0111narwhalz wrote: ↑Thu Jun 07, 2018 11:15 am
I have a procedural gas giant texture for Blender Cycles if you're interested.
Not sure how well it translates to your application, but it could be of utility.
Gas giant textures are fairly straightforward actually. Because their textures are composed of horizontal lines, you don't have to worry about horizontal warping in most cases; unless you're adding a lot of detail like swirls, it won't be particularly visible. I'd be interested in looking at it anyway, though - your image looks pretty good.
TheMainMethod wrote: ↑Thu Jun 07, 2018 11:37 am
I would kindly like to point out that the Plasma Pilum idea was for my character Servius to have some form of unconventional weapon that had some range and damage to it, but also fit with my Space Age Roman theme. That being said, there are a few Unconventional Weapons with range, just none that are 1-handed and lethal. Also, what’s all this about Mechs instead of Powered Armor?
Yes, I thought it was you. Dinosawer said it was Hapchazzard, but I was thinking it was you - you had Servius, as I recall. (I also recall you dying thanks to becoming engrossed in M&B Warband.
) Unconventional does have some ranged things, but unconventional typically focuses on melee + explosive/AoE. However, a throwing weapon like a javelin (or a set of them, multi-use) seems like it would be pretty useful and would match well with unconventional. It would be short-ish ranged, but if you want long range, you probably want conventional to begin with.
As to mechs vs powered armor: We have an exoskeleton currently (which has a 100% casualty rate!), and adding armor to it is... well, just adding armor to it.
While it could be a thing, I'm concerned about whether I want it to be, when infantry specialization will probably lean towards mechs. (Note: it's still very much a WIP concept and I haven't nailed down the specifics yet, so all of the following is up in the air still. I've considered making special mech-only add-ons, for instance, and not exactly sure how to balance and fit that with everything else. Ideally there wouldn't be more than two or three people that wanted to be mechs, so I'd need to balance for that.)
Mechs will be very much a specialization choice. You lose your body, your head gets stuck on a robot, nerves get plugged into various circuitry so you can control it naturally, and you stay that way. I'm thinking of letting you choose what kind of mech you want to be (agile? ranged? strong? durable?), which will give you some major boosts. You'll also get to carry up to two ship weapons (robotic, conventional, unconventional, exotic) as part of your arsenal. The catch is, you're big and bulky, have no ability to be stealthy, can't repair things, have to use special stuff custom-built for a mech (which is more expensive) and your CASKET is significantly less interesting. It's very much an infantry specialization, but used properly, it could be a powerful asset in combat... with some moderation. If everyone becomes mechs, I imagine many missions would become outright impossible to complete. If you want to be big and tough though, it's a good option.
Hence, my concern about whether or not true power armor really "makes sense" as we'll have something that will already fill the gap. I could potentially add it, but I figure, if you really want to be
that specialized, that you would get what would probably be a 10-cred piece of equipment, why not just go full mech instead?