Author Topic: [Archive] The Unvanquished OLD PROPOSAL  (Read 243437 times)

Chess guy

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Re: [Concept] The Unvanquished.alpha_1
« Reply #60 on: January 03, 2009, 07:50:32 pm »
@chessdude

Access denied
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gg @ linking an image that requires a login

@arch

I fixed it.
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Archangel

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Re: [Concept] The Unvanquished.alpha_1
« Reply #61 on: January 03, 2009, 07:53:33 pm »
looks hot :O

The Me

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Re: [Concept] The Unvanquished.alpha_1
« Reply #62 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.
« Last Edit: January 04, 2009, 12:25:39 am by The Me »

Chess guy

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Re: [Concept] The Unvanquished.alpha_1
« Reply #63 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.
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Chess guy

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Re: [Concept] The Unvanquished.alpha_1
« Reply #64 on: January 04, 2009, 03:10:35 am »
Keeping in character with the Icon:

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player1

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[Concept] Collaboration & Cooperation
« Reply #65 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: :)

player1

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Re: [Concept] Images
« Reply #66 on: January 04, 2009, 05:48:47 am »
Priestess:
cherubim
kitsune

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).

player1

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Re: [Concept] Images
« Reply #67 on: January 04, 2009, 05:54:07 am »
Artificer:
wolfhawk
tengu

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

player1

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Re: [Concept] Images
« Reply #68 on: January 04, 2009, 05:58:52 am »
Evolute:
starts out as oni
evolves into tanuki

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

player1

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Re: [Concept] Images
« Reply #69 on: January 04, 2009, 06:09:32 am »
Hierophant:
shojo
shojo

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

player1

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Re: [Concept] Art
« Reply #70 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.

Vortexx

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Re: [Concept] The Unvanquished.alpha_1
« Reply #71 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!

player1

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Re: [Concept] Coolness Factor Times Ten
« Reply #72 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.

player1

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Re: [Concept] Website!?!!!
« Reply #73 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.


player1

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Re: [Concept] Images
« Reply #75 on: January 04, 2009, 07:14:17 am »
Saga of the Merfolk Centaur-kings
kappa
merman
OR
yokai
icthyocentaur

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

see also, Symbolism (arts) & Symbolist painters

for more on the Saga of the Merfolk Centaur-kings, see my sig-linked fanfic thread, especially this and following entries

player1

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<i>Saga of the Merfolk Centaur-kings</i> (On Ice!)
« Reply #76 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, 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

Roanoke

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Re: [Concept] The Unvanquished.alpha_1
« Reply #77 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.
« Last Edit: January 04, 2009, 06:09:37 pm by Roanoke »

Chess guy

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Re: [Concept] The Unvanquished.alpha_1
« Reply #78 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 ;)
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player1

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Re: [Concept] Art
« Reply #79 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!

player1

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Re: [Concept] The Unvanquished.alpha_1
« Reply #80 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!

Bissig

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Re: [Concept] The Unvanquished.alpha_1
« Reply #81 on: January 04, 2009, 10:38:39 pm »
Make them not being able to join a team for some time f.e. three minutes.

player1

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Re: [Concept] Time Delay
« Reply #82 on: January 04, 2009, 10:42:09 pm »
I like that idea. Thanks for the constructive input.

Roanoke

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Re: [Concept] The Unvanquished.alpha_1
« Reply #83 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.

Bissig

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Re: [Concept] The Unvanquished.alpha_1
« Reply #84 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?

player1

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Re: [Concept] Losing
« Reply #85 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. :)

Roanoke

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Re: [Concept] The Unvanquished.alpha_1
« Reply #86 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.

player1

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Re: [Concept] Two-Minute Rule
« Reply #87 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!

The Me

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Re: [Concept] The Unvanquished.alpha_1
« Reply #88 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.

player1

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Re: [Concept] Baby Steps
« Reply #89 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].