Author Topic: New race.  (Read 54684 times)

Archangel

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Re: New race.
« Reply #90 on: January 23, 2009, 12:26:28 am »
.tar.7z isn't that uncommon

player1

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Re: Third Team!!!
« Reply #91 on: January 23, 2009, 02:03:46 am »
OK, I've put it on filefront too:
http://files.filefront.com/3rdracezip/;13034244;/fileinfo.html

To get somewhat back on topic, Urscumug, why don't you post this here, and maybe we can discuss it here? Also, if you PM Chess Guy, maybe he will let you post it at the Unvanquished site he started. I'm very interested in your idea, and would like to see the two approaches combined, and the two groups of supporters unite their energy into one overwhelmingly popular movement to create a Third Race mod. To really get more people talikng about it, it would be best to start a new thread in the Mod Concept area. Many more people will take a look if they don't have to download a questionable file from an unknown individual. Either that, or PM me, and I will talk to Chess Guy, or seek out a place for you to post the info as an HTML document somewhere (a web page).

Good luck with it. I like the idea behind it, and I think many other players would be interested in discussing it if it was posted here.

Cheers!

Urcscumug

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Re: New race.
« Reply #92 on: January 23, 2009, 01:35:35 pm »
Yeah, it was about time to put an end to the silly stuff. I'm posting the table below in forum format.

Please note that on some stuff you may not agree, if so please do speak up. What this table does is attempting to describe the humans and the aliens feature for feature. In the hope that once we see them side-by-side we can get a more clear picture of what a 3rd race could do to bring something new to the game.

The table is by no means complete.

I haven't brought the issue up in the Unvanquished topic because it struck me as focusing mainly on artwork, albeit with some interesting ideas thrown in (such as teamsee, which could prove a nice alternative to the human and alien radars). Like I said, I prefer approaching this issue from the bottom up; I'd like to have a clear idea of what the 3rd race should be like first of all.

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
« Last Edit: January 24, 2009, 12:43:35 am by Urcscumug »
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Roanoke

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Re: New race.
« Reply #94 on: January 23, 2009, 11:48:49 pm »
You seem to have put repeaters under aliens. Also, add that the dcc increases the healing rate of all structures. And evolution has nothing to do with om range, it matters how close you are to the rc. I would recommend adding this to the unvanquished topic, as it is not only art based, it is everything about this idea.

Urcscumug

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Re: New race.
« Reply #95 on: January 24, 2009, 12:49:04 am »
You seem to have put repeaters under aliens. Also, add that the dcc increases the healing rate of all structures. And evolution has nothing to do with om range, it matters how close you are to the rc. I would recommend adding this to the unvanquished topic, as it is not only art based, it is everything about this idea.

Fixed repeaters.

How do you mean, DC speeds up healing? When ckit heals structures it happens faster if there's a DC? Didn't know that, if that's it.

As for OM, I just meant evolution depends on a functional OM, for aliens, and armory (and implicitly RC) for humans. I cleared it up.

I'll read the unvanquished topic in depth to see what exactly is going on in there. :) In the meantime, since this is the semi-official "3rd race" thread, let's keep on working at it. We can always move around or whatever once things become more clear.

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.

Why do I care? Because the 3rd race's class and species may have to be balanced carefully against these two. I won't hide that I feel that Trem's SciFi theme should be preserved, whereas the Unvanquished seem to veer toward Fantasy (yes, I did read the explanation that attempts to reconcile the vast diversity of models with SciFi).

So here's a first topic we could discuss: what should the 3rd race be.

There's at least one more or less obvious choice (already used in notorious works such as Alan Dean Foster's Commonwealth novels): reptiles/dinosaurs (humanoid or not). Gives a nice span of possible forms (if we should decide to go with multiple forms like with aliens) and also gives the option of a single humanoid form. Or perhaps something new. 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?

Birds are another option for race. Fish are not viable for obvious reasons. We can also exit the animal regnum and wander through vegetal or mineral, although the idea may not appeal to many. What else?

As for the name... we've been calling them "the 3rd race" for so long that I for one feel like it's a good name already. Perhaps there's an idea right there: The 3rd Race. :)
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UniqPhoeniX

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Re: New race.
« Reply #96 on: January 24, 2009, 01:10:33 am »
Also, add that the dcc increases the healing rate of all structures. And evolution has nothing to do with om range, it matters how close you are to the rc. I would recommend adding this to the unvanquished topic, as it is not only art based, it is everything about this idea.
Dcc heals structures in mgdev IIRC, maybe in some mods, but not in 1.1. Distance to RC doesn't matter, you just can't evolve near humans / human buildables.

Roanoke

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Re: New race.
« Reply #97 on: January 24, 2009, 01:20:49 am »
Yes, UsaKillar is right. With a DCC built, structures autoheal. Anyway, I would prefer all this is posted in the unvanquished topic, as that is the main body for deciding what happens to this mod. As I stated there, I proposed a race of magi/magicians that can cast spells (that they purchase with points) on themselves/areas/others, using their own supply of mana (regenerated at a structure).

Amanieu

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Re: New race.
« Reply #98 on: January 24, 2009, 07:27:50 am »
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.
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Roanoke

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Re: New race.
« Reply #99 on: January 24, 2009, 06:09:21 pm »
Good. Happy to see I can contribute :D

nathan736

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Re: New race.
« Reply #100 on: January 25, 2009, 01:38:52 am »
heres my idea 1st just make zombes and bingo all you have to do is have no spawns and every time azomby toches some ting it goes zomby and just mack the the thing tern green  ;D ha what do you say to that and the zombeys becom infinsable evrey time they infect some one
« Last Edit: January 25, 2009, 01:41:38 am by nathan736 »

Roanoke

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Re: New race.
« Reply #101 on: January 25, 2009, 02:23:53 am »
1. Speak English.
2. Read the thread, zombies were rejected. Zombies have no advantage over hummies whatsoever. They can't attack and move slow, so they easily die from, say, rifles. However, they will totally pwn aliens. Besides adv. goons.

player1

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The Unvanquished: A "Third Race" or Three-team Mod
« Reply #102 on: January 27, 2009, 08:52:45 pm »
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, 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.