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Author Topic: Do you want Player Corps (Guilds) Patches and if so...  (Read 3120 times)
Hamilton
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« on: October 23, 2009, 08:34:26 PM »

With the creating of the avatars, I'm looking at various ways of how to incorporate patches/decals onto clothes and body armor.  And rather than post a Poll, I rather see if there are agreements or of some other way to present them.

Right now I have three ways to provide how Player Corps/Outfits/Guilds will be shown.  (I guess the title is misleading, since these will be in, just a mater of how)
1 - Shown on the side of the Right Shoulder.  This is realistic with military units, but it will be small and so players will need to be close to see them.
2 - On the back of a Fieldcoat (Overcoat/Trenchcoats/Dusters), similar to Biker Gangs.  Will be easy to see, but only available to fieldcoats, since fieldcoats can be worn over body armor.
3 - Both, depending if wearing fieldcoat, uniform or body armor.


So why ask?  Well number 3 seems like a good choice, but that involves adding in more sub-meshes, which affects performance on the client.  So really the choice is between 1 or 2 or of some other way to be brought up.  But if you want number 3, then number 3 it would be.
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Hamilton
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Koliup
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« Reply #1 on: October 23, 2009, 10:46:27 PM »

Conglomerate of 1/2; the person has the insignia of the corp/outfit/guild on the back/front of their uniform, so a) no need for coat.
b) It shows up.
Just my thoughts, but if I was limited to the choices, I'd go with three.
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Kellzz
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« Reply #2 on: October 24, 2009, 04:31:11 AM »

Since shoulder patches are going to be too small to matter much, i would go with a larger patch elsewhere.


And as far as what kind of patches would be available, give a default batch of 15 or so, then include an editor. Something like those pixel editors you find in most console games.
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Mazzdreg
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« Reply #3 on: October 25, 2009, 07:07:18 AM »

Well it depends on how often the charcter is viewed outside of the mech and realisticly, how often is that going to happen?  With the base drive of this game being mech driven, it would appear that 75%+ of the time most players will be in a mech while they are online.  So why not put the patchs/insignias on the mech itself using the system kellzz mentioned?

Now if there is enough game content for people to be outside the mech for long periods of time AND there are enough people participating "on the ground" then that is an entirely differnet issue.

Now the baseline from my P.O.V., if it affects game performance in either instance, then I really don't care for it.  Maybe its not there unless a "right-click, inspect" type of application or a setting "display unit insignia on/off".  Again this only applies "IF" it affects gameplay adversely.
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Hamilton
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« Reply #4 on: October 26, 2009, 10:57:18 AM »

Indeed Mechs and vehicles will have the decals applied, as those were thought of first (ie: "Bomber Girl Pinups").  The Conquistador (Genoma Mech in the character generation screen) has three decal locations:
- Faction: (Located on the torso, this one is the Subdued Faction Scheme)
- Outfit: (Located on the left knee as the white fancy Genoman Faction icon)
- Rank: (Located on the right knee as the "MK 1")

Note, each may Mech have differently locations due to designs.
The Rank is more of an optional item if players want to advertise the rank or combat record (Kills or Icon for Mech Ace, etc).


Avatars I was planning to keep to Faction and Outfit decals/patches, not certain on the Rank, though maybe could test it as part of a sleeve.

Having an in-game image editor would be nefty, but not possible as of this time with the MV Platform.  There are limitations, but there could be one work-a-round using the in-game web browser. 
Essentially to create an image would be done going to a website (thus can be done out of the game), which we can host (so an internal sub-website).  The image is saved and goes into a queue for review.  When accepted, the image file goes into the asset repository (along with updating the material files) for the next asset rebuild.  Due to a need to review and rebuild the asset manifest, there will be a time delay (based mostly on the review time and queue).
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Hamilton
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Beovvulf
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« Reply #5 on: October 28, 2009, 07:27:40 AM »

This may not be the most popular suggestion but here goes.  Since we are talking about performance issues for the game play and inherent limitations due to the MV platform why not eliminate this as a graphic.

I know that people like to exhibit information about their avatar and this "could" even be useful information.  However, if you are running with Corp. membership you are already going to know who is in charge and who is in subsequent command roles.  Also, I have seen the aspect of mech coloring and camo being a much more desirable aspect to showing off a mech.

Could this actually be a text line like the name that can be turned off and on by the player?  This would result in the player choosing to have reduced performance if they want the information displayed and I for one would probably never turn it on or do so only long enough to see what I needed to know and then turn it off again.

If I have only the option of those given I would opt for number 1.  To my thinking it would be more realistic.
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Mazzdreg
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« Reply #6 on: October 28, 2009, 09:40:02 AM »

Since I brought up the performance issue, I wish to make sure there are no misunderstandings.

"I" do not know that this will create a performance issue, it is merely something I raised so it can have an eye kept on it.
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khil1
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« Reply #7 on: November 11, 2009, 11:51:44 PM »

I would like three but I agree that the shoulder patch will be very hard to see, or at least I would think so. I do think that Beovvulf is onto something with being able to turn it on or off but that sounds like it would really use more power. With the computer having to keep track of both the coat and the patch and if it is on or not.
If I had to chose, I would pick 2 but with coats that didn't have the patch as well.
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Hamilton
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« Reply #8 on: November 20, 2009, 02:11:31 PM »

Actually, there is now a design change.  Submeshes will no longer be used for decals, but rather adding in a texture layer for clothing meshes.

The way skin, clothes, armor will work will be by allowing players to change the colors (up to two layers for colorizing) and one layer for decals.  The placement of the decals will be preset (shoulders, chest front and offsets, back and thighs).
Performance should not pose a problem for this.


Mechs and vehicles are going to require more work due to them not having standardized meshes, locations and placements.


So yeah... if someone wants to be in all pink, neon green or blood red, they will be able to do it.  Whatever colors are on the color wheel.
Styling color schemes (different camouflage patterns) will require texture files to be designed outside of the system.
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Hamilton
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Agamemnon
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« Reply #9 on: December 02, 2009, 09:37:22 PM »

Hamilton has already called Muave and Teal though guys so sorry that's out...    Shocked  Grin
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DeanoRune
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« Reply #10 on: December 20, 2009, 03:41:03 AM »

Quote from: Hamilton link=topic=883. msg8369#msg8369 date=1258751491
Actually, there is now a design change.   Submeshes will no longer be used for decals, but rather adding in a texture layer for clothing meshes.

The way skin, clothes, armor will work will be by allowing players to change the colors (up to two layers for colorizing) and one layer for decals.   The placement of the decals will be preset (shoulders, chest front and offsets, back and thighs).
Performance should not pose a problem for this.


Mechs and vehicles are going to require more work due to them not having standardized meshes, locations and placements.

I was thinking about a cuff design around the badge decal to show color or a pattern for the guilds ie: scottish kilt pattern around the badge.  But i do like the uniform color ability.


So yeah. . .  if someone wants to be in all pink, neon green or blood red, they will be able to do it.   Whatever colors are on the color wheel.
Styling color schemes (different camouflage patterns) will require texture files to be designed outside of the system.
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Deathseer
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« Reply #11 on: December 20, 2009, 08:30:35 AM »

Hamilton has already called Muave and Teal though guys so sorry that's out...    Shocked  Grin

Does that mean Puce is still open?

And i pick option # C
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teufelich
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« Reply #12 on: December 20, 2009, 08:40:31 AM »

Hamilton has already called Muave and Teal though guys so sorry that's out...    Shocked  Grin

heard one of the devs reserved bright pink and lime green for their own... was that you Ag?
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Agamemnon
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« Reply #13 on: December 22, 2009, 02:37:24 PM »

No i'm sure that's a Genoman color scheme...   Grin   So musta been Ed (Shadowstar)...

I'm more of the Maroon, Deep Red of the Red Baron type scheme...  Cheesy
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Deathseer
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« Reply #14 on: December 22, 2009, 03:56:13 PM »

There can be no denying that Chartreuse and Puce is the greatest color combination of all time.   Cool
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