Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Jun 11, 2015 7:25 pm Post subject:
Frontline Chaos - June 2015 Update
As promised in last updates, I had some things that were almost ready for showcase. Today I present to you two Revenant structures.
The structures we will discuss today are the Revenant version of the good ol' War Factory, and the secondary eco structure. First the War Factory, or as it is known for the Revenant, the Weapons Assembly Depot (WAD for short).
The Weapons Assembly Depot is as said the place where you produce all your vehicles. While initially having a design like all War Factories have (big large factory looking... factory), it was redesigned into a large semi-open garage design, which fits the Revenant theme more.
The Chem Plant is Revenant's secondary eco structure. Like all secondary eco structures in Frontline Chaos (a whopping two), they will have a build limit of one, but besides providing income they also have an additional effect. In case of the Chem Plant, it gives a permanent 25% income boost for Harvesters.
The Weapons Assembly Depot is the primary way Revenant commanders acquire vehicles on the battlefield. Comparable with a large open garage or assembly warehouse, it is crewed by engineers and mechanics which assemble any vehicle needed for the war effort. While not as advanced as its Legion or M-Tec counterparts, its experienced crew combined with an arsenal of tools are almost as efficient as a fully robotic assembly line.
As the Revenant Litenium processing technology was based on stolen tech from M-Tec, it contains some flaws and impurities. To solve this problem, Revenant scientists came up with a complex process of chemicals to purify and refine harvested Litenium even better. As this process was too expensive to install in all Refineries, it was decided it would be focussed into a single structure, the Chem Plant.
A Chem Plant slowly generates income by continuously processing Litenium, and permanently boosts the income from harvested Litenium by 25%. The downside is that the chemical refinement process uses various corrosive agents that will contaminate the surrounding area upon destruction of a Chem Plant. Due to the technologies involved, only 1 Chem Plant is allowed per commander.
And with that, this update is concluded. It's a rather short update, text wise, but I may sneak in another update before this month's end if I can find the time. Dutchygamer signing off. QUICK_EDIT
The half of a door & floor barriers are an odd combination IMO, at first I thought it was an interestingly designed wall.
I get the feeling you started with the floor barriers (which are a nice unique idea) but then realised you could see to much into the building so you put the half door there to hide the interior?
Only having half a door tho is rather redundant & looks very odd IMO. I'd suggest making the door E shaped & fitting it around the floor barriers etc. _________________
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Jun 15, 2015 6:15 pm Post subject:
Mig Eater wrote:
The half of a door & floor barriers are an odd combination IMO, at first I thought it was an interestingly designed wall.
I get the feeling you started with the floor barriers (which are a nice unique idea) but then realised you could see to much into the building so you put the half door there to hide the interior?
Only having half a door tho is rather redundant & looks very odd IMO. I'd suggest making the door E shaped & fitting it around the floor barriers etc.
I have to admit that I indeed faced that problem you described, and then used some more inspiration of my examples. However, the top part is not a door as in a metal door. I think the following (crappy) image will give you an idea what it is:
It are two curtains / cloaks that slide aside when the 'door' is opening. I know a curtain hardly provides any protection, and any shell fired from the front can ruin the entire building in a single shot, but in this case I considered looks > realism. Besides, everyone's War Factory has a metal door. I wanted to go for something... different QUICK_EDIT
Hm, what if you put more details / concrete / dirt in front of the door? I can see the exit has some dirt already, but with more it may be easier to identify where the door is. _________________
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Jun 15, 2015 8:21 pm Post subject:
I could place some more random crap (barrels, crates) at the back so its clear no vehicles will exit from there. Maybe it's just the render that make it hard to see which side is the exit, I dunno. Then again, I made the design so for me it's instant recognizable which side is which QUICK_EDIT
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