Evolving/Becoming (from Barbaric & Aggressive to Learned & Sophisticated) Yeti-Nephilim Titan-Giants

Shojo - Drunk-Nun Monkey-Queen (sasquatch-bigfoot Heavy) [female]
Evolute - big slow demon barbarian becomes little quick raccoon-dog war-wizard (oni-tanuki metadaptoid Soldier) [male]

The Yeti-Nephilim or Titan-Giants, as they are known, trace their ancestry to the Fall, as they believe they are the descendants of the Sons of God and the Daughters of Men, the original fallen angels cast out with Lucifer, who showed the ways of witchery and whoredom to the Sisters of Cain. As such, they have created a fork of the fork of SotMC-k, that is, a mod of EotD-AS-W, which they call Soul of a Wild Thing: The Ecstasy of Becoming. They are interested in Drunk Monkey and Drunk Monk fighting techniques, legends of Giants, Titans, the Nephilim, Atlantaeans, Lemurians, the Lost Land of Mu, Hyperboarea, the Iceman Inheritance, the Neanderthaler, the Sasquatch, the Yeti, Bigfoot, the Fall, the Sons of God, the Twelfth Planet, the Mystery of the Sphinx, Shaolin philosophy, Qong-fu spirituality, and Taoist-Shamanic-Buddhist Immortal Archetypes of Laughing Acceptance and Weeping Surrender to the Suffering which Punctuates Existence. They start each game as brutes, and become spiritually and metaphysically evolved throughout the match.

Three Couples: Six Original Archetypes - Merfolk, Devil-Dogs, War-Wytches.

That's why they formed a Confederation of Space Pirate Ninja Mutant Zombie Cyborgs. Alone, they would be nothing. Combined, they are: Unvanquished.

@Kaleo: Note that the Six Originals actually form an Ogdoadic Pantheon of Strophalic Rhombosity. Hecate/Cerridwen. As above; so below. Hathor-Nuit-Tara-Asherah-Kwannon be praised!
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Bissig on January 29, 2009, 01:43:15 am
OMG, you should go to a game company and become a background story artist for RPGs or FF23. Or join a comic drawer who needs totally spaced out inspiration. But, your stuff is prolly a bit too complex and "wierd". You would need someone to filter through and simplify ;-)

Sometimes it seems a bit too much as you try to squeeze all the meanings and everything that comes to mind into those meandering descriptions of old folklore, vast dreamscapes and technobabble/phlebotenum addentitis that it almost becomes gobbledygook...

Oh, and find an artist IRL that draws paintings under the influence of your almost drug-like/dream-like torrent of words. Where the hell did you aquire such an inspired mind, such vast inner landscapes...?

Ontopic (before I get into a praising frenzy *g*):

Basically those three themes have to be interwoven into the atmosphere surrounding the three Tribes of Unv's.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Kaine on January 29, 2009, 02:01:02 am
Ok.  I got my 2D artist buddy to commit to helping you guys out.  He said he's willing to work pro bono.  His name is Anansi, and I'll try to get him on these forums sometime soon.  For now, he'll just be shuttling sketches back-and-forth between Player1 and myself.
Title: Re: [ART!!!] The Unvanquished.beta_1
Post by: player1 on January 29, 2009, 02:21:13 am
@Bissig: aww, shucks... tweren't nothin' but the old Aegypto-Atlantaeans with a manga/anime overlay *blushes  :-[ :-X :laugh:

@Kaine: I just w00t'd myself!  :D ;D 8) :-* :angel:

@Kaleo: Get your reference links and images ready! Here comes dude...

@Anansi: Welcome! I look forward to working with you. I hope you like the concept, and aren't overwhelmed by what Bissig calls my "flood of words". Anyways, these guys know the concept, and they're used to interpreting my onrush of over-typing.

Cheers, dudes! PM if you need any assistance or direction.

Amanieu has kindly offered wiki space. PM me, him or The Me for details.

Art Thread (http://tremulous.net/forum/index.php?topic=10293.0)
Title: Re: [Q: TJ: TFZI] The Unvanquished.beta_1
Post by: player1 on January 29, 2009, 08:00:05 am
Links for the story behind the mod:

LINK_1 (http://tremulous.net/forum/index.php?topic=9645.msg149185#msg149185)

LINK_2 (http://tremulous.net/forum/index.php?topic=9645.msg150449#msg150449)

LINK_3 (http://tremulous.net/forum/index.php?topic=9645.msg150580#msg150580)

LINK_4 (http://tremulous.net/forum/index.php?topic=9645.msg150950#msg150953)

LINK_5 (http://tremulous.net/forum/index.php?topic=9645.msg150953#msg150950)

LINK_6 (http://tremulous.net/forum/index.php?topic=9645.msg151228#msg151228)

LINK_7 (http://tremulous.net/forum/index.php?topic=9645.msg151258#msg151258)

LINK_8 (http://tremulous.net/forum/index.php?topic=9645.msg154327#msg154327)

LINK_9 (http://tremulous.net/forum/index.php?topic=9645.msg155562#msg155562)
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Kaleo on January 29, 2009, 10:51:45 am
http://unvanquished.mod.googlepages.com/

Maybe dump it in the original post.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: your face on January 29, 2009, 07:41:58 pm
Thanks for calling a serious mod project "spam." :'(

way to encourage
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Kaine on January 29, 2009, 11:07:16 pm
Don't take it too hard, "Your Face."  Some of the Mercenaries Guild guys are bit elitest, but I don't think they even realize how they sound some of the time.  As for it being spam (http://tremulous.net/forum/index.php?topic=10292.msg155782#msg155782), we know better.  Obviously with a large forum like this, most people don't have the time to check every section.  Player1 was just getting the word out that this project exists, and that all interested parties can hop onboard here.

Khalsa didn't delete the threads, and no one got banned, so all-in-all, I'd say mission accomplished.  We got the word out, now let's see what new faces we pick up.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Volt on January 29, 2009, 11:41:14 pm
OK my good friend mexel has said he will help me with the hud and menus.


MEXEL IF YOU'RE READING THIS WELCOME TO UNVANQUISHED :D
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Volt on January 29, 2009, 11:50:25 pm
Voidofdeity.net has so generously offered the unvanquished mod webspace i'll get a proper forum and site up within the next day or so.

Thank you anni, and ozzy.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: your face on January 30, 2009, 12:07:20 am
Don't take it too hard, "Your Face."  Some of the Mercenaries Guild guys are bit elitest, but I don't think they even realize how they sound some of the time.  As for it being spam (http://tremulous.net/forum/index.php?topic=10292.msg155782#msg155782), we know better.

Nothing like free advertising, right? :D
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Mexel on January 30, 2009, 12:12:38 am
OK my good friend mexel has said he will help me with the hud and menus.


MEXEL IF YOU'RE READING THIS WELCOME TO UNVANQUISHED :D

No, i not reading it.

Thanks!
Title: Re: [Concept] The Unvanquished.beta_1
Post by: The Me on January 30, 2009, 01:17:02 am
Voidofdeity.net has so generously offered the unvanquished mod webspace i'll get a proper forum and site up within the next day or so.

Thank you anni, and ozzy.
Thanks, once it is up, if you make me a moderator, I will transfer over all the posts.
Title: Re: [w00t!] Team Unvanquished.beta_!
Post by: player1 on January 30, 2009, 04:18:43 am
@Kaine/your face: Actually, since that discussion really belonged here or at wherever the Unvanquished forums ends up, it was really quite kind of khalsa to nip that bud, to allow the whole tree to grow better. Sometimes being a good gardener means pruning a promising bud, so that the entire shrub bushes out more fully. I even sent him a kind note thanking him for pinching it back there, so it would grow stronger here. I've come to learn to trust his instincts, his methods, and his motives. That discussion, while earnest and passionate, was a tad early and a bit contentious. Besides, that was just the "whoopie!" state we were in yesterday. Now we've settled into a working groove. I knew that I was opening a lot of threads, and was lucky to only have one get locked. I thought he showed amazing restraint, since I didn't warn him before I started 9 new threads in one day. Cheers, guys. Thanks for having my back, and thanks for seeing it for what it was. A non-issue, in the big picture. Because you people want to make our mod! *smiles and dances...* xD

@Volt, Anni, Ozzy, The Me, & Mexel: w00t! Welcome, Mexel. Thanks for the space, Anni & Ozzy! Thanks for all the hard work, The Me. And, Volt, you rock!!!
Title: Re: [Models] The Unvanquished.beta_1
Post by: player1 on January 30, 2009, 04:44:37 am
Necessary Models

Medic (Priestess) [female]
Scout (Nymph: Naiad) [female]
Spy (Nymph: Nereid) [female, variant of Naiad]
Soldier I (Evolute: Oni) [male]
Soldier II (Evolute: Tanuki) [male]
Heavy (Shōjō) [female]
Pyro (Merman) [male]
Sniper/Demoman (Mer-Centaur) [male]
Engineer (Artificer) [male]

Please pass this information on to all visual artists, modelers and interested parties. This is a comprehensive list of necessary character models for the mod. Any questions or concerns, please post, or do not hesitate to PM me via this site.
Title: Re: [Models] The Unvanquished.beta_1
Post by: player1 on January 30, 2009, 05:04:01 am
Models by Sub-Group

Lycandaemonfolk (Dog Soldiers)

Medic (Priestess - Kitsune) [f]
Engineer (Artificer - Tengu) [m]

Centauri Merfolk (Sea Kings)

Scout (Nymph: Naiad) [f]
Spy (Nymph: Nereid) [f]
Pyro (Merman - Kappa) [m]
Sniper/Demoman (Icthyo-Centaur - Yokai) [m]

Yeti-Nephilim (Titan-Giants)

Heavy (Shojo)
Soldier I (Evolute: Oni)
Soldier II (Evolute: Tanuki)

Uniforms/Costumes/Wardrobe - Black (Space Pirate Ninja Undead Zombie Mutant Cyborg Demons)
Gear/Bases/etc. - Green (anywhere Humans use Blue or Aliens use Red)
Insignia/Decorations/Markings - Gold
Weapons - Silver, where applicable

Again, please disseminate to all visual artists and modelers. A manga/anime/traditional representation of these Japanese demons from folklore is what we are seeking. To anyone who says this doesn't go with Tremulous, might I remind you that the original Doom Space Marines fought demons (http://en.wikipedia.org/wiki/File:Doom-boxart.jpg) from Hell? We're just bringing it full circle, with a manga/anime twist (Japanimation style - fight!).
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Annihilation on January 30, 2009, 05:37:38 am
No problem whatsoever.  Volt has full root access to the dedi so you can do anything you need, feel free to set up an actual server in the future when you're to that point since I haven't bothered to yet. 
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Kaleo on January 30, 2009, 05:41:31 am
So Egypt is scrapped.

/sadface

Ominous sounds should still fit, so I won't scrap them.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: player1 on January 30, 2009, 05:59:19 am
You've never seen a manga interpretation of Atlantis/Egypt/Stargate?

Egypt is most certainly not scrapped, and I'll explain right after Burn Notice.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Kaleo on January 30, 2009, 06:14:47 am
Well, I'm not entirely sure the current unit names would fit for an Egyptian setting. You could change them slightly i guess...

Medic (Priestess of Isis) [female] - Isis is the goddess of magical power and healing, "She of the Throne" who was represented as the throne, also later as the wife of Osiris and as the protector of the dead.
Scout (The Speed of the Desert Wind) [female] - The desert winds of Egypt were a powerful and terrible force. They were also incredibly fast and hot.
Spy (He Who Sees All/Servant Of Amun (Amun is also known as The Hidden One) [male, variant of Naiad] - Amun is a creator deity. He is also known as The Hidden One.
Soldier I (Evolute: Hand Of Sekhmet) [male] - Sekhmet was the goddess of war.
Soldier II (Evolute: Fist Of Sekhmet) [male] - Fist > Hand.
Heavy (The Wind Of Horus) [female] - This is a reference to both a Nile song and a (awful) novel called River God. The Wind Of Horus was the ship in which the Blue Crocodile regiment (the most powerful in Egypt at the time) used to ferry themselves along the river Nile.
Pyro (Disciple Of Ra) [male] - Ra is the sun-god. Sun > fire. Fire > pyro.
Sniper/Demoman (Whisper Of Seker) [male] - Seker was the god of death
Engineer (Artificer) [male] - Artificer fits with the whole feel of Egypt.

Also, I can't help but notice the similarity to TF2. I guess I'll just have to overlook this. :P
Title: Re: [Models] The Unvanquished.beta_1
Post by: player1 on January 30, 2009, 07:48:51 am
@Kaleo: We just used the Team Fortress classes to give people something to latch on to, because the other terms are so new.

We don't need to so literally place a particular Egyptian deity or demigod in each role. Did you follow my link to the Ogdoad? Have you heard of the Hyksos? Ancient Egyptian history spanned at least 3 millennia, some would say twenty-five. Plus, we're talking about humanoids or aliens visiting Earth at some time in the remote past, probably before "recorded" Egyptian history, and if they were ancient astronauts, they probably visited many areas of ancient, prehistoric Earth, which is why records of them have become encoded in widely-scattered myths and the most ancient tales and legends of many cultures, from Atlantis to Aegypt, from Eire to Nihon. Just because we are using these manga terms doesn't necessarily preclude an Atlantean/proto-Aegyptian/Sea-Kings/Golden-Age-Ur-Kultur. I thought that when you were posting the Egyptian links to gods with creature heads that match these beasts (jackal, alligator, hawk) you understood that these would be much more broadly interpreted. Also, don't forget that this is TWO THOUSAND YEARS in the future, and TWENTY LIGHT-YEARS from Earth. National cultures, indeed, international, nay even interglobal cultures will be so inextricably mixed and confused, warped and distorted by being constantly retold and morphed in games, art, music, etc.

tl;dr: Don't be so literal. Just blend the overall look of Atlantis/Stargate/Egypt with Japanese folk demonology and Greek mythology. We're not retelling Egyptian mythology. We're just making some kewl player models for a game where all the Humans look alike, and the Aliens are some kind of dinosaur bugs. No-one really cares that much about the back story, anyway. They just want to frag enemies and rape bases.

Cheers! Thanks for putting so much thought into it, but let's not reinvent the wheel. Let's not try to exactly match any particular pantheon, unless it's something like the Ogdoad.

Priestess - fox-woman [female]
Artificer - dog- or jackal- or wolf-headed man [male]
Naiad - mer-wench [female]
Nereid - ditto [female]
Merman - a dude with gills and a trident [male]
Mer-centaur - a centaur with some fishy characteristics [male]
Shojo - a monkey-king drunk-monk character as a woman (they never had drunk Egyptian priests? there aren't monkeys in Africa?) [female]
Evolute-Oni - a giant with a club [male]
Evolute-Tanuki - hyena/dingo/raccoon-dog war-wizard [male]

Certainly they can be done in a faux-Egyptian, manga/anime style. After all, in this game engine, they're gonna look pretty chunky anyway. It is a shooter, and it is about frame-rate.

Also, if you doubt that there was a culture that spanned so large an area in the pre-historic era, I would draw your attention to the fire-drill symbol, megaliths, the Tarim Basin beginnings of Chinese culture and the proximity to Sumeria, the unexplained ethnicity of such groups as the Ainu and Tokharians, and the wonderful works of Martin Bernal (Black Athena), Marija Gimbutas (The Goddesses and Gods of Old Europe), Riane Eisler (The Chalice and the Blade), and others. Not to mention Zechariah Sitchin, and others of the post-van Daniken milieu.

So, don't be depressed. Just don't try so hard to squeeze the square peg of this mod into the round hole of a specific period of the 3000-year history of Ancient Egyptian Religion. These folks came about 25,000 years ago. Our ancestors completely garbled the stories about them, which were further mis-interpreted by ethnocentric, anti-Semitic, anti-African W.A.S.P. 19th Century north-western European men with little or no working knowledge of the ways of either ritual magick or ancient mysticism.

Be of good cheer. You will get your Atlantis/Egypt/Stargate motif. It just will be filtered through a lens of Warhammer/anime/manga, and presented in a Quake-engine mod of a mod. The gods will be honored, not angered.

Lastly, it's not an Egyptian setting. It's a future culture that transcends national, international, global, interplanetary, solar, interstellar and meta-temporal boundaries. Free your mind, and the rest will follow.

Cheers, mate. I'm trying to accommodate your wishes. Follow the thousands of links I posted, and research some of the Japanese terms. I think you'll find plenty of overlap, and areas for a broader, multi-cultural approach.
Title: Re: [Concept] Egyptian Fox Goddess: Input!
Post by: player1 on January 30, 2009, 08:32:56 am
@Kaleo: I left a present for you at your Egyptian (http://www.trem-null.com/forum/viewtopic.php?f=23&t=175&p=1126#p1126) thread at the Unvanquished forums. I think you'll be pleasantly surprised. Can you say Egyptian fennec-headed goddess? I thought you might like that. It took about three seconds to find, on Google. I'm gonna go get lots more.

Smile, Mr. Nile. I'm engineering another compromise. :D
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Volt on January 30, 2009, 07:14:10 pm
Einstein said he is going to help :D(Amazing codder, was a in FMSTrem)
Title: Re: [Concept] The Unvanquished.beta_1
Post by: your face on January 30, 2009, 08:13:18 pm
Einstein said he is going to help :D(Amazing codder, was a in FMSTrem)

whooo!
Title: Re: [Concept] Team Unvanquished.beta_!
Post by: player1 on January 30, 2009, 08:57:56 pm
Einstein said he is going to help :D(Amazing codder, was a in FMSTrem)

whooo!

w00t!
Title: Re: [Concept Art] The Unvanquished.beta_1
Post by: player1 on January 31, 2009, 01:01:58 am
Art suggestion images (http://www.trem-null.com/forum/viewtopic.php?f=25&t=165) for Pyroman: Kappa (Merman) & Sniper/Demoman: Yokai (Icthyocentaur) posted at our forums (http://www.trem-null.com/forum/viewforum.php?f=21).

Just to be clear: The Merman can "evolve" into a Mer-Centaur. He starts out as a Pyroman-type class, and for 2 evos (bounties), he can evolve into a Sniper/Demoman-type class. He starts out as a sort of Creature from the Black Lagoon with a flame-thrower-ish weapon, and becomes a multi-limbed man-monster with a bow (and in S3, the bow shoots incendiary ammo).

Cheers!
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Kaleo on January 31, 2009, 01:06:58 am
What about some sort of etherial fire, as opposed to regular fire?

It'd help distinguish from the human flamer.

EDIT: WOOT! 2000th post!
Title: Re: [Concept Art] The Unvanquished.beta_1
Post by: player1 on January 31, 2009, 01:16:07 am
Oh, yeah, green fire or flaming acid, whatever you guys come up with, and somebody decides to make. :D
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Chess guy on January 31, 2009, 02:24:11 am
Just so you all know I haven't died, I'm working on the brazier atm, plan to finish it tomorrow :) Peace
Title: Re: [Concept] Team Unvanquished.beta_!
Post by: player1 on January 31, 2009, 03:29:11 am
@Chess Guy: Glad to know that you're all right. I look forward to seeing your design for the Brazier. Thanks for giving The Me access to your site.

Cheers!
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Kaleo on January 31, 2009, 03:34:17 am
@Mod: Maybe move this into "Gameplay Changing"? It's a bit more than just a concept now.
Title: Re: [Mod] The Unvanquished.beta_1
Post by: player1 on January 31, 2009, 05:21:53 am
@Kaleo: I'll start a clean thread there as soon as we have some assets to display. With a much more concentrated version of the concept. Good idea, and I'll implement it SOON!
Title: Re: [Mod] Team Unvanquished.beta_!
Post by: player1 on January 31, 2009, 06:37:20 am
Team-Building Exercise (http://www.trem-null.com/forum/viewtopic.php?p=1153#p1153) at the Unvanquished forums.

If you haven't registered (http://www.trem-null.com/forum/ucp.php?mode=register) yet, join us. We'd love to hear from you.

Cheers!
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Chess guy on January 31, 2009, 03:53:30 pm
New concept art! The Brazier:

(http://i264.photobucket.com/albums/ii163/Chess_guy/brazier.jpg?t=1233417169)

note: It's about the size of a machine gun turret, slightly larger perhaps.

(No, I'm no stannum yet  8) )
Title: Re: [Concept] Space Helmets and Face-shields?
Post by: player1 on January 31, 2009, 08:24:21 pm
Hi all,

I was thinking of simplifying the modeling and having a more unified visual approach, by just having a male humanoid (man or demon?) and a female humanoid (woman or she-devil?) and then having these two models wear a variety of head-dresses or masks or helmets, which would be shaped like the heads of Terran animals, and these would represent the classes and sub-classes, thusly:

Medic - fox or fennec
Builder - wolf or dog (or jackal or coyote)
Pyro - crocodile or alligator
Sniper/Demoman - mule or horse
Heavy - monkey or baboon
Soldier I - demon or devil
Soldier II - hyena or wild dog/dingo
Scout - facemask w/ octopus & squid motifs
Spy - facemask w/ crawdaddy & crab motifs

I think this would help to satisfy concerns that the Unvanquished needs a more unified visual "hook", simplifies the work for the modeler(s), and gives Kaleo (and others) the Egyptian/Atlantean/Stargate feel that they would like to see in the mod. I don't really want Egyptian clothing/wardrobe/uniforms, though. Just giant mask/helmet/head-dresses. The bodies can either be Humans in new uniforms (and hopefully a female model, too), or soemkind of humanoid demons.

Look at this:

(http://www.phantomlyoracula.com/hetty/uploaded_images/animal-masks-798106.JPG)

Let me know what you guys think.

Cheers!

@Chess Guy: Awesome job, once again.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Chess guy on January 31, 2009, 08:38:34 pm
Thanks :) This project is helping my art and the project :P I'm no 3d modeler but it sounds like a good idea, perhaps different skinning (TRaK) and perhaps face (kinda like how the human helmet is a completely different head model iirc)
Title: Re: Opinions Wanted!!!
Post by: player1 on February 01, 2009, 08:38:27 am
Gentlemen,

Your opinion is being solicited. Please surf on over to this thread (http://www.trem-null.com/forum/viewtopic.php?f=25&t=183&p=1170#p1170) and respond as quickly and completely as possible. I thank you in advance for your assistance in this matter. Time is of the essence, and this is your chance to influence the visual concept for the mod. This window will probably be closing soon, as we begin actively generating assets for the mod.

Beast-people? OR, demons or humanoids wearing masks?

East Asian?

Egyptian?

Stargate-like?

3... 2... 1...  :-\
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Kaleo on February 01, 2009, 09:34:45 am
I had an idea this afternoon.

What if the unvanquished were all manner of mythological creatures?

If not, Egyptian.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: cactusfrog on February 01, 2009, 11:50:51 am
I have been using crome on my laptop for a wile and i really like it. Its fast efferent and i really like the one bar for everything. I like how you can drag out tabs unto new windows to.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: CreatureofHell on February 01, 2009, 12:13:39 pm
I have been using crome on my laptop for a wile and i really like it. Its fast efferent and i really like the one bar for everything. I like how you can drag out tabs unto new windows to.

what?  ???
Title: Re: Beast-people or Helmeted Humanoids?
Post by: player1 on February 01, 2009, 07:51:17 pm
I had an idea this afternoon.

What if the unvanquished were all manner of mythological creatures?

If not, Egyptian.

@Kaleo: Please explain in more detail. I'm not quite sure what you mean.

@cactusfrog: ??? (wrong thread or just non-sequitur response?)
Title: Re: Beast-people or Helmeted Humanoids?
Post by: Kaleo on February 01, 2009, 08:49:47 pm
I had an idea this afternoon.

What if the unvanquished were all manner of mythological creatures?

If not, Egyptian.

@Kaleo: Please explain in more detail. I'm not quite sure what you mean.

The Haos Redro corporation was attempting to produce warriors of their enemies nightmares, so they did. Centaurs, minotaurs, jackal-headed pharos, even shoggoths (http://en.wikipedia.org/wiki/Shoggoth).

It's my opinion that we could cater for everyones tastes by doing this.
Title: Re: Beast-people or Helmeted Humanoids?
Post by: player1 on February 01, 2009, 09:08:33 pm
Kaleo: True. I'm glad that you are staying within the original concept, with HR Corp. trying to create mutant super-warriors. That's why the original concept contained such a variety of characters. As a matter of fact, you were the one who pushed hard for an Egyptian visual "hook" for the mod. I would like something which is multi-cultural, or transcends earthly cultures. However, we could also be modeling for several years to achieve this. That's why I propose just using some kind of oversized, animal-head helmets, to simplify the modeling. The helmets could be heads of fantastic creatures, instead of Terran animals, including the various critters you mentioned. Thanks for broadening your suggestion, and trying to accommodate the wishes of others.

The uniforms should be some kind of form-fit coveralls, like a S.H.I.E.L.D (http://i84.photobucket.com/albums/k36/SHIELD-blog/Marvel_Universe_Super_Hero_Teams_00.jpg) agent (http://www.hillcity-comics.com/toys/AUG074680.jpg) or super-hero (http://www.ugo.com/images/galleries/thepunishercharacters_games/1.jpg)(ine (http://www.dollymix.tv/black%20widow.jpg)).

As always, Kaleo, I thank you for your input, your ideas, and your enthusiasm for this concept. Thanks for taking the time to post.

Cheers!
Title: Re: [Sound] The Unvanquished.beta_1
Post by: player1 on February 01, 2009, 09:56:23 pm
@Kaleo/Urscumug: Vortexx is asking for sound ideas at this thread (http://www.trem-null.com/forum/viewtopic.php?f=25&t=179). Please stop by and present your ideas.
Title: Re: [Concept] The WarHammer40,000 Unvanquished.beta_1
Post by: snb on February 03, 2009, 03:46:23 am
warhammer much?  OK, I like elves with aliens and human soldiers in multiplayer games as much as the next guy (well actually I don't, all mythological creatures suck ass.) but this isn't world of warcraft people. Its a FPS and with humans vs aliens.  A race of elves and crap from planet UBER 1337 doesn't make any sense in the tremulous universe. 
Title: Re: [Concept] The Unvanquished.beta_1
Post by: player1 on February 03, 2009, 04:34:53 am
Thanks for your input, and good luck with your mod.
Title: Re: [Concept] The WarHammer40,000 Unvanquished.beta_1
Post by: The Me on February 03, 2009, 04:48:15 am
I think of karma as representative of a person's intelligence.
Title: Re: [Concept] The WarHammer40,000 Unvanquished.beta_1
Post by: Kaleo on February 03, 2009, 05:41:07 am
A race of elves and crap from planet UBER 1337 doesn't make any sense in the tremulous universe. 

Eldar (http://en.wikipedia.org/wiki/Eldar_(Warhammer_40,000)).

Makes plenty of sense.
Title: Re: [Concept] Kewl Dewdz!!!
Post by: player1 on February 03, 2009, 06:58:58 am
We'd like everyone who is in favor of this mod to come to our forums for an update (http://www.trem-null.com/forum/viewtopic.php?f=23&t=185). We have decided on a working visual theme for the mod and would like to let team members know the current "development roadmap" and "artistic direction". Interested persons should also view this (http://tremulous.net/forum/index.php?topic=10293.msg156438#msg156438), before entering into the discussion.

Also, we would like to announce that we will be meeting at 9 pm PST (GMT-8, for now), for DevTalkTM, a nightly discussion hosted by your pal, the ChanServBot, on IRC @ freenode, channel #unv. Stop by and say 'Hi!' or flame us for being elf-loving ninja pirates.

Cheers!

@Kaleo & The Me: i wub u guyz...
Title: Re: [Concept] The WarHammer40,000 Unvanquished.beta_1
Post by: snb on February 03, 2009, 08:59:26 pm
A race of elves and crap from planet UBER 1337 doesn't make any sense in the tremulous universe. 

Eldar (http://en.wikipedia.org/wiki/Eldar_(Warhammer_40,000)).

Makes plenty of sense.

What I ment to say is this is a bad Idea.

Still doesn't make any sense.  How does a monkey get to planet eldar thousands of years ago? ( you know what I mean, the animals that came before humans)? A: He doesn't.  Thats why I don't like It, Its not really what I consider science fiction or mildly possible fiction. Its fantasy.  Impossible tales of unicorns and kidneys (referance if you don't get it).  And besisdes people have allready done this idea so it is subjected erntiermention.
Title: Re: [Concept] The WarHammer40,000 Unvanquished.beta_1
Post by: Kaleo on February 03, 2009, 09:25:30 pm
A race of elves and crap from planet UBER 1337 doesn't make any sense in the tremulous universe. 

Eldar (http://en.wikipedia.org/wiki/Eldar_(Warhammer_40,000)).

Makes plenty of sense.

What I ment to say is this is a bad Idea.

Still doesn't make any sense.  How does a monkey get to planet eldar thousands of years ago? ( you know what I mean, the animals that came before humans)? A: He doesn't.  Thats why I don't like It, Its not really what I consider science fiction or mildly possible fiction. Its fantasy.  Impossible tales of unicorns and kidneys (referance if you don't get it).  And besisdes people have allready done this idea so it is subjected erntiermention.

 Try talking out of your face, not your backside. You don't make any sense. The point of science fiction is to imagine the impossible.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: The Me on February 03, 2009, 09:48:16 pm
Science fiction (http://en.wiktionary.org/wiki/Science_fiction) - Fiction in which advanced technology and/or science is a key element; Technology which, while theoretically possible, is not yet practical.

Fantasy is fiction.

When the fuck did we start talking about thousand-year-old monkeys going off to warhammer planets? O.o

snb, btw you don't need to letter your points if you only have one, ;)
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Hendrich on February 04, 2009, 12:54:03 am
See SNB, we're not copying off Eldars entirely, Kaleo was suggesting that we should take note of Elders for being futuristic but having a touch of mythology to their appearance (Or atleast thats what I think he was trying to show).

Unvanquished seems to be going on a similar route; Futuristic yet embracing the mythical past that made things like magic legendary- and feared. We're not saying that the Uns were monkeys that landed on a random planet and developed technology superior to humans, that would be a kick ass class though, nobody can mess with Space Monkeys.  :police:

The story plot is still sketchy and up for re-writes, but in time we'll make sure that the plot and it's characters stay true to the spirit of Tremulous, yet distinct as its own.

Hopefully if theres no more questions (and if what I said made sense), lets get back to the Unvanquished. Any word from Chessguy on more concept art?

Title: Re: [Concept] The Unvanquished.beta_1
Post by: player1 on February 04, 2009, 03:24:47 am
@Hendrich: Go here (http://www.trem-null.com/forum/viewforum.php?f=21).

@snb: Go here (http://3.bp.blogspot.com/_g7KcbMxmLEU/SDVGROSzCkI/AAAAAAAAEDA/Hqnw6Gf5_XA/s400/Fuck%2BYou.jpg).
Title: Re: [Concept] The Unvanquished.beta_1
Post by: snb on February 04, 2009, 09:02:18 pm
See SNB, we're not copying off Eldars entirely, Kaleo was suggesting that we should take note of Elders for being futuristic but having a touch of mythology to their appearance (Or atleast thats what I think he was trying to show).

Unvanquished seems to be going on a similar route; Futuristic yet embracing the mythical past that made things like magic legendary- and feared. We're not saying that the Uns were monkeys that landed on a random planet and developed technology superior to humans, that would be a kick ass class though, nobody can mess with Space Monkeys.  :police:

The story plot is still sketchy and up for re-writes, but in time we'll make sure that the plot and it's characters stay true to the spirit of Tremulous, yet distinct as its own.

Hopefully if theres no more questions (and if what I said made sense), lets get back to the Unvanquished. Any word from Chessguy on more concept art?


He he  ;D trying to hide spam in side a relevant package.  TROJAN FTW


You seem to be the only one who understood me and as do I to you.  I still think the idea is unoriginal, but it's not exact so I won't intervene any more.  Also don't call me SNB, it's a bit offensive.

(btw I'm going to call the third class in tremulous space monkeys nao LOL)
Title: Re: [Concept] The Unvanquished.beta_1
Post by: your face on February 04, 2009, 09:19:34 pm
Go ahead, SNB, no one will care.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: player1 on February 05, 2009, 12:48:25 am
Hi. Welcome to the Unvanquished: A Three-team or "Third Race" mod for Tremulous, (the free, open-source, standalone, asymmetrical shooter/slasher from DarkLegion Development, a game which started life as a Gloom-inspired Quake 3 mod). We are not DarkLegion Development, just a bunch of players inspired to try to create the mythical "Third Race" for Tremulous.

Thank you for your interest in this mod. If you are new to the mod, we hope you like the concept. If you have been following the project, welcome to our new forums and be prepared to be surprised, as we've completely rewritten the idea. But, then, that's what IRC is for, right?

If you'd like to get involved, join us at irc.freenode,net, in our chatroom, #unvanquished.

Herewith, our latest concept:

The UNvanquished, a Third Race for Tremulous (Overview)

Classes: Groundling, Stonecutter, Dreadnaught, Shaman, Mason
Weapons: either default, or purchasable at a Smithy structure; tentatively, three Swords (possibly class-specific) and a Dagger
Upgrades: movement and maneuverability buffs, like Speed, Strength, Stamina Regen, Health Regen, Jump Height, Walljump, etc.
Abilities: weaponless ranged attacks, potentially only against organic targets, like Vampire, Structure Vampire, nerfed Plague, nerfed Radioactive, etc.

Here's a useful thing to keep in mind:

Upgrades = buffs
Abilities = "spells"



Class - Skin (Description)
Groundling - Brass (Default fighter, can buy limited Upgrades and Abilities)
Stonecutter - Sandstone (Default builder, can buy class-specific Abilities, and build limited structures)
Dreadnaught - Steel (Advanced fighter, can buy all Upgrades and limited Abilities, can buy BFS - big faskin' sword)
Shaman - Wood (Advanced fighter, can buy limited Upgrades and all Abilities, sword gets slightly more powerful at every stage)
Mason - Granite (Advanced builder, can buy class-specific Abilities, and build all structures)

All Upgrades and Abilities are not available during S1, and become available at only team stage-up. Stonecutter cannot become Mason until Stage Two. Some structures not available until later stages. Big Faskin' Sword not available until S2. The Unvanquished are somewhat impervious to flame, and dretch head-bite only does 3/4 of the damage it would do to a Human (72 instead of 96).
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Hendrich on February 05, 2009, 01:38:01 am
Woah, those are some big changes.

Can you give us a link to an image or a descriptive idea of what the Smithy structure would look like? I'm having trouble trying to imagine such.

Title: Re: [Concept] The Unvanquished.beta_1
Post by: player1 on February 05, 2009, 04:55:58 am
Chess Guy has not visualized it for us yet. I hesitate to influence his work. I expect to see something from him soon. Join us on IRC, or at our new forums.

8)
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Chess guy on February 06, 2009, 12:17:14 am
(http://i264.photobucket.com/albums/ii163/Chess_guy/smithy.jpg?t=1233879386)

From now on I'll try to make a 3d perspective drawing for the modelers  ;)
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Hendrich on February 06, 2009, 01:22:41 am
Is that smoke coming out of it, if so I can't seem to see the hole of where it appears in the 3D veiw....

Looks awesome anyways, gj. Atleast it looks easy to make the texture for the model. :P
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Chess guy on February 06, 2009, 01:38:47 am
yah sorry it's pretty small 3d, look closely at the middle of it and you might see it. Anyways I was focusing more on perspective for the modelers than detail (and it might also be a monitor brightness difference). Thanks for the feedback.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Amanieu on February 06, 2009, 08:35:26 am
You'll have to think about how you're going to show low-hp buildables: Humans have smoke and aliens have some acid dripping. If you're going to have smoke on this, then you're going to have to think of something else for the low hp effect.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Hendrich on February 06, 2009, 11:12:31 am
You'll have to think about how you're going to show low-hp buildables: Humans have smoke and aliens have some acid dripping. If you're going to have smoke on this, then you're going to have to think of something else for the low hp effect.

Maybe sine the structures are made out of stone/metal, show red cracks on it when HP is low?
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Amanieu on February 06, 2009, 11:27:56 am
That should be doable, although it may require some hacks :P
Title: Re: [Concept] Smithy
Post by: player1 on February 06, 2009, 06:50:32 pm
Thanks for the Amanieu and Hendrich. I thought about that when I typed up the description, and was hoping someone would post a neato idea for a solution. Actually, if the model has some part that looks like a lava texture, in a little "window", we could use smoke at the low-HP indicator, as in Human buildables. As you point out, though, it would be nice to have some third way of showing structure damage, to convey a whole new Third Race, unique and different from the other two.

+1 Chess Guy (another nice job)
Title: Re: [Models] The Unvanquished.wip
Post by: player1 on February 06, 2009, 06:57:10 pm
player1 would like to thank Chess Guy, nosbrain, your face, and especially TRaK, ^Einstein and Amanieu (and also The Me, Kaleo, and many others)

structure 2d concept art by Chess Guy
weapon design and all models and skinning by Brain and TRaK
invaluable advice by ^Einstein and Amanieu
lulz by faes

Current models

Structures:

The Icon:
(http://i231.photobucket.com/albums/ee138/2xG/shot0020.jpg)
Prior versions:
1st-idol (http://i231.photobucket.com/albums/ee138/2xG/shot0017.jpg)
2nd-idol (http://i231.photobucket.com/albums/ee138/2xG/shot0018.jpg)

Weapons:

The Dreadnaught Sword: (aka The BFS)
(http://i231.photobucket.com/albums/ee138/2xG/shot0021.jpg)
Prior versions
dreadnaught sword (unskinned) (http://imn2rc.einsteinbennyboy.com/unv/dreadnaught-unskinned.jpg)

The Wakizashi: (aka The dagger)
(http://i231.photobucket.com/albums/ee138/2xG/shot0022.jpg)
 prior versions
wakizashi-unskinned (http://imn2rc.einsteinbennyboy.com/unv/wakizashi-unskinned.jpg)

Other:

A Yokai:
(http://photos-c.ak.fbcdn.net/photos-ak-snc1/v2110/28/13/615799403/n615799403_1198554_7135.jpg)

Title: Re: [Concept] The Unvanquished.beta_1
Post by: Hendrich on February 06, 2009, 09:42:15 pm
Awesomeness

In other words, this mod has officially jumped out of paper and its actually rolling along. Good job everybody, we're making excellent progress!
Yokai looks tastey...
Title: Re: [Concept] The Unvanquished.beta_1
Post by: your face on February 06, 2009, 09:52:28 pm
:D  And the Wakizashi's skin isn't entirely complete yet. 

Stoneness ftw.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Booty Warrior on February 07, 2009, 12:12:33 am
Science fiction (http://en.wiktionary.org/wiki/Science_fiction) - Fiction in which advanced technology and/or science is a key element; Technology which, while theoretically possible, is not yet practical.

Fantasy is fiction.

When the fuck did we start talking about thousand-year-old monkeys going off to warhammer planets? O.o)

Fantasy is elves and wizards and the like. Trem is more 'Hard-SF' in flavor, and I just don't see it fitting personally. Perhaps you could redesign the new race as Genetically-modified transhumans who harvest aliens for parts and humans for 'conversion.' Or you could use, I dunno, robots.
Title: Re: [Concept] The Unvanquished.beta_1
Post by: player1 on February 07, 2009, 12:38:17 am
@Booty Warrior: Thanks for your interest. Please join us at our forums, or on IRC, to offer your suggestions. And if you look closely, we already said that they are future post-trans-meta-xeno-humans who have genetically and cybernetically modified themselves. We stated at that time that the Unvanquished merely wanted to end the war and to restore peace. But it's true. You've discovered our dirty little secret. We want to harvest Aliens for 'parts' and Humans for 'conversion'. All your bases are ours now. Do not resist. Join us. 
 
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Chess guy on February 07, 2009, 02:18:07 am
The Yokai (basis for all Unvanquished beings)

(http://imn2rc.einsteinbennyboy.com/unv/uber-yokai.jpg)

sketch by brain, coloring by Chess guy
Title: The Unvanquished Forums
Post by: player1 on February 09, 2009, 07:56:58 pm
@Archangel/seffylight/hymn/mooseberry/Roanoke/Bissig/Urscumug/Futilrevenge/gimhael/Kaine/_Equilibrium_/Mexel/Annihilation: Come see our latest concepts and assets, at our forums (http://unvanquished.einsteinbennyboy.com/forum/index.php).
Title: Re: Old [Concept] The Unvanquished.beta_1
Post by: player1 on February 11, 2009, 08:38:53 pm
Archive Only!!!

No-Longer-Necessary Models

Medic (Priestess) [female]
Scout (Nymph: Naiad) [female]
Spy (Nymph: Nereid) [female, variant of Naiad]
Soldier I (Evolute: Oni) [male]
Soldier II (Evolute: Tanuki) [male]
Heavy (Shōjō) [female]
Pyro (Merman) [male]
Sniper/Demoman (Mer-Centaur) [male]
Engineer (Artificer) [male]

Please pass this information on to all visual artists, modelers and interested parties. This is a comprehensive list of necessary character models for the mod. Any questions or concerns, please post, or do not hesitate to PM me via this site.

Models by Sub-Group

Lycandaemonfolk (Dog Soldiers)

Medic (Priestess - Kitsune) [f]
Engineer (Artificer - Tengu) [m]

Centauri Merfolk (Sea Kings)

Scout (Nymph: Naiad) [f]
Spy (Nymph: Nereid) [f]
Pyro (Merman - Kappa) [m]
Sniper/Demoman (Icthyo-Centaur - Yokai) [m]

Yeti-Nephilim (Titan-Giants)

Heavy (Shojo)
Soldier I (Evolute: Oni)
Soldier II (Evolute: Tanuki)

Uniforms/Costumes/Wardrobe - Black (Space Pirate Ninja Undead Zombie Mutant Cyborg Demons)
Gear/Bases/etc. - Green (anywhere Humans use Blue or Aliens use Red)
Insignia/Decorations/Markings - Gold
Weapons - Silver, where applicable

No longer to be disseminated to all visual artists and modelers. A manga/anime/traditional representation of these Japanese demons from folklore is what we are seeking. To anyone who says this doesn't go with Tremulous, might I remind you that the original Doom Space Marines fought demons (http://en.wikipedia.org/wiki/File:Doom-boxart.jpg) from Hell? We're just bringing it full circle, with a manga/anime twist (Japanimation style - fight!).
Title: Re: [Mod] The Unvanquished.beta_1
Post by: player1 on February 11, 2009, 10:34:42 pm
START HERE (http://unvanquished.einsteinbennyboy.com/forum/index.php?topic=25.0). Supersedes all previous info.

Hi. Welcome to the Unvanquished: A Three-team or "Third Race" mod for Tremulous, (the free, open-source, standalone, asymmetrical shooter/slasher from DarkLegion Development, a game which started life as a Gloom-inspired Quake 3 mod). We are not DarkLegion Development, just a bunch of players inspired to try to create the mythical "Third Race" for Tremulous.

Thank you for your interest in this mod. If you are new to the mod, we hope you like the concept. If you have been following the project, welcome to our new forums and be prepared to be surprised, as we've completely rewritten the idea. But, then, that's what IRC is for, right?

If you'd like to get involved, join us at irc.freenode,net, in our chatroom, #unvanquished.

Herewith, our latest concept:

The UNvanquished, a Third Race for Tremulous (Overview)

Classes: Groundling, Stonecutter, Dreadnaught, Shaman, Mason
Weapons: either default, or purchasable at a Smithy structure; tentatively, three Swords (possibly class-specific) and a Dagger
Upgrades: movement and maneuverability buffs, like Speed, Strength, Stamina Regen, Health Regen, Jump Height, Walljump, etc.
Abilities: weaponless ranged attacks, potentially only against organic targets, like Vampire, Structure Vampire, nerfed Plague, nerfed Radioactive, etc.

Here's a useful thing to keep in mind:

Upgrades = buffs
Abilities = "spells"



Class - Skin (Description)
Groundling - Brass (Default fighter, can buy limited Upgrades and Abilities)
Stonecutter - Sandstone (Default builder, can buy class-specific Abilities, and build limited structures)
Dreadnaught - Steel (Advanced fighter, can buy all Upgrades and limited Abilities, can buy BFS - big faskin' sword)
Shaman - Wood (Advanced fighter, can buy limited Upgrades and all Abilities, sword gets slightly more powerful at every stage)
Mason - Granite (Advanced builder, can buy class-specific Abilities, and build all structures)

All Upgrades and Abilities are not available during S1, and become available at only team stage-up. Stonecutter cannot become Mason until Stage Two. Some structures not available until later stages. Big Faskin' Sword not available until S2. The Unvanquished are somewhat impervious to flame, and dretch head-bite only does 3/4 of the damage it would do to a Human (72 instead of 96).
Title: Re: [Mod] The Unvanquished.beta_1
Post by: player1 on February 13, 2009, 12:27:09 am
Weapons:

All Unvanquished classes spawn with the default weapon; see below. Each class also has other attacks. See below for a list.

Groundling - Throwing Stars are "blaster_slot" weapon; Wakizashi is "rifle_slot" weapon; secondary & primary attack

Stonecutter - spawns with Stars as only "weapon"; can buy and use class-specific, nerfed Abilities* (press "Use Item" key)

Mason - same as Stonecutter; but can buy better, class-specific Abilities

Dreadnaught - spawns with Stars and default Sword; can buy all Upgrades, but these, for the most part these are not attacks; can buy Dreadnaught Sword; can also buy limited number of Abilities (select and press "Use Item" key to use)

Note: Most Upgrades take effect immediately and last until the player dies. Most Abilities can be saved, and used at the player's discretion, by selecting and pressing the "Use Item" key, at which point the limited duration of the Ability begins. Many are one-use, like the Human Medkit. Some Abilities can be toggled On and Off, like a Human Jetpack. Other Abilities can be used, or "fired", but must recharge before they can be used or "fired" again, like the Dragoon Pounce or Tyrant Charge.

Shaman - spawns with Stars and default Sword; can buy all Abilities and a limited number of Upgrades (select and press "Use Item" key to use); cannot buy Dreadnaught Sword; can buy Shaman sword

*Example of class-specific, builder "spell" turn foe into "pillar of salt" or "column of stone", which freezes player for very short duration. Advanced version: if touched by any entity, frozen player is "shattered" and dies.

Dagger or Bowglove to be used as Priestess-class Default (blaster_slot) weapon. Repair Tech to spawn with Bowglove and Default Sword. High Priestess to spawn with Throwing Dagger and yet-to-be-completed Greek sword (by Brain), possibly. Possible Dart projectiles for Bowglove to include Guided, Explosive, Plague and Radiation. Some possible Repair Tech abilities include: teamshield, stillshield, teamsee and cloaking. Note that while the Repair Tech and Shaman share some attributes, the RT is envisioned as a support or assist class, while the Shaman is envisioned as an evil medic or base-destroyer class. Shield-chaining, spell "radius", one-time use vs. rechargeable or stamina-dependent Abilities and other topics remain interesting ideas, yet to be fully explored.
Title: Re: [Mod] The Unvanquished.beta_1
Post by: player1 on February 13, 2009, 12:31:04 am
In discussion with Einstein on IRC, he is interested in utilizing the existing code of Risujin's Heaven of Relics (http://risujin.org/tremulous/#relic) port for Tremulous, which most players just call the Relics mod. We would like to utilize some of the Relics as Abilities (and possibly some as Upgrades). For now, our working definition is that Abilities are "spells" or weaponless ranged attacks, chiefly against "soft" (organic) targets, and Upgrades are "buffs" or improvements in base class stats, e.g. maximum class health. As a tribute to Risujin, I have suggested using Relics to describe purchasable "spells" and Runes to describe purchasable "buffs".

Below is a partial list of possible "spells" or energy-based "weaponless" (i.e. no weapon model) ranged attacks, for use against organic targets. Due to the current balance, a Human base would be particularly susceptible to ranged attacks, and so we have chosen to limit the use of spells against "hard" targets, such as Human structures. Most Unv attacks against Human structures will have to be done the old-fashioned way: with melee weapons or very limited ranged weapons. In the interest of three-way balance, it may benefit us to make the Unv strong against Alien defenses, but less so against Human defenses, while being very effective against Human players and not so effective against larger Alien players (with their generally greater-than-Human health). For the purposes of this discussion, I have to tried to utilize the existing Relics, with only minor modifications, to suit our gameplay mechanic. Remember, in our proposed system, Unvanquished players can purchase these various spells with Bounties, and we anticipate the value of such Abilities to be in the 1 to 5 Bounty range (equal to one to five evos). Note also that we still must decide at which Stage each "spell" will be available, and which classes will be able to purchase which Abilities. Some suggestions follow. Remember, to keep the Unvanquished from being too strong, these "spells" must still be purchased with Bounties gained from kills, 2 min. survival bonuses, or, if the server op/admin/votecall so decides, a share/donate system.

Abilities, OR Energetic Ranged Attacks, Damage/Bounty/Carry Multipliers and HP Tranfers aka "spells"

Note: All Abilities will possibly be stamina-dependent, i.e. you cannot "cast" a "spell" when you have low stamina; and also that all "spells" come with trade-offs, i.e. detrimental side-effects of the released energies

Damage Multiplier - Doubles (poss. less, e.g. X 1.2) damage dealt by melee weapons (but also increases damage received). (Dreadnaught only: S3)

Immunity - Immune from Alien Poison and Human Flamer; cannot be combined with other spells, if spells can be combined at all. (All: S2)

Vampire - "Gives you health for damaging players but prevents you from healing normally." Affects melee-weapon attacks. (Shaman only: S2)

Structure Vampire - as above, except works against organic (Alien) structures, can be charged & "fired", and works over a short distance. (Shaman only: S3)

Radiation - "Slowly damages everything around you." Including your base and your teammates. (Dreadnaught and Shaman only: S2)

Resurrection - Will resurrect you with low health when you die, once per purchase. (Groundling, Stonecutter, Mason: S2)

Bounty Doubler - Doubles (possibly less, e.g. X 1.5) your Bounty kill rewards and the credit/evo reward for killing you. (Groundling, Dreadnaught, Shaman: S3)

War-Witch - Causes your attacks to heal rather than damage (teammates only). You can heal your teammates up to, say, 100+___% of regular health. (Shaman only - unless Priestess is added - S2)

Grab Bag - Purchasable for 3 Bounties, this will become a random Ability when bought (worth 1 to 5 Bounties). (All: S3)

Plague - Will drain your health until you die. You can spread the plague by touching enemy players. Will be nerfed from Relics mod, and possibly affect Alien structures; since it was a tremendous overkill advantage to Aliens in the Relics mod, it needs a slight tweaking. (Shaman only: S3)

Heal Rate - Increases rate at which Apothecary and Phials heal, lowers maximum health, e.g. 75% of maximum class health. (All, S2)

Ammo - Doubles ammunition capacity of Bowglove* weapon but randomly throws off your aim. (Mason, S3)

Builder - "Halves your build timer delay but makes you move very slowly." (Stonecutter, Mason: S2)

Damage Reducer - Reduces the damage you receive and the damage you deal, by some factor, e.g. X 0.5. (Groundling, Stonecutter, Mason: S2)

Cloak - Turns you tranlucent. It shuts off if you attack or are damaged by an enemy player. (Shaman, Mason: S3)

Destroyer - Increases damage dealt to and received from "hard" targets, i.e. Human structures (and Unv struct FF and damage decon). (Groundling, Dreadnaught: S1)

Freeze - Temporarily immobilizes and reduces underfoot friction of target. Short duration. Target still susceptible to all entities, e.g. bullets. Builder "spell", for defense. Possibly only within "build area". Projected duration: 5 sec for default builder, 10 sec for adv builder. (Stonecutter: S1; Mason: S2 - must be purchased, like all other Abilities)

Knockabout - Increases both knockback and kickback of weapon.



Upgrades: to be discussed separately, listed here because they were Relics

Lograv - Significantly reduces gravity for "casting" player, increasing jump range, decreasing maneuverability somewhat. (All, S2)

Death-from-Above: Lets you deal damage by jumping on players and buildables, Mario-style. Falling farther deals more damage. Also to you, so use with caution. (Groundling, S1)

Sonic Reducer - Makes you completely silent but you cannot hear anyone else either. (Groundling, Dreadnaught, Shaman: S1)

did not use:
Translocate - janky, significant potential for griefing, price may defray such considerations
Mini - we already hope to have mini-yokais defend the Idol, and Groundlings may be about granger-sized (or even smaller)

Note also that we have discussed (on IRC) several ways of showing which Unvanquished player is carrying, brandishing, using, utilizing or firing which "spell" or buff. Such suggestions include changing the texture of the playermodel skin to something shiny or metallic (a la UT); having the playermodel surrounded by a glow or coruscating aura (a la Unreal1, Q3a, etc.); and utilizing something like the Q3a/ta "badges" which were least popular, as they might give away position, in which case it was decided that they would be best for builder/defender/camper "spells". The most feasible and least objectionable idea seemed to be a slight skin change for the Upgrades (decals on moving models appears problematic), and a glow or aura for the Abilities. TRaK and others will reconsider these issues as the need arises, per IRCcon.

*Bowglove - Basically a Gauntlet that fires low damage projectiles, possibly only 3 before must regenerate or return to Smithy for ammunition. Possible default weapon, instead of Dagger, for Mason, adv builder, as brushback weapon for defense (a la adv granger spit).

big ups to c-ron, for starting this discussion
slight change of topic name, to separate Ability discussion from Upgrade Discussion
my post split from Mod Proposal
topics merged
result = my reply to c-ron's post, new topic name


Cheers!
Title: Re: [Mod] The Unvanquished.beta_1
Post by: player1 on February 13, 2009, 12:50:55 am
Expanded Proposal (future use)

LINK (http://unvanquished.einsteinbennyboy.com/forum/index.php?topic=18.msg150#msg150) (classstage/cost)

StonecutterS1/d
GroundlingS1/d
(Priestess)S1/d

MasonS2/1
DreadnaughtS1/1 or ShamanS1/1
(High PriestessS3/3* or Repair TechS2/1)

*High Priestess able to use all or most Weapons, Abilities and Upgrades. Only Stonecutter and Mason can build or decontruct; Repair Tech to have Repair, Heal, etc. Abilities
Title: Re: [Mod] The Unvanquished.beta_1
Post by: player1 on February 13, 2009, 09:38:35 am
Precedent exists for psionic, magical or fantastic elements in a science-fictional milieu in such works as Anne McCaffrey's Dragonriders of Pern, where a hard sf rationale explains elements such as "dragons"; http://en.wikipedia.org/wiki/Dragonriders_of_Pern (http://en.wikipedia.org/wiki/Dragonriders_of_Pern)

In this regard see also Niven's (http://tremulous.net/forum/index.php?topic=5785.msg87436#msg87436) Corollary to Clarke's Third Law of Futurological Prediction: "Any sufficiently advanced magic is indistinguishable from technology." http://en.wikipedia.org/wiki/Niven's_laws#Niven.27s_Law_.28re:_Clarke.27s_Third_Law.29 (http://en.wikipedia.org/wiki/Niven's_laws#Niven.27s_Law_.28re:_Clarke.27s_Third_Law.29)

I would also draw your attention to Niven's (http://tremulous.net/forum/index.php?topic=5785.msg87500#msg87500) Fifth Law: "Psi and/or magical powers, if real, are nearly useless." Note, however the "nearly" in that statement. http://en.wikipedia.org/wiki/Niven's_laws (http://en.wikipedia.org/wiki/Niven's_laws)

In that context I would then draw your attention to Niven's (http://tremulous.net/forum/index.php?topic=5785.msg87510#msg87510) Seventeenth Law: "No technique works if it isn't used." http://en.wikipedia.org/wiki/Niven's_laws (http://en.wikipedia.org/wiki/Niven's_laws)

We take these three statements, then, with only a minor alteration of the second, to be axiomatic:

1) "Any sufficiently advanced magic is indistinguishable from technology."

2) "Psi and/or magical powers, if real, are nearly - but not entirely - useless."

3) "No technique works if it isn't used."

No further explication necessary. It works becuz Larry Niven (http://tremulous.net/forum/index.php?topic=5785.msg87387#msg87387) said so. :)

But seriously, the weak, almost-undetectable forces of bioelectrics, aura manipulation, apergy, levity, orgone and ionospheric cavity electromagnetic background resonance (including wireless power transfer), as revealed in the arcane researches of Tesla, Reich, Fuller, Dyson, Diesel, Schauberger, and others, are the same forces recognized as life-energy, which goes largely unfocused by most forms of life, but which can be lethally amplified and focused with proper discipline and training. See also Stanislaw Lem, PKD, Bierce, Sheckley, van Vogt, Clark Ashton Smith, Norbert Weiner, Alfred Korzybski, Morihei Ueshiba and Miyamoto Musashi, Inayat Khan, Gurdjieff, Leary, McKenna, the Discordians, and the works of such ecologists as Swedenborg, Johnny Appleseed, Robert Hart, Jack Herer and Arne Naess.

Cheers!
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Roanoke on February 18, 2009, 04:31:50 pm
Our null forums seem to be deleted.
Oh, and hi again.
Oh, and nymph review (http://unvanquished.einsteinbennyboy.com/forum/index.php?topic=48.0)
Title: Re: [Concept] The Unvanquished.beta_1
Post by: Kaleo on February 18, 2009, 09:34:32 pm
That's alright: http://unvanquished.einsteinbennyboy.com/
Title: The Unvanquished: The Minimal Proposal
Post by: player1 on February 23, 2009, 10:35:52 am
Our latest, revised, re-edited, updated Minimal Proposal (http://unvanquished.einsteinbennyboy.com/forum/index.php?topic=4.0).

Supersedes all previous entries.
Title: Re: [Archive] The Unvanquished: the EXPANDED PROPOSAL
Post by: player1 on February 23, 2009, 08:49:13 pm
Expanded Proposal (http://unvanquished.einsteinbennyboy.com/forum/index.php?topic=52.0)
Title: Re: [Archive] The Unvanquished: the REALISTIC PROPOSAL
Post by: player1 on February 24, 2009, 10:06:47 pm
The Realistic Proposal (http://unvanquished.einsteinbennyboy.com/forum/index.php?topic=78.0): Jumpboost, DFA, Warheart, Tinknocker, Vampire, Struct Vampire, Immunity, Freeze, Lograv, Destroyer, Ammo, Knockabout, Secondsight, Stillshield, Teamshield, RoS, Savage, Longarm, Displace

Groundling (skirmisher)
Upgrades: DFA
Abilities: none

Dreadnaught (hunter)
Upgrades: none
Abilities: DmgX, Destroyer

Shaman (neomancer)
Upgrades: none
Abilities: Immunity, Vampire, Struct Vampire

Stonecutter (artisan)
Upgrades: none
Abilities: Buildtime, Fixer, Freeze

Acolyte (infiltrator)
Upgrades: Jumpboost, DFA
Abilities: Immunity

Mason (architect)
Upgrades: Lograv
Abilities: Buildtime, Fixer, Freeze

Escort (adept)
Upgrades: none
Abilities: Warheart, Tinknocker, Ammo, Secondsight, Stillshield, Teamshield

War-Wytch (adroit)
Upgrades: none
Abilities: Knockabout, RoS, Savage, Longarm, Displace

Weapons, Classes & Structures remain as they are laid out in the Expanded Proposal (http://unvanquished.einsteinbennyboy.com/forum/index.php?topic=52.0). This leaves a total of 19 "powerups" (2 buffs and 17 spells) and seems much more do-able, balanced, and Trem-like.  I suggest we remove the distinction between buffs and spells altogether, and call them all "Runes" or something.

Of course, we can always make something more like Team Fortress or the original Old Proposal we had way back when we started all this here at Trem.net. For now this just represents a list of the "superpowers" that I personally think will make it into the beta-testing phase of play-balancing. I'm open to ideas about not having the players have to buy the Runes, if someone would like to post. This represents the distillation of the gameplay ideas suggested by the Relics mod, our current assets, and the weeks I have spent writing, editing and revising the Old, Null-Version, Minimal and Expanded Proposals. Hope you like it. Enjoy.

Cheers!
Title: Re: [Archive] The Unvanquished OLD PROPOSAL
Post by: ULTRA Random ViruS on September 29, 2010, 01:17:41 pm
D you think you'll add it to a gpp or 1.1 server?
Title: Re: [Archive] The Unvanquished OLD PROPOSAL
Post by: Aelita on September 30, 2010, 12:29:09 am
Reply #277 on: February 24, 2009
Title: Re: [Archive] The Unvanquished OLD PROPOSAL
Post by: Chomps123 on October 01, 2010, 09:33:08 pm
Where did the mod's forums go? ???
Title: Re: [Archive] The Unvanquished OLD PROPOSAL
Post by: your face on October 02, 2010, 03:42:35 am
einstein murdered them  :(
Title: Re: [Archive] The Unvanquished OLD PROPOSAL
Post by: CreatureofHell on October 02, 2010, 09:25:14 am
einstein murdered them  :(
stabstabstabstab
Title: Re: [Archive] The Unvanquished OLD PROPOSAL
Post by: Demolution on October 02, 2010, 07:25:38 pm
einstein murdered them  :(
stabstabstabstab

They are being moved. Now for the time being, let this topic slumber.
Title: Re: [Archive] The Unvanquished OLD PROPOSAL
Post by: cron on January 30, 2011, 03:50:32 am
Where did the mod's forums go? ???

All of player1's links can be found at http://unvanquished.net/forum/ (or just replace the 'einsteinbennyboy.com' part of his links with '.net').

In other news, the mod is not dead, but is on hold until the code works properly (this might take a while).
Title: Re: [Archive] The Unvanquished OLD PROPOSAL
Post by: Tremhelper on June 05, 2011, 07:07:35 am
look up my groups for remoulous thread
Title: Re: [Archive] The Unvanquished OLD PROPOSAL
Post by: Plague Bringer on June 05, 2011, 08:02:40 am
(http://img217.imageshack.us/img217/6809/fyyyysiuaduuu.png)

http://tremulous.net/forum/index.php?action=globalAnnouncements;id=2#post_four

http://unvanquished.net/forum/

Any amount of thought would have lead you to the conclusion that

A) This thread is really old...

B) Unvanquished is probably dead...

C) Player1 has better and more developed ideas than you, therefore...

D) I doubt he'd care about your thread if he was around to read it.

Take a look at the date of the last post in a thread before you respond, and please, please, please, if you're serious about modding, learn some C, Blender, NetRadiant, and general leadership, or at the very, very least spend a week (or more, even!) developing your idea before you come to us with it. People come here all the time with ideas that they haven't thought out fully, and are far too complex considering how much skill they lack. "This would be cool!" is not a good basis for a mod. We won't think for you. We won't code for you. We won't model for you. We won't lead for you. Not unless you bring something to the table, and so far, I haven't seen anything from you.
Title: Re: [Archive] The Unvanquished OLD PROPOSAL
Post by: CorSair on August 16, 2011, 09:50:02 am
Thanks a lot. I had to share it again.
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