Spacetrooper


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Posted by Elanthil01 on February 18, 1998 at 20:46:52:

Has anyone thought of trying to build an Imperial space trooper like in the novels? (also sometimes called a 'deep space trooper').

Since Im busy with learning mapping now I dont have time for modeling, and Im not a coger yet, so I cant workout the AI and ani sequencing right now so I'll post what I know about them here.

1) A space trooper is 3-4 meters tall (10-12 feet tall) because of his bulky metal powered armor (only thing rigid enough to hold a pressure controlled environment during combat in untethered space walk). This could be accomplished by using the wireframe from GORC as the basic model upon which to build since hes about the right size :D

2) A space trooper generally has the following capabilities/equipment:

1) Controlled flight with a 1 'jump' sustained thrust capability of 1 minute, this gives the ability to hover as well as maneuver dynamically in any direction. THIS could be simulated by making the trooper employ the jetpack patch thats out there.

2) Concussion missile launcher. A space trooper mounts a shoulder worn concussion missile launcher with (I would assume given the size of a missile) 4 shots.

3) Standard imperial heavy assault weaponry. This means the trooper would probably carry either a rail gun and repeater rifle or a concussion rifle and repeater rifle.

3) Close range (punching attack) weaponry. A space trooper mounts an 8-12 inch 'vibroblade' on EACH of his armors gloves. these are energy based weapons similar to a lightsaber although based on sonic energy rather than light. FOR THIS, you could just use a smaller model light saber mounted on each arm, extending out OVER the fist (NOT from it)either create it or copy the one PIC uses I suppose. (is that even legal???)

ok..heres how I see the AI working:

0-4 meters(0-12 feet) the trooper will switch to vibroblade, close RAPIDLY with the jetpack and RAM the opponent at high speed (give him the ability to go to maxspeed with the jetpack..but ONLY for this attack otherwise everytime they try to just 'fly' they'll shoot off into a wall and die hehe) causing the opponent to be knocked back several feet and hurt.

Once the ramming attack occurse, the trooper will land and close with the enemy on foot. when he reaches attack range, the trooper will employ the following attacks, similar to a lightsabers:

1) thrust..i.e. a punch. does medium damage AND knocks the opponent back several feet. this is a single attack with a (probably randomly chosen) arm.

2) Windmill slash. right arm swings over and down from right to left slashing across the body, then the left arm does the same from left to right.

3) pitchfork. Both arms thrust forward similar to a punch, except the blow is aimed at the shoulders or lower instead of the face. IF the punch connects, the opponent is lifted off the ground and hurled 10 meters (30 feet!) away..probably dead.

you take a high damage hit when the attack hits you, then about a half second to a second later the trooper laughs, lifts you off the ground (seen as trooper raising arms and actor being lifted into the air) and throws you (shown as actor being repelled from arms). this secondary attack is all 1 action. this throws the playeractor UPWARD and BEHIND the trooper. the impact should cause a falling damage/high speed impact damage.

5-14 meters: repeater rifle. once an opponent is from 5-14 meters from the trooper he will draw the repeater rifle and start firing, probably from a hover/fly. the trooper will attempt to close to melee range SLOWLY 2-3 seconds after starting to fire this weapon. once the trooper reaches 4 meters he will go into a high hover, switch to vibroblades (fist) and perform the ramming attack and melee listed above. FROM THIS POINT ON the trooper will repeatedly employ the melee and ramming attacks as long as it has enough fuel..when fuel for the jetpack is out, just let the trooper walk toward the actor till it has enough fuel regened for at least a 10 second flight. IF the playeractor gets farther than 6 meters away, suspend this attack and return to the ranged attack AI.

15-25 meters: Concussion rifle or railgun. Trooper will try to hover in place, and maintain this distance till he runs out of ammo. trooper will move toward actor as necessary to maintain a distance of 20 meters but will NOT back away from player to maintain this weapon distance.

26 meters to max visible range: missile launcher. Trooper will hover if at all possible and fire 1 missile then wait for the missile to explode before firing again. (This prevents the trooper from overwhelming a playeractor with 'barrage' attacks of 3 and 4 missiles in rapid order.) Trooper will merely hover vertically to gain a 'clear shot' and will NOT close OR back away from the playeractor to maintain this weapons range.

The impact of this weapon should be about twice that of the railgun and have a blast radius 3 times that of a proximity mine, with damage getting lesser the farther away you are within that range. this damage will affect shield FIRST with excess carrying over to health if the playeractors shield is depleted by it. Furthermore anyone within the blast radius should be hurled up and away from the blast with the height, speed and arc determined by how close to 'ground zero' they were (probably determine this based on the damage rather than a 'range' figure). Obviously if your sent flying far/fast/high enough, you'll take damage accordingly. PERSONALLY, I see a person at ground zero taking enough damage to reduce a shield from 200 to 0, do an additional 75 health damage right there, then hurl them 15 meters UP and 30-40 meters OUT, or to whatever speed and elevation the engine kicks in the 'deadly fall' routine at.

an interesting note on this is that if a player were also using a jetpack modification, assuming they dont slam into a wall or ceiling before they can use it, they could EASILY activate the up thrust just enough to turn their pack on, spin around, and press the down thrust and forward thrust to stop their fall..exciting and hilarious ( I looove watching players get shot into the air like a missile hehe).

Also..I could see the trooper using the 'stungun' modifaction thats out there..the one out there is for the laser rifle, but could be adapted to the concussion rifle or repeater gun with ease.

Last minute thought..if you use the conc rifle, set the secondary fire to the stungun patch, ditch the repeater rifle, and have the trooper stun the player into immobility (like 10 seconds or so?) then use the conc. on em or close to melee/ramming range hehe.

Some of my aims on this might be a bit high, but I KNOW that a basically functional trooper with the melee, range and flying could be put together real fast and the missile launcher/ramming/etc could be worked on at leisure.

Ok guys..theres my challenge..go for it!



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