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Frontline Chaos - June 2015 Update
Moderators: Dutchygamer
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jun 11, 2015 7:25 pm    Post subject:  Frontline Chaos - June 2015 Update Reply with quote  Mark this post and the followings unread

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.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sun Jun 14, 2015 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good work on the weapon assembly depot!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 14, 2015 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

My only criticism is that the door/exit of the WAD isn't that clear. Other then that great work as usual.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jun 14, 2015 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
My only criticism is that the door/exit of the WAD isn't that clear. Other then that great work as usual.

Not clear? Can you clarify?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jun 15, 2015 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jun 15, 2015 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Smile

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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Mon Jun 15, 2015 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jun 15, 2015 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 #Tongue

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 16, 2015 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe make the curtains an olive green so they look like a tent tarp etc, atm it looks like a solid metal door.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jun 17, 2015 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Something like this?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jun 18, 2015 6:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Much better Smile So what are you working on next?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jun 18, 2015 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Done some more vehicles, currently deciding on what to do next. I got various plans for stuff. However, I might post another update soon Wink

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