For years now I've been working around a mod conversion of Freelancer to Gundam Era. Everything I could possibly imagine for this mod has- been thought of however getting the stages from thought to in game takes a feat that I cannot do alone.
The perks in this project is not for public domain yet. But I would like to have the following for the Gundam CrossOver Mod.
1-2 Modelers that can do hitboxing and Hard Point Editing texturing.
1 general programmer that can edit systems and manage equipment. And that can compile the Mod together and run systematic trouble shooting of the mod. Info cards ect ect.
1 Effects and graphics editor that can apply the needed effects to weapons, thrusters, engines, solars and others.
It's alot of work for this mod so I would be happy to see some help.
What Era of Gundam are we doing? UC0079-UC0190 and so on.
I intend it to be a RPing server based from the original story but loose enough that others can contribute to the story line.
If you have only seen Seed, 00, Wing Gundam then I suggest you read up on the Universal Century Gundam. Much larger stories.
But I promise you if everything goes according to plan anyone will enjoy this mod without knowing the original story.
So if you can help you can post here or pm on the forums or contact me via Skype: zigerisgarmen.
I am not content on focusing on Alternate Era Gundam's but once UC is finished I wouldn't mind working Wing - because its the first Gundam I watched and I did enjoy it.
CrossBone Gundam takes place in UC0123-133 if i'm not mistaken and would be included in the mod.
But I'm sorry Hunter but the first installment you'll getting Zaku's and Gm's;)Live with it.
Gundam's are going to be a very whiny sticking point but once I explain how the customizing of mobile suits within games Gundam's will be subject to scarcity.
So if you want the Q_Q of Zeon (RX-78) then you'll have to be pretty nice to me and very helpful;).
Also keep in mind that Original MSG covered a small portion of the war - sure key points, but there is plenty of story to cover in the One Year War onwards to rest of the series.
I'll give the rough estimates of what the first installment will have regarding new models and such.
UC0079 - UC0080 has between them over 70 Mobile Suits, which are mechanized armors that are control with an internal cockpit. Over the shows expanding on these years you see about 30 different military and civilian non-combat crafts and about 20 military combat crafts (Battleships, fighters ect ect). While the artwork is easy to reproduce I am looking for a healthy range of civilian crafts not shown in any Gundam shows or books. Also colonies and other bases are counted to be in hundreds (colonies) and few massively big asteroid bases. This will leave the bases for the next 8 installments of this mod.
That is a total of 170 models that needs to create the first installment and 130 of those models will be the base for the next installments. Thus after the first installment no more newer models would be require save new Mobile Suits and Military Crafts.
Fully Customizing Mobile suits is another treat I hope to install even in the first installment of this mod. Everything from the internal systems to the color of the Mobile Suits. Mostly the colors of Red, White, Blue, Green, Silver, Gold, Brown, Tan, Purple, and various special schemes. Not only can you customize the color and internal components but also allowed to mix and match various mobile suit parts to create a hybrid mobile suited for your special abilities and well likings. The way the hard points are going to be situated will grant universal attachments for most of the generic Mobile Suits.
I am also looking to explore NPC deployments for Cap ships. Like a missile being fired so will NPC mobile suits will be deployed and attack your targets. This is going to be the same system for the Pyco Frame, Funnels, combat system which in the story is a weapon control by brain waves of the pilot in control. This would highly increase depth into game play.
Fully Animated Mobile Suits. Everyone asks me the same questions will the legs move? Yes, I will confidently say that it is possible to simulate systematic movements of the legs and arms. It's not really that difficult though there will be no real function other than to visually stimulate the impressions of a animated machine. This is achieved that the a mobile suit's actual main component is the torsel and the hard points for the head, both arms, both legs, and flight pack are separate and have their own settings.
How will I start the RP server? I will have all new char's be placed in a neutral colony where you can find bribes for either side of the war civilian and military. You will not have a vehicle just yet. (Also I will have human size models as the starting player ships. Every time you discard your mobile suit or ship you'll be defaulted to a human model based on your choice of male or female) You'll have to get hired for a job or recruited into a military either Federation or Zeon. From there you'll get a selection of missions to perform and you may or may not get a Mobile suit right away pending on who you join (Civilian Jobs will not have mobile suits but would be trading goods ect ect). Once you complete the mission you'll be given access to leave the colony to pursuit ventures else where. You can continue to fight in the military or you can do something on your own.
I will talk more about Cap ships and how player docking will be worked. But I gotta go to my Spanish test....be right back....
I want this RP server to be really heavily relying on cooperative play. No different for capital class ships.
Capital ships are in the ranks of the following: UC0079-80
(Zeon) Mobile Suit Carriers:
(Federation/Zeon) Battleships:
(Federation/Zeon) Heavy Cruisers:
(Federation/Zeon) Light Cruisers:
In order to obtain a Cap vessel you'll have to work really hard at it. Easiest way is through the ranks through Factions permitted to have them. If you're going to obtain a cap ship without being in a faction I will merit good stories for how they're obtained. But in Gundam CrossOver Cap ships are not the beast machines you'd want to really be in. Mobile Suits are what wins battles. But the perks of a Capital fleet is that your entire group can be docked on your vessel while you fly to where ever. Also you can fill the spots where players would take with NPC's that you can lunch to take out the enemy. Their like missiles that take up space and you can have a certain number. And if they're not destroyed you can recall them for further battles later on.
Cap ships importance is support and movement for Mobile Suits.
Civilians Obtaining Military Grade Mobile Suits? POSSIBLE!? Yep there is no OORP setup's as the ability to obtain key components of mobile suits to get them to operation. Major ways to collect the essential components is to be a scavenger near battlefields. Many of the lesser components can be obtain this way such as weapons, arms, legs, torsels, head components and some inner equipments. However the heavier and more important equipment such as the power plants must be bought. There is few places in the Mod where power plants are produced these bases and colonies will be under strict control. BUT there are ample ways to smuggle the equipment out. Or make deals with companies that are less than transparent , black marketed.
Hook Commands:
Mobile Suit:
/setAccess Code <code> : You can embark and disembark any ship, mobile suit wherever. But to keep your ships from being stolen or moved without your consent there is a access code enable to secure access to who can embark on your vessels. You must be embarked on the vessel to setup the access code. IF you don't have a access code setup it is possible to have it stolen. Default codes are 0000 or 1111 or 2222 the challenge if you wanna steal anything is to figure out which before being caught.
/embark #t <code> : This is how you are able to dock and take control of Ships, Mobile Suits and other controllable objects. You must have the proper codes to be able to assume control. It is not possible to override someone's control access. That is to say that if someone is active on the controllable object you cannot take it from them.
/disembark <Keep or Store> : There is two ways to disembark from a ship or Mobile suit. Keep, allows you to keep the object logged in the server while Store will save it in location and it will log off the server in a way. Keep in mind it will remain in server for 30 seconds. So if it is destroyed it will be ported back to it's last docking point, destroyed.
/disembark < self destruct > : This is to used when your mobile suit or ship is too damaged or risks being destroyed and components being lootable to the enemy. This will set you to the default human object and destroy the ship or mobile suit. Doing this would be wise should you be piloting prototypes or near a place where someone can pick you up.
/setweapons <1-9>: (While docked) Will save load outs as presently selected. Example: Beam Rifle as primary and Beam pistol as secondary. Sets 1 and 2
/switchweapons 1-9 or /sww 1-9 : Allows you to switch/ mount load outs without having to dock. In space you want to switch from the Beam Rifle (destroyed or some reason) to the beam pistol so you'll type or macro /switchweapons 2 or /sww 2 and thus the beam rifle will unmounted and beam pistol will take it's place.
/attach #t : This will attach you to any player controllable object without being docked, there are Hard points designated for this sole command. The player objects will be attached and will move on the host's position. There is a difference between hard points of what can host and what are only clients. They will have a special light to signal where the attach points are. This is used for transporting more than what can be docked. Or used for personal transports. This is too a civilian command for taxi's or military personal transport ships. Many can use this to sneak behind enemy lines and spy. This also can be used like this:
Colony 23 side 3 Zeon Zone:
Cap ship: Zeon Musai light Cruiser
Owner of the Cap: Attaches Cap ship on the colony's attach point 3 and disembarks. And attaches to the civilian shuttle and waits for player one to head into the colony.
Player 1: attaches his mobile suit on attach point 1 (of the Musai) and disembarks and embarks on civilian shuttle attached to attach point 6. Then flies off to the colony to meet his friends for drinks and such (RPing and falala).
Player 2: Attaches his mobile suit on attach point 2 (of the Musai) and disembarks and attaches on the Civilian shuttle attached to point 2. Then awaits to enter the colony.
Player 3: de-attaches his mobile suit from point 4 (of the Musai) and patrols the dock for enemies.
-- few mins later --
Player 4: Federation Mobile Suit Spec Ops with Bazooka: Zips around the Colony defenses and fires a couple of shots at the attached Musai taking out the gun turrets and others.
Player 3: Encounters the enemy and exchanges shots.
Owner of the cap, Player 1, 2 : Gets out of the bar...Quickly returns to the civilian shuttle and returns to the Musai. Upon the Cap owner embarks finds the weapons out of action thus de- attaches from the Colony and flies out of the docking bay. While players 1 and 2 embarks their mobile suits and de-attaches from the Musai
to attack the enemy!
Player 5: Federation Cap owner with 3 other mobile suits attached. Everyone lunches.
-- Battle ensues with the Zeon having to retreat behind the colony's defenses due to the damage received from the initial attack. Federation Spec Ops finally lets off attack once supplies run out and returns to the main fleet --
There is numerous of ways to use this so it is a big focus of mine to get it implemented into the Mod.
I'll finish more thoughts after I return.
But let me know if anyone here finds this intriguing or interesting. And I would love for some help on this project.