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Tzacol Concepts

 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 1:19 am 
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Splash wins the conversation. ;D

EXACTLY

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 3:34 am 
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yeah these guys wont have tanks in any traditional sense.

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 11:19 am 
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Walkers would be nice. No vehicles whatsoever. Everything has legs :D

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 2:06 pm 
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No ground contact be it tracks or legs o wheels, and propulsion exclusively via teleporting seems like the most attractive and exotic concepts thus far. I do not think that this should be restricted to boss units. It should apply to most if not all units, apart from perhaps enslaved ones or lowly drones. All toads must float! And no frogs, if they can be avoided. Toads are the way forward. I am thinking a combination of Hutt, Vogon and that fat mechanoid race from 5th element. Aztec or whatever influences should be subtle I think.

Also, why would an immensely omnipotent toad differentiate between skimmers and flyers? Perhaps they could have vehicles that can switch between these modes as they see fit?

Will be interesting to see where this all lands.

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 2:22 pm 
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Transformers!

Or many vehicles that can connect to eachother to form bigger vehicles. Like 5 Tranformers combined make one huge robot ...

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 2:27 pm 
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splash wrote:
Temporal Constructs, Zero-Point Assault Modules, Mobile Sub-Space Arrays.

There's some ideas for not-tanks.

Works for me !!!!! :spin To use over used phrases, "Thinking out of the box. " ... "It's a Win - Win ! " :whistle

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 3:08 pm 
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deacon wrote:
yeah these guys wont have tanks in any traditional sense.


Hm,

Tanks serve spesific battlefield roles. One would need to figure out how the Tzacol fill these roles without tanks. And is there any benefits to be had from not having any Tanks?


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 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 4:48 pm 
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When you can open wormholes and suck / teleport / tunnel the enemy tanks position into another part of the universe, such as an event horizon, you don't need tanks in order to counter them

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Last edited by jimmyzimms on Thu May 15, 2014 5:16 pm, edited 1 time in total.

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 5:02 pm 
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Hi!

A lot of this sounds interesting, but how will it translate to the 3d render?

At the end of the day practicality and the limitations of the medium will dictate the forms of the models.

Primarch

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 8:44 pm 
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primarch wrote:
Hi!

A lot of this sounds interesting, but how will it translate to the 3d render?

At the end of the day practicality and the limitations of the medium will dictate the forms of the models.

Primarch


Are you thinking about any specific links between having no tanks and teleporting and 3D render limitations?

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 10:11 pm 
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Nitpick wrote:
primarch wrote:
Hi!

A lot of this sounds interesting, but how will it translate to the 3d render?

At the end of the day practicality and the limitations of the medium will dictate the forms of the models.

Primarch


Are you thinking about any specific links between having no tanks and teleporting and 3D render limitations?


Hi!

At this point, while I share that the line should be "distinct" or perhaps even "unique". At the end of the day, its for using in a game. It's easy to say an army won't have "this or that", but for game purposes mostly everything can be divided into: infantry, vehicles and fliers.

What form these take is of course the purpose of this thread.

From what I have read on Deacon's threads when making his models, on occasions he needs to point out what is possible or even what angle a certain piece needs to be in order to be made a mold and casting them.

The more bizarre the form, the more difficult it may be to achieve because there are certain limitations not so much in drawing it in 3d, but translating it to a viable print.

Some of the ideas expressed here may involve very cool and non-standard shapes, if doable that would be great, but Deacon will determine is they are feasible.

Spherical or elliptical things can be troublesome at times since he has to "hollow them out" on the 3d render to make them viable to cast (reduce material use), plus including "supports" so they can be printed.

Remember the master model is a 3d render, but then it is used to make molds for casting. So making the printed 3d model is a crucial step, one with limitations based on the printing method.

I spent a fair amount of time researching 3d printers and you learn quite a bit on what can be achieved. While it is impressive we must keep in mind that just because you can render it in 3d, doesn't mean its actually viable to translate into a print.

I just don't want anyone disappointed with potential compromises to be made if and when those limitations manifest.

Of course, Deacon may just wave his magic "awesome wand" and make any limitations trivial. :)

Primarch

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 Post subject: Re: Tzacol Concepts
PostPosted: Thu May 15, 2014 10:30 pm 
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Agreed. I just did not see that much of a specific discussion about shapes yet. Rather more about fluff.

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 Post subject: Re: Tzacol Concepts
PostPosted: Mon May 19, 2014 9:44 am 
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It might be interesting to know if they have space cruisers and how they teleport down to planet surfaces from there. Do they still need transport vessels? Or do they beam everything straight down? ...

In Red Alert 2 they have these teleporting troopers called Chrono Legioneers. When they teleport, they have to recharge their teleportsuit and their weapons.

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 Post subject: Re: Tzacol Concepts
PostPosted: Mon May 19, 2014 2:36 pm 
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You know, I started writing all my ideas down to organize them, and then found I'd dropped out of the thread while it went on without me. ;)

I think Splash has it. There are lots of 6mm lines out there, and they all draw from roughly similar lines. Having something that's completely out there really drives the point home that these guys are different.

When you radically change your tech base, then you end up with a radically different war inventory. While the general combat missions of taking and holding terrain, providing fire support, quickly exploiting vulnerabilities, etc are universal, there's no need for vehicles or flyers in particular to fulfill them.

In Heinlein's Starship Troopers, for example, Johnny Rico laughs at tanks as "silly". And in his military environment, he's right. A cap trooper has a ton of firepower-- more than enough to eliminate a tank. His defense against such heavy weapons is his small size and mobility. Meanwhile, the tank isn't mobile enough to avoid the trooper (or out-maneuver or even pursue him), and the armor won't cut it against pocket nukes. Its weapons, while better than the infantry suit's, aren't THAT much better and have trouble tracking something that small and maneuverable. So in that combat epoch, tanks are obsolete; you use air/space power and heavy infantry to fight battles. Similarly, Frogulans needn't be mobile infantry, but their advanced tech means that we CAN offer some weird and unique unit concepts.


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 Post subject: Re: Tzacol Concepts
PostPosted: Mon May 19, 2014 2:53 pm 
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A few things I'd like to throw out -

Would a super-advanced race go out on the battle field and slog it out in person? Hell no - we don't even do that today when we can help it. But what fun is there in having an army controlled by space frogs, but you actually never see any space frogs?

My point is, in a future where you have star ships and orbital lasers and the like, planetary assaults on foot would never happen, so we may have to let the rule of cool override what might be the most realistic scenario when it comes to how these guys might fight a war.

Long and short - while these guys may be ultra-advanced and powerful, we need to hold them in check to make a battlefield presence viable - have it make sense. The fluff needs to give us a reason as to why these guys would fight in person.

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