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Mechaius: Style of Mech
An good game requires good characters, something memorable. We want people to say "dude, that looks like something from Mechaius", not just "hey, that looks like a robot." So before we all start drawing random concept sketches of robots, I suggest we agree on a general theme. Of course, this won't be the appearance of all the mechs; since we'll be travelling through time. This will just be the basic form, and other time periods will be modifications of it. I propose we agree on a style that all the mechs will follow. In different ways, prehaps, but still follow. A guideline. We can mix apples and oranges, but this is so we don't mix apples and masking tape.
Semiorganic, lightly armored. [img]http://www.foxmage.com/Bicep_Organic_Light.gif[/img] "Lightly armored" in no way suggests weaker, only that armor is only placed in places that need it. This style would put organic, or at least rubbery looking muscles between a skeleton and "webby" exoskeleton. The exoskeleton is metal but is bent to have a very "organic" maybe "alien" look to it. Wires, tubes, and the like are weaved around things, giving it a "imperfect" look. Various parts that are more likely to take damage have a rounded metal sheet folded around them, while others have "cage-like" structures protecting them from most harm while looking cool. Mechanic, lightly armored. [img]http://www.foxmage.com/Bicep_Mechanic_Light.gif[/img] This one is a but more "mechanic" than the organic one. It looks less natural, with everything bolted in place and armor constructed by bent metal sheets. Hydrolic or Pneumatic(sp?) systems are placed where human muscles are located. The armor plates put a more organic look over the boxy skeleton, or cover joints and wires. Organic, fully armored. [img]http://www.foxmage.com/Bicep_Organic_Heavy.gif[/img] Everything is covered here, with the exception of some joints that require space for movement. This one also uses organic-like muscles and very organic seeming armor, looking a lot like a person who had their skin and veins replaced with metal and wires. The exoskeleton has much more emphisis than the skeleton here. In some cases, transparent coverings are over muscles, drawing attention to them like the pink muscles on the DBZ Nameks. Wires are placed less randomly, and tied together in places, making it look "neater" and "more professional" than the others. It really looks a lot like an IMac. Mechanic, fully armored. [img]http://www.foxmage.com/Bice_Mechanic_Heavy.gif[/img] A very conventional design. All or most wires and electronics are covered by thick armor, leaving no part of the skeleton showing. Joints either have visible hinges or rubber "accordian" stuff. Eh, I suck at drawing boxy things. Would be darn easy to 3d model, though. |
Nice, but how would we represent different levels of armor? I say we have 3 levels:
Scout: Weak but allows for most speed, limited carrying capacity Maurader: Stronger and medium speed, higher capacity Juggernaught: Strongest and slowslowslow, can have a huge amount of equipment, ammo, and what not. |
As I explained, it isn't affecting amounts of armor, but armor placement, which parts are uncovered, how the entire thing looks, and so on. Extra metal plates can be placed on anything and make it look stronger.
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Those muscle things are creepy.
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Mechanical lightly armored looks the best in my opinion, but would be one of the harder ones to animate and what not.
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Where is that sketch of your better idea, Radium?
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I like the lightly armored mechanic for two reasons: 1) It is exactly what I had in mind when I was thinking about this game, and 2) It makes the most sense in our game world. If most mechs are being rebuilt several times during battle, things are going to have to be easily accessible, and wouldn't necessarily be perfectly clean cut.
As for the differing armor, we could maybe do a couple/few variations for each mech class/model. The majority of the difference in armor will be in the type of material used, rather than the thickness or coverage. -Nag |
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