Author Topic: MegaGlest Refit - Desert Nomads  (Read 50933 times)

MightyMic

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Re: MegaGlest Refit - Desert Nomads [new poll]
« Reply #150 on: 5 January 2013, 01:00:57 »
When I think of desert nomads, I can honestly say that I cannot think of anything remotely anti-structure. I don't want to get Arch riled-up, but I think the sand monster (I was actually thinking of a djinn/genie, NOT the Persian genie) was the best idea as it fits in with the myths most people think of when they think Nomads (the djinn anyway)

imho, the anti-structure unit is going to be insanely out of place

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Re: MegaGlest Refit - Desert Nomads [new poll]
« Reply #151 on: 5 January 2013, 01:31:24 »
Quote
When I think of desert nomads, I can honestly say that I cannot think of anything remotely anti-structure. I don't want to get Arch riled-up, but I think the sand monster (I was actually thinking of a djinn/genie, NOT the Persian genie) was the best idea as it fits in with the myths most people think of when they think Nomads (the djinn anyway)
Djinn isn't too bad.... It relates and fits the era well. I still like my ballista but I think both would work...

Quote
imho, the anti-structure unit is going to be insanely out of place
True.
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Re: MegaGlest Refit - Desert Nomads [new poll]
« Reply #152 on: 5 January 2013, 06:39:59 »
Guys the poll has been updated please vote again!
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Omega

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Re: MegaGlest Refit - Desert Nomads [new poll]
« Reply #153 on: 5 January 2013, 08:19:03 »
I modified the poll based on discussion. Please note that you are able to change your vote if you wish. The biggest additions are the slingshot (see the concept art) and the concept of having no siege unit. I'm of the personal opinion that the latter, while an interesting concept, doesn't work so hot due to the heavy emphasis on attack and armour types. While the Nomad's have a number of fire based attacks, making them more effective versus wooden buildings, they lack an attack type effective against metal or stone buildings, which could be problematic. We can't just raise their attack strengths, either, as that would make them too strong against infantry and cavalry without significantly changing the damage to structures. Long story short, we'd benefit more from adding a new unit with an impact or anti-structure attack.

The rock slingshot proposed by MightyMic is an interesting concept. Similar to the impact ballista idea but unique enough to set it apart from other factions.
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atze

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Re: MegaGlest Refit - Desert Nomads [new poll]
« Reply #154 on: 5 January 2013, 08:32:22 »
Here again a Blender render, with a few details.



Ok, here with 256x256 texture than g3d. (97,7 kb + 147,1 kb texture) With a few less details.



And here than ingame picture.

« Last Edit: 5 January 2013, 14:57:10 by atze »
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Zoythrus

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Re: MegaGlest Refit - Desert Nomads [new poll]
« Reply #155 on: 5 January 2013, 08:39:34 »
If the Djinn gets some momentum, I will switch my vote to that. I'd like to see more myth units in the Nomads.

MuwuM

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #156 on: 5 January 2013, 13:39:44 »
I like the idea of having a Djinn as siege unit. But we still need a defensive unit...

atze, your market looks great!

Perplesso

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #157 on: 5 January 2013, 16:31:27 »
A humanoid siege unit is a good idea, because it would be unique (because other factions would have siege machines).

For the defensive unit problem, what about javelineers?
« Last Edit: 5 January 2013, 16:45:31 by Perplesso »

ElimiNator

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Re: MegaGlest Refit - Desert Nomads [new poll]
« Reply #158 on: 5 January 2013, 17:10:14 »
(click to show/hide)
That looks cool, but remember it looks too much like the picture, maybe remove the 2 double pillar things that are holding up the cloth, add some food bins there and wood frames to hold up the cloth.
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Zoythrus

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #159 on: 5 January 2013, 17:55:13 »
Hey, I can't change my vote, so I'd like everyone to know that I really want to vote for the Djinn instead of the hand cannon.

MuwuM

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #160 on: 5 January 2013, 17:57:46 »
For the defensive unit problem, what about javelineers?

How do you want to limitate them to be just defensiv? We need some kind of stationary - defense. Or something that can not be move to easily (morph, ep-cost on move, ...) .

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #161 on: 5 January 2013, 18:08:39 »
For the defensive unit problem, what about javelineers?

How do you want to limitate them to be just defensiv? We need some kind of stationary - defense. Or something that can not be move to easily (morph, ep-cost on move, ...) .
We're going to need a turret, one that's good, but cheap to produce.

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #162 on: 5 January 2013, 20:00:34 »
Great work Atze! Elim is right about the picture similarity though.
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Omega

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #163 on: 5 January 2013, 21:15:06 »
I fixed the ability to change votes. For whatever reason, only moderators and admins can set such an ability, so if the poll is edited by someone else (since it was reset), that ability is lost. Anyway, vote away.

And to keep people up to date, the djinn would likely summon a rock or similar magical property to hurl at the target.
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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #164 on: 5 January 2013, 22:20:09 »
I fixed the ability to change votes. For whatever reason, only moderators and admins can set such an ability, so if the poll is edited by someone else (since it was reset), that ability is lost. Anyway, vote away.

And to keep people up to date, the djinn would likely summon a rock or similar magical property to hurl at the target.

Eh, you see the thing that makes mythical beasts awesome is when they act realistically, a troll in LOTR wouldn't be awesome if it floated around and summoned things. It's awesome because it's like a real creature. If we go the Djinn route it needs to NOT float and use a weapon and actually pick up a rock..
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Zoythrus

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #165 on: 5 January 2013, 22:59:52 »
I fixed the ability to change votes. For whatever reason, only moderators and admins can set such an ability, so if the poll is edited by someone else (since it was reset), that ability is lost. Anyway, vote away.

And to keep people up to date, the djinn would likely summon a rock or similar magical property to hurl at the target.

Eh, you see the thing that makes mythical beasts awesome is when they act realistically, a troll in LOTR wouldn't be awesome if it floated around and summoned things. It's awesome because it's like a real creature. If we go the Djinn route it needs to NOT float and use a weapon and actually pick up a rock..
Djinn are beings of magic in the first place, so it makes sense for them to float and levitate things. I'm fine with levitation, but I think it'd be more interesting if they had legs (maybe with some teamcolored, misty particle effect around them to make them look magical.)

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #166 on: 6 January 2013, 00:48:15 »
A new poll needs to be done, we've come to a consensus on better options that aren't even in the poll...  This is a mess.
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MuwuM

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #167 on: 6 January 2013, 01:43:56 »
In our discussion we came up with 3 suitable siege units:

Zoythrus

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #168 on: 6 January 2013, 01:53:18 »
In our discussion we came up with 3 suitable siege units:
A rock slingshot is not historically correct.

Right now we're discussing a Djinn with a ntouka mount. That seems to be the best bet right now.

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Re: MegaGlest Refit - Desert Nomads [poll reset, due to new option]
« Reply #169 on: 6 January 2013, 02:33:07 »
Ok, we found something extremly cool, RISEN ONEs

At first it's a strong sandstone tower. But after a morph it becomes a risen one, a large living tower, dealing heavy anti-structure damage as meele-land and meele-air unit.

Concept-Art:

Zoythrus

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Re: MegaGlest Refit - Desert Nomads
« Reply #170 on: 6 January 2013, 02:38:19 »
As I nice little concept, the Risen One will count as both as a ground and an air unit, meaning that even anti-air units can hit it! Oh yeah, it's going to be awesome. Sorry that the poll essentially meant nothing, you should all be more active on Skype!

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Re: MegaGlest Refit - Desert Nomads
« Reply #171 on: 6 January 2013, 02:46:46 »
This thing is gonna make you think "oh shit", and it's pretty much up too hands and myself to create this, so wish us luck! ;D
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Zoythrus

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Re: MegaGlest Refit - Desert Nomads
« Reply #172 on: 6 January 2013, 04:52:02 »
Okay then, now that we have both the defense tower and siege unit worked out, we're missing something important - a logo. Each faction needs a faction symbol, so what should the Nomads' be?

Omega

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Re: MegaGlest Refit - Desert Nomads
« Reply #173 on: 6 January 2013, 05:24:05 »
Okay then, now that we have both the defense tower and siege unit worked out, we're missing something important - a logo. Each faction needs a faction symbol, so what should the Nomads' be?
Horse. Symbolizing speed and mobility. The wolf of the Njord symbolizes strength and aggression.
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Re: MegaGlest Refit - Desert Nomads
« Reply #174 on: 6 January 2013, 05:59:35 »
Funny, Atze had already modeled a market before... :P
https://forum.megaglest.org/index.php?topic=8104.msg81204#msg81204
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