OpenXcom Forum

OpenXcom => Suggestions => Topic started by: Chiko on January 21, 2012, 12:14:31 am

Title: HWPs Suggestions
Post by: Chiko on January 21, 2012, 12:14:31 am
Well, I kinda like the idea of having HWPs and their Turrets separated items... maybe as a Mod for Vanilla OpenXcom. That way we eliminate the need to buy new HWPs just for the different weapons. There are also new Chassis ideas I'd like to suggest just to have more late game options.

(https://i200.photobucket.com/albums/aa145/ChikoEduardo/X-Com/X-ComStuff/Tank_body.png)
Tracked Chassis
Strong damage resistance


(https://i200.photobucket.com/albums/aa145/ChikoEduardo/X-Com/X-ComStuff/NewTank_Chassis.png)
Enhanced Tracked Chassis
Strongest damage resistance


(https://i200.photobucket.com/albums/aa145/ChikoEduardo/X-Com/X-ComStuff/WalkerChassis.png)
Walker Chassis
Stronger damage resistance / Increased TUs


(https://i200.photobucket.com/albums/aa145/ChikoEduardo/X-Com/X-ComStuff/Hovertank_chassis.png)
Hover Chassis
Stronger damage resistance / Can Hover / Produces a small explosion when destroyed



This would mean some of the stats would depend on the weapon used. Also, the Turrets Rocket Launcher and Fusion Ball Launcher should have 0 points in Reaction. I'm thinking about adding more Chassis and Turret ideas.
Title: Re: HWPs Suggestions
Post by: luke83 on January 21, 2012, 11:53:50 am
Do you have the Tank sprites for these done? I would love to add these to my collection :P
Title: Re: HWPs Suggestions
Post by: SupSuper on January 21, 2012, 06:49:27 pm
Well graphics-wise tanks already have separate sprites for chassis and gun.
Title: Re: HWPs Suggestions
Post by: Chiko on January 21, 2012, 11:20:55 pm
Well graphics-wise tanks already have separate sprites for chassis and gun.
Indeed. Makes me think the idea of separate Turrets from HWPs is older than X-Com: Apocalypse. Just sayin' ;)


Do you have the Tank sprites for these done? I would love to add these to my collection :P
I haven't really made the sprites yet. Is there like a sprite repository or a place I can get them? I remember I had a software to extract them myself but It's been years since I last had it and I can't even remember the name or where I found it.

I have other sprites for your collection, though.
I'll post them in another suggestion thread. It's one of those ideas I'd love to see but I could never do it myself. Unless OpenXcom is easy to mod, that is. :P
Title: Re: HWPs Suggestions
Post by: luke83 on January 21, 2012, 11:36:22 pm
"I remember I had a software to extract them myself but It's been years since I last had it and I can't even remember the name or where I found it."
https://sourceforge.net/projects/xcmapedit/files/
Title: Re: HWPs Suggestions
Post by: Yankes on January 22, 2012, 04:57:57 am
And maybe made that simple version of HWP need pilot? and only after you get "autopsy" of alien robots you can made AI version of it.
This will have some impact on early game, you will loose savable scout and PSI killer :) But you will grain some kind of "battle armor" that will protect and enhance your solders in beginning stages of game. Your solder will not die when his tank get destroyed, he will crawl out with light or even heavy wounds.
Title: Re: HWPs Suggestions
Post by: Chiko on January 22, 2012, 07:01:11 am
"I remember I had a software to extract them myself but It's been years since I last had it and I can't even remember the name or where I found it."
https://sourceforge.net/projects/xcmapedit/files/
That one works too. Thanks!


And maybe made that simple version of HWP need pilot? and only after you get "autopsy" of alien robots you can made AI version of it.
This will have some impact on early game, you will loose savable scout and PSI killer :) But you will grain some kind of "battle armor" that will protect and enhance your solders in beginning stages of game. Your solder will not die when his tank get destroyed, he will crawl out with light or even heavy wounds.
Hmm... that's not a bad idea. I'm not sure about using them as armor for soldiers. Maybe just make HWPs immune to Psi and Fear after the Alien AI research.

Another chassis idea could be the Walker Chassis out of Sectopod research. Maybe something like this:


(https://i200.photobucket.com/albums/aa145/ChikoEduardo/X-Com/X-ComStuff/WalkerChassis.png)
Walker Chassis
Stronger damage resistance / Increased TUs
Title: Re: HWPs Suggestions
Post by: Yankes on January 22, 2012, 10:33:07 pm
I would prefer something similar to battlemech, but still it look very good :)
Title: Re: HWPs Suggestions
Post by: Chiko on January 22, 2012, 11:38:16 pm
You mean like this? xD

(https://i200.photobucket.com/albums/aa145/ChikoEduardo/X-Com/X-ComStuff/LolRobots.png)
Title: Re: HWPs Suggestions
Post by: Yankes on January 23, 2012, 12:09:30 am
Is look great :D
Title: Re: HWPs Suggestions
Post by: hsbckb on January 23, 2012, 01:18:26 am
This Battle Mech fits with original graphic style of Xcom. Nice work!
Title: Re: HWPs Suggestions
Post by: Chiko on January 23, 2012, 03:28:37 am
Thanks!

That is like the last chassis idea I can squeeze from the game files. Guess I should be moving to Turret ideas now.
Title: Re: HWPs Suggestions
Post by: luke83 on January 23, 2012, 07:36:36 am
I was just dreaming about a Walker type last week , i really like it :)
Title: Re: HWPs Suggestions
Post by: Daiky on January 25, 2012, 12:31:46 pm
Hi Chiko,
in battlescape the turret of a tank is actually a weapon in the hands of the unit "tank". So this is a "hidden" seperate item. The tank itself in battlescape is not an item, but it's a unit like soldiers.

I made it so that you can not go into the inventory view of tanks, like in the original XCOM.

But we could make it so that you can access the inventory view of a tank and so make it possible to remove a turret from a tank to replace it with another turret. Or even have two turrets on one tank. Or to have the possibility to reload or load a turret with (a different type of) ammo.

I'll look into this to make it as flexible (with rulesets) as possible.
Title: Re: HWPs Suggestions
Post by: Chiko on January 25, 2012, 03:34:20 pm
That is awesome news, Daiky! OpenXcom project is giving X-Com so much more potential by making it this mod friendly. Keep up the good work!
Title: Re: HWPs Suggestions
Post by: moriarty on January 27, 2012, 04:30:19 pm
because a post in the new weapon idea thread got me thinking about it, here the same thing in the right thread:

I think it might be nice to have an unarmed but heavily armored support tank. the idea would be that your troops can use it as mobile cover (or, of course, you might use it as a scout/spotting unit). it would have something like 5-10x the armor value, but no weapon of its own.

it would only make sense as a Tracked Chassis unit, I think. if you want to prevent its (mis)use as a scout, you could also limit the speed.
I would primarily use it for slow advances in open areas... for example the street in a terror site. I hate it when half my team dies because a pack of cyberdisks lurks in the shadows on the other side.
Title: Re: HWPs Suggestions
Post by: Chiko on February 02, 2012, 07:33:23 am
Hmm... It's an original idea. I'll see if I can do something with the sprites.
Title: Re: HWPs Suggestions
Post by: luke83 on February 02, 2012, 08:22:43 am
Been thinking about those walker of your as a Terror unit for one of my Gangs ( since there in league with the aliens) Have you got the entire sprite set of them completed ?
Title: Re: HWPs Suggestions
Post by: Chiko on February 02, 2012, 08:46:42 am
Well, not really. The different sections for Unit sprites, specially the big ones kinda confuse me. I have tried to move to unit sprite sets but it makes my head hurt by just looking at them. :P

I can only make example sprites for now.
Title: Re: HWPs Suggestions
Post by: luke83 on February 02, 2012, 08:52:04 am
Thats cool there's no rush , i know what its like when you sit down to modify a entire set of sprites its a huge job ( especially when your note getting paid :P ).
Title: Re: HWPs Suggestions
Post by: papamaanbeer on October 31, 2012, 10:07:46 pm
i have red" this yesterday,
and today couldnt stop thinking about the heavy armor tank to take cover behind.
(at first i thought it was to bulky and would have to move to slowy (because of its armour)
and with slow speed it wouldnt realy do a good job)

i would like to ad to this idea, to give it a smoke grenade launcher
and the abilety to create a smoke screen around its self.
it would not need to have ridiculous armor strenght.
and still provide cover.
smoke does actually impair aliens vission right?! 
Title: Re: HWPs Suggestions
Post by: Warboy1982 on November 01, 2012, 05:37:06 am
i've got this semi-working in my fork, but the turret placement isn't quite working out right, i guess i have no choice but to redraw some sprites, but i've got a draw routine in place for it. i'm gonna try to work on the sprites for it today, get it looking just right, thankfully, because of the way it is drawn, the turret can appear "embedded" in the chassis rather than superimposed. i'll let you know what level of success i can achieve, this idea is well worth the effort.
Title: Re: HWPs Suggestions
Post by: Warboy1982 on November 01, 2012, 12:35:10 pm
k, so....

please note: these are in-game, and not mock-ups.

raw sprites:
https://dl.dropbox.com/u/47596892/tank2.rar (https://dl.dropbox.com/u/47596892/tank2.rar)

.pck format:
https://dl.dropbox.com/u/47596892/tank2pck.rar (https://dl.dropbox.com/u/47596892/tank2pck.rar)
Title: Re: HWPs Suggestions
Post by: luke83 on November 01, 2012, 12:58:35 pm
Nice work , When you get time you should add them to the Mod site for Long term storage ;)
Title: Re: HWPs Suggestions
Post by: Yankes on November 01, 2012, 01:14:53 pm
MechWarrior :D Now only add pilot that need operate it (when destroyed he can exit it or die inside) and allow equip different weapons (only before fight).
Title: Re: HWPs Suggestions
Post by: Chiko on November 10, 2012, 04:31:02 am
Nice to see someone managed to make the human-created sectopod real. Only thing we need now is having the HWPs and cannons/launchers as separated items already. :3