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#1 Vengence

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Posted 24 May 2007 - 22:26

I guess it is time to reveal the name and story of my mod. The story section of the individual sides are fairly long since they in detail describe their history. Read only the prologue to get a general idea. IF you desire more read the Faction List for the history of each side and their motives.

Silent Dawn IV: The Dark Return

Episode 4 of 5. If your wondering why episode 4? Well Star Wars did it so why not? And for the fact that 4 is the best suited for CNC3.

Prologue (Short version)

A single man climbed out of a crumbled bunker to ascertain the situation above, only to witness hundreds of thousands of dead lying under the silent dawn. Hence the name Silent Dawn was born. An informal name for a horrific war with no equal.

It all started in 2188, the end of Earth. Two Million personnel of a private army/security force/corporate peacekeepers abandoned Earth only hours before the nukes landed. They traveled 60 lightyears away, 10 lightyears past the star Capella and landed on their new world from which will be known forever as planet Homeworld. The new home for a new age, a new order, and a new empire. The Homeworlders dedicated themselves to never repeating the mistakes of the past and will enforce this forcefully if necessary. 5 centuries have passed and the Homeworlders have developed greatly...(see Homeworlder section below)
That is when the peace ends. In 2668 the Terrans of Earth have come to seek a sour revenge on the Homeworlders. In their religious zeal, they declared the Homeworlders heretics for abandoning Earth and firing the nukes and sought to either kill or enslave them. They called themselves the Templar... (see Templar section below) A great war soon enthralled the entire planet. Any who were left behind were killed, any who fought were overrun, anyone caught in the middle were slaughtered. The enemy left none alive wherever possible. This war marked the first Silent Dawn.

The Homeworlders won, but at a great cost. In their vengeance sought retribution. They swore to kill the Templar for what they have done and to sweep Earth for any of them and tear them apart. They struck back at Earth with unmatchable hatred and fury, striking wherever the Templar dwelt. This invasion marked the beginning of the longest Silent Dawn to date. The Homeworlders drove the Templar off Earth, however they escaped with almost a billion followers. They would continue to attack the Homeworlders for the next 2 centuries.

In 2875, the attacks stopped. For the next 20 years the Homeworlders prepared themselves for the inevitable return of their enemy. They constructed massive 6km long heavy cruisers armed with giant mass drivers, they constructed tremendous orbital defense cannons, they built up a massive army of man, machines, and mechs. They were ready for the end. This time, it all ends for good.

End Prologue



Faction List

Homeworlders:
The descendants of the security/private army HSF and the single largest unified nation in known history. Before they colonized Homeworld they were a large private army that took control of many major corporations and grew largely. As many as 2 million joined the ranks of the HSF to benefit and learn from them. They sought to maintain the peace on Earth by almost any means necessary, to the chagrin of the many religious states. The HSF were largely anti-religious in that they urged that religion have no part of government at all and that all state decisions be made without religious meaning or cause. They were also greatly opposed to the idea of 'Holy War' and sought to eliminate this notion... and partially succeeded after their invasion of many holy cities. They forced changes in holy text to remove any notion of Holy War and in turn angered many to commit Holy War against them. This private army could not be disbanded because they aren't controlled by any government, and they couldn't be controlled by the UN... until the UN eventually began to fund the HSF in return for command and control. The HSF had tremendous resources and a gigantic R&D division. These great resources have produced some of Earth's most advanced technology for this army and the UN wanted it secretly. However this would not come to pass. In 2187 a secret terrorist cell stole several nuclear weapons and ICBMs. The HSF rushed to find them and stop a nuclear disaster but they couldn't be found. They were somewhat familiar with this group and knows that this attack will be blamed on an innocent nation... Seeing the end drawing near they started an emergency evacuation program and had their 2 million members flee Earth before the coming disaster of nuclear war. Hoping this war will be small they stayed relatively close. They soon realized that this was worse than ever thought. They listened and learned that the blame for the attack was put on the New Arabic States, founded 2085. 2 Superpowers retaliated by firing hundreds of nuclear weapons, and dozens of smaller nations replied with hundreds of their own. Rather than see the end the Homeworlders left... 10 lightyears past Capella on a newly discovered star and planets 60 lightyears away from Earth... They dedicated themselves to never repeating the mistakes of Earth and to construct an empire that will know no similar on Earth. An Empire that will truly last for thousands of years. An Empire... that will rule with a benevolent hand, and lead with a titanium fist, and enforce with a bloody sword.

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Templar: The Templar's past is a bit of a mystery since the Homeworlders never bothered to recover their archives when they burned entire Templar cities to the ground during the second Silent Dawn war. They do know a basic history that is really all they care to know. They know that the Templar started as a radical religious group that rose up after the nuclear war to rebuild at first. However as time passed they grew more and more aware of what really happened. They did know that there was a nuclear war, but they never knew about the HSF's escape. They did indeed grow angry because of the fact that no one other than HSF personnel escaped at first, however their searching eventually led them to believe that they were the cause of the Earth's suffering. Their very existence caused a chain of events that led to the nukes being launched. In their religious fury they built an army to invade the Homeworlders and to make them suffer for their doings. It took them centuries, but they eventually did it. They made their army, they discovered subspace, they were ready. They launched a ferocious attack with merciless intentions and killed thousands in the first day alone. The Homeworlders were slow to respond and the Templar took advantage of this and continued their attack. The Homeworlders eventually counter attacked with what they could muster, and soon enough develop. The superior technology of the Homeworlders eventually won out and the 4 million strong strike force sent by the Templar was defeated, half of which escaped. Slightly demoralized, the Templar held strong and began building up another stonger, more advanced, and larger attack force. This never came to be. The Homeworlders, in their rage, returned to Earth and began a ferocious and bloody campaign to obliterate the Templar. The Homeworlders drew their bloody sword deep into the heart of the Templar. In the end the Templar deemed Earth doomed and evacuated as many followers as they could. The Templar made a hasty retreat, loosing many but escaped Earth with 1 billion followers. They escaped to an unknown location and grieved for their failure... their god's failure to bring them victory. Now, more than ever, their hatred burned with a strength not even a giant blue star can match. They tossed away their religion and swore to eliminate the Homeworlders for what they have done. The Homeworlders took their homes, their families, their planet, and now their religion away from them. They began a war of genocide and would fight the Homeworlders for the next 2 centuries. In 2875 they recalled all attacks and return home. They knew that no matter how much they tried they could not budge the Homeworlders. They dedicated all of their resources to developing better technology, strategies, numbers, weapons, and knowledge. They have scheduled their next plan of attack... July 18, 2895.... and their first target was not the Homeworlders...

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Katarates: The Katarates are colonists from planet Homeworld who colonized a planet roughly 8 lightyears away. They named this planet after the captain that first brought them there after a tough journey. Her name was Katherine, and from then forward their new world would be known as Kataran. Kataran was first founded shortly after the first silent dawn began. When the invasion was learned by the colonists they halted all travels between Homeworld and themselves to prevent the Templar from discovering them. After the war they reestablished contact and continued their growth. Unlike planet Homeworld, they didn't need to completely build an infrastructure since the materials are coming from Homeworld. Although the Homeworlders prepped to invade Earth, the shipment of supplies still continued and they flourished. Planet Kataran was colonized because of the planet's specials: The planet is EXTREMELY rich in resources. Not only that, the planet is surrounded by a fairly large rock and dust ring around the planet. This ring is so rich in resources that the net cost of diamonds was reduced by 85% given their abundance in the rings. It can only be speculated how this ring got there but it has proven to be a valuable asset. However the Katarates grew tired of the Homeworlder control. Although the Homeworlders were benevolent, they were not without flaws. Their strict rule of Kataran prompted a bloodless revolution that ended with their independence. War was avoided through a very good trade deal: Self Sustainment and free government in exchange for extremely large shipments of abundant resources at a very reasonable cost. About a century of freedom passed. It was about this time when a grand discovery led the Katarates to greatness. Free survivors of the nuclear war were found far away on a planet called Tharcadia. The Tharcadians escaped Earth AFTER the nuclear war and under the rule of the Templar. Now that another government was discovered, relations were made. In the 2740s the Tharcadians entered a terrible resource depression. They had the money, but no resources to maintain their civilization. The Tharcadians struck a deal with Kataran to trade resources for money. This worked for a while before Katarate resources increased in price. The Tharcadians blamed the Katarates for deliberately increasing the costs of the resources to take advantage of the ailing Tharcadians. The Tharcadians built up a large invasion force and began an occupation of Kataran. This began the Third Silent Dawn war, which was however quite possibly the most unusual one to ever happen. The Tharcadians had more time to develope as a civilization than the Katarates and are more advanced. They first saw no resistance... until they discovered the reason behind the price increases. Their forces were up against the Katarate's master creations: The Mech. The Katarates practically replaced their entire armies with large bipedal walkers armed with terrifying weaponry. Despite this unprecedented first use of mechs ever, the Tharcadians kept advancing until they couldn't do so anymore. The Tharcadians took the most territory but suffered the most losses. They lost a war of attrition and left defeated. However these events caused a great debate on who won. The Tharcadians took the most land but had the most losses. In the end the Katarates were the 'official' winners for surviving while the Tharcadians were the 'unofficial' winners for taking the most land. After this precedent the Homeworlders followed suit and developed mech technology. With Kataran secured as a superpower and a deal made with Tharcadia, the Katarates can now sleep soundly knowing their strength... But what of the Templar?

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Gameplay READ THE SUMMARIES BELOW THE FACTION TACTICS IF YOU DON"T WANT TO READ THE WHOLE TACTICAL DIGEST!!!

Silent Dawn 4 emphasizes the use of tactics according to the specific side to achieve balance and victory. This means that the balancing is only partly covered in unit stats, rather a large part in order to 'balance' the armies depends strongly on how you use them. For instance: If you try to rush with the Katarates you will loose. They take too long to build up and don't pack the speed and punch to do a successful rush. If you try to turtle with the Homeworlders you will loose because they lack the armor to defend a single position. That doesn't mean it is impossible to rush or turtle on the wrong side. You can do it but it will be harder and you will be at a disadvantage. Here is how it goes:


HOMEWORLDER: Doctrine of highly aggressive and brutal fast strikes.
The Homeworlders may be peaceful, but they are friggin aggressive in battle. They depend on speed and power to win. They will strike down a target before it can return fire, and then the Homeworlders will escape before reinforcements arrive. They rely heavily on tremendously strong and precise hit and run attacks as well as terrifying ambushes and surprise attacks, constantly depriving the enemy of their offensive strength. All this speed and power comes at the cost of terrible armor protection on all but the most dedicated assault units. The only heavily armored unit they have is the Darkstar mech which is a good addition to their forces. For one it suits their ambush strategy: A Darkstar is a huge and mean mech. To ignore such a thing is folly given their threat. A single Darkstar can level a battlefield and threaten a base. To ignore it and allow it to advance is a risky move. If engaged, fast and agile Whitestar mechs will speed in and quickly flank the enemy and destroy them in seconds. Same goes for base assaults. A Darkstar will attack from the front and draw the defenders toward them. Then the Whitestars jump into the base from the weak spots and wreak havoc wherever possible and leave fast. Aside from the armor disadvantage, the Homeworlders suffer a resource problem. Their equipment is very expensive. The typical Whitestar cannot win a direct fight against a Katarate Mustang and the Whitestar costs over 500 more credits. However this extra cost is generally worth the reward. Unlike in CNC3 where many units serve a specific purpose, the Homeworlders rely on Versatility. Now, to offset the tremendous price tag the Homeworlders need fewer units than necessary. Why? For one Whitestar mechs are Omnipotent. Able to fight anything. Meaning they need no dedicated AA unit or Anti armor unit. Same goes for most of their units. Even their basic tanks are equipped to handle as many things as possible. So what is keeping a player from spamming units? 1: Price. Even the basic units are pricey. Spamming them is risky business and given their weak armor you will most likely loose. 2: Usage. Although the Homeworlders are built to handle almost anything, their units are built for different roles and situations. Would you use Whitestars for a full frontal assault? NO! Thats what the Darkstars are for. Would you use a Bluestar for scouting? NO! They are built for precise strategic attacks. To rely on one unit to handle anything that comes your way is folly. Anything can handle anything but anything cannot handle any role.

SUMMARY: Basically the Homeworlders are built for Rushing. They can build their structures 25% faster but costs much more than the other sides. Also they have weaker armor. Along with this Rushing strategy, the Homeworlders prefer hit and run tactics, ambushes, and versatility.

Advantages:
Versatility
Fastest Units
Strongest Weapons
Fastest Buildup

Weaknesses:
Worst Armor
High Price


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TEMPLAR: Doctrine of numbers to defeat their opponents as well as the retention of firepower when loosing numbers.
The Templar fight using sheer numbers. Simple as that. They are good for both turtling and rushing and are DEFINITELY made for spamming. Their mechs are based around a basic template mech called the Knight. This humanoid mech is the basis of all of their walkers. So much so that you can basically create different variants just by giving them a different weapon and armor plating. This cannot be done ingame exactly however this comes into play when in battle. A basic Knight mech is built like any other and are modular in optionals and extensions. When in battle and several knights fall, you can order another knight mech to quickly go over to the fallen husk and grab a second machine gun to dual wield in battle. What does this mean? The Templar maintain their firepower even as their numbers dwindle. That is how they offset their weaker weapons and sometimes armor with longevity. In fact, if a Bishop knight variant is destroyed, fellow Knight mechs can rush over and remove the armor plating and attach it to themselves. A fully outfitted and salvaged Knight can be a daunting opponent. Having twice the firepower and armor of their regulars, and if this one dies it will drop ALL of these upgrades and OTHERS can come and claim them adding on to their longevity in battle. Outnumbering your opponent is recommended, hell SPAMMING the enemy with these units is utterly demanded! Refusal to do this will only lead to your loss in that you lack the required strength to defeat your enemies.

SUMMARY: Basically the Templar are a combination of a Turtler and a Rusher. They rush to build as many units as possible and turtle up to build up the large force. In order to balance these guys out with the rest, despite their low quality units, is by numbers and the retention of firepower over losses. The ability for friendly mechs to instantly salvage an additional machine gun to double firepower prolongs their strength even if they are dying like flies. Spam the enemy like crazy commander, the Templar are all for it!

Advantages:
Cheap Cheap Cheap
Can instantly double firepower in battle over losses
Cheap Cheap Cheap
Numbers
Cheap

Disadvantages:
Relatively low quality units
Having that many units may slow down your pc :likey: LOL
Needs LOTS of units to even be effective at all
Not Expensive at all :P


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KATARATES: Doctrine of defensive tactics and endurance combined with specialization of forces.
The Katarates fight defensively until the time comes for a large full scale attack. This defensive strategy stems from their lesser technology compared to the Homeworlders and their abundance of resources. The Katarates are master engineers. They have mastered the ways of the mech and have replaced most of their conventional forces with them. The only tank they have is the triple barreled devastator tank and it is suited for base assaults. The Katarate military is highly specialized, meaning they have a specific unit for a specific unit type. Their Mustang basic mech is built solely for the attack, wielding 2 massive CARMAGs and machine guns with high speed and awesome armor. If anything this is also their weakness. An enemy commander can target specific units the Katarate attack group and render their forces vulnerable to a specific attack. However, this specialization combined with their master engineering has made their unit and building construction efficient and cheaper than the Homeworlders. However it takes longer for them to construct buildings. Of all sides these should be the easiest to use given that they need very little assistance in the field of battle and don't often need to constantly activate special abilities or skills.

Summary: The Katarates are a well balanced specialized army with a role for any unit type whether it is anti armor or anti air. They start out defensively and turtle in and then create a large assault force and achieve victory. Their sheer endurance in battle can tip the scales in their favor..

Advantages:
Highest armor values
Good Speed
Specialized forces
Easy to use
Cheap building construction
Less pricey units than Homeworlders

Disadvantages:
Lacking Firepower
Specialized forces
Slow to get moving
Longer build times


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Edited by Vengence, 24 May 2007 - 22:24.

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#2 Soul

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Posted 25 May 2007 - 00:31

Nice, good to know.
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 Insomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.

#3 Vengence

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Posted 25 May 2007 - 02:20

So what do you think of the original fiction I made. If anything it is less generic than modern combat and certainly not as limited.
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#4 Shirou

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Posted 26 May 2007 - 16:04

Change the name 'Homeworlders'. Make it some general organisation of peace (Peace for the organistion themselves, that is, not the public :D) like the GDI in CnC3 or Ascension in Maelstrom etc. It is always an organisation. You also refer to them in your story as HSF, then use HSF.

If you really don't want an organisation, think of something better for homeworlders. It really doesn't sound right, imho. Homeworld Empire would be nice. Also give the factions themselves some deeper information about hwo they battle, why they use certain units. That is just additionally, though. As for example, the Homeworld Empire could resist using superweapons because of the possible cataclysmic war they could trigger, putting dilemma's in the game.

I do like the fiction put behind the Templars, and also the radically different battle approach of the factions, You'll have a hard time to balance though.

Edited by Shirou, 26 May 2007 - 16:05.

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#5 Vengence

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Posted 26 May 2007 - 17:24

Some changes, yes. However the Homies don't see themselves as an organization anymore but rather a republic empire. I called them Homeworlders because I can't decide what name to give them: Homeworld Republic or HSF. They are no longer called HSF since they aren't a security force but rather a unified nation. But now that you mention it, Homeworld Empire sounds very fitting :D . They are, after all, a multi dimensional side. They are good but bad, peaceful yet horrifically aggressive. Yeah I like your idea. I will post how they fight soon. I planned on including that in a unit list post. Stay tuned :D .
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#6 Vengence

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Posted 26 May 2007 - 19:26

OK here goes. I don't have every unit listed for several reasons. Mostly to keep them secret for now. As you said yourself, the balancing will indeed be hard and some of these units need to be further adjusted but here is what I have so far.

NOTE- A few months back I decided to do a complete redesign of each side's style, attributes, strengths, and weaknesses. Not only that I wanted to redesign EVERY unit I had, I wanted to remove any that didn't fit in. These removals reduced the unit list to less than half of what it used to be. I'm currently designing new and better vehicles to be added on.

UNIT LISTING

Homeworld Republic/Empire :D

As stated before the Homies fight highly aggressively and brutally through speed and power. A good comparison to regular CNC3 is that they are a combination of Nod's speed but no stealth and GDI's power but no armor. Homeworlder units are among the fastest and most powerful you can get your hands on. This faction is well hardened for rush tactics as I said before. The rusher player will have a blast as long as they don't stick around too long. This side also has the most versatile units out there. Meaning they don't need to combine loads of different units into an attack force rather they can use a group of similar units to perform a specific role. For instance: Whitestar mechs are fully omni potent and don't need help from other units. You can group 3 or 4 of these and perform hit and run attacks against the enemy and defeat any opposing unit with equal effectiveness. However their units are divided on ROLES, not equipment. A scout unit may be omni potent but is not suited for base assaults ect.

Faction Specific Bonus: The Homeworlders are built to be rushers and favor the rush strategy. They can build up fast and construct units fast at the cost of greater resources:
Base Build Times reduced by 25% -Penalty- Structure price increased by 20% in comparison
Unit Build Times reduced by 20% -Penalty- Unit price increased by 15% in comparison.

TANKS- (No tanks for this side has been modeled and are currently in concept stages)

Jackal Medium Tank: Unlike the Katarates, the Empire hasn't let go of their conventional weaponry in favor of mechs yet. The Jackal may be called a medium tank, however the term Overpowered Paper Thin Armor Tank is humorously often preferred. This tank, like many other Empire units, are omni potent. These tanks are armed with a standard railgun, missile rack, and a close range flame thrower. This basic weakly armored tank can handle any situation you can throw at it and can, in numbers, deflect the attack. The most unusual addition to this already weakly armored tank is the option to eject the armor plating. As suicidal as it may sound, ejecting the armor will almost double or even triple the max velocity of the unit. This can either allow for quick escapes or hit and run tactics. (Note: This ability might not be possible). This unit's role is a basic hit and run unit however is still suited for base assaults when in decent numbers. Great for early game rushes.
Concept Art #1 (THIS DESIGN WAS MADE BEFORE THE ADDITION OF THE OTHER WEAPONS!!!)
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STATS: (tank relative)
Armor- **
Firepower- ***
Speed- ****
Cost- 1000

Jaguar Assault Cannon: A strange vehicle that has even less armor than the Jackal however possesses nearly twice the speed and four times the firepower. Armed with 4 railguns, this weakly armored tank can rip through armor faster and farther than their contemporaries. By time enemy units get close they would be struggling to catch up to the fleeing tank and are heavily damaged. As good as this unit is, the equipment is fairly pricey... not to mention the armor is absolute crap. And to the chagrin of many commanders... the Assault Cannon only mounts a small machine gun to deal with infantry. Spamming this unit is impossible because of the terrible armor, high price, and vulnerability to air units. This unit's role is to weaken the enemy before an assault.

STATS: (tank relative)
Armor- *
Firepower- ****
Speed- *****
Cost- 1200

MECHS-

CI-40L-MAAW Redstar- The Redstar is the Empire's scout machine. Long ago the standard scout vehicle was eventually phased out due to the Redstar's superiority in almost all aspects. For one the Redstar was faster, stronger, tougher, and had a better sensory equipment. Being a mech it can traverse any terrain with equal ease and possesses mobility unmatched by any wheeled or treaded vehicle. Like the Jackal, the Redstar is Omni Potent. It is equipped with a railgun, heavy flamer, and a strong missile rack. Although it possessed greater armor than the recently phased out Scout, it still has less armor than its contemporaries. However the Redstar is currently the most powerful and versatile mech in the light class. This unit's role is to scout the enemy and rapid responses to early game threats.
Concept#1
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STATS: (mech relative)
Armor- **
Firepower- ***
Speed- ***
Cost-1200

CI-55M-MAAW Whitestar- The Whitestar is the most famous unit of the Homeworld Empire. This mech is outfitted with dual high powered railguns and a large shrapnel missile rack. Much like the other units the Empire has is that this mech in Omni potent and completely versatile in any situation whether it is an air attack, tanks, mechs, infantry, whatever. This unit can handle it. Despite having weak armor, this mech is still extremely powerful. The most famous feature of the Whitestar is the boosters mounted on the legs and on the rear of the torso. This mech is capable of short term flight and extremely fast boosting around the ground. The feet are made of a low friction material that can allow the Whitestar to skid across the ground at high speeds. Currently the Whitestar is the fastest ground unit in the mod. This unit can jump like a zone trooper however it can jump considerably farther and faster. As a last resort you can use this jump ability to target enemy units to perform a sort of jump kick. Though highly damaging, the Whitestar will be in the face of the enemy and highly vulnerable to attack and will most likely die. Much like the other Empire units, this mech is extremely well built for rapid hit and run attacks and rushing the enemy. However this unit still possesses the predicted weaknesses of Empire units: Weak armor and expensive price. This unit is well built for hit and run attacks, raids, and ambushes. They are NOT meant for direct assaults.

STATS: (mech relative)
Armor- **1/2 (2 and a half)
Firepower- ****
Speed- *****
Cost- 1800 (YIKES!)

Model V.1 Generation 6 (This model is the 6th redesign since the very first idea and the first model of this redesign series)
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CI-120A-MAHAW Darkstar- This is truly a mech of pure death and destruction. It is the largest and heaviest mech to ever emerge from an Empire warfactory. Standing over 18 meters tall and weighing in at 120 tons makes this one of the most heaviest weapons to enter the modern battlefield. Of all Empire units, this is their only unit to emphasize armor over speed. The Darkstar is also the slowest unit they have, but is also their most heavily armored and strongest mass produced unit. This unit is perfectly built for base defense or base assault. It can take, and it can dish out firepower. And where ever you see a Darkstar, there are most certainly Whitestars protecting and following it... in preparation for an ambush or a flanking base assault. These mechs are among the most expensive ones out there as well. Use them carefully, they may be strong but their enormous price tag makes them a juicy target to deprive you of. As I said, these units are good for a prelude to a whitestar ambush. The Darkstar will draw the enemy towards it and then Whitestars jump in extremely fast and fire at the weak rear armor of the enemies.

STATS: (mech relative)
Armor: *****
Firepower: *****
Speed: *
Cost: 4000 (Expensive, don't loose too many of these :D

Model V.1 Generation 2 (This model is the first redesign of the Darkstar. There was only one other model in Generation 1 and it sucked ass)
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CI-75H-MAAW Bluestar- The Bluestar is a relatively new design meant to fill up some of the weaknesses in the Whitestar. For one the Bluestar possesses over twice the armor and nearly better weaponry at the expense of a reduced max speed. However Bluestars possess a single huge advantage over the already versatile Whitestar: Long Term Flight. This mech is better designed for prolonged flying and moving. Ingame this would be similar to the shadow teams but these mechs can fire when in the air. This allows them to better adapt to different threats. For one the enemy is sending a large ground force. You manage to take out their AA units and so send in the Bluestars to take them out from the sky. Same thing goes for aircrafts that can't fire at Air units. Also this ability to fly at will allows them to traverse any terrain easily unlike the somewhat limited Whitestars. These abilities costed the Bluestar the speed of the White and opened up new weaknesses... AA weapons can be kinda devastating against a mech in the sky... An AA missile can rip off a leg, a booster, or worse. While in the air Bluestars are weaker against AA weaponry than on the ground where they are safe. However if AA weapons are out of the picture, the Bluestar can maneuver over impassable terrain, enter the enemy base from a weak spot, land to fully utilize all weapons, and wreak havoc on the ground, and escape. The Bluestar is armed with 2 rapid firing railguns mounted on articulating arms with hands allowing it to target more than one enemy at the same time. Other weapons include 2 chain guns mounted on the rear that can only be used on the ground and 2 missile racks mounted on the legs.

STATS: (mech relative)
Armor: ***+1/2
Firepower: **** (given that the Bluestar can avoid ground weapons, tactically it is more powerful than this rating)
Speed: ****

Model V.1 Generation 1 (This unit was originally called the Blade Star and looked a bit similar however the Blade star concept was completely thrown away and the Bluestar took its place)

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CI-75-XMAAW X-02 **** CLASSIFIED- This unit is a completely unknown to anybody other than those working on it and the highest generals. The only bit of information to leak out of the secret files is the designations: XMAAW and X-02. Rare eye witness accounts record blinding flashes, loud rapid noises, and a strange ambient sound and light. Witnesses claim the loud repeating sounds are exactly identical to a class 18 rapid fire multi barrel railgun. Government officials remain tight lipped about these accusations. However one claiming to be part of the program has openly admitted the name of the project but remained silent about the purpose... He called it "Project Fury 2." This worker was never 'heard' from again however he still attended work. Historians claim that if the name of this project is truly "Fury 2" this may be related to a previous experiment that gave the Katarates mech technology in the first place! Project Fury was an attempt to construct efficient bipedal war machines to traverse any terrain and destroy any foe. The project was canceled and the Katarates bought the plans at an incredible price... now thanks to this failed project Fury 1 the Katarates now have the largest mech army known to man and have influenced the Homeworld Empire to weaponize mech technology. After this article was published... the general public believed that whatever this "Fury 2" must be... it will revolutionize the future of mech technology...

STATS-CLASSIFIED: Estimation from witnesses:
Armor: Unknown (no witnesses have seen anything that can lead to an armor estimation)
Firepower: At least ***. However the only sign of firepower ever witnessed was on a 3 star level because of the rapid firing rail gun. Many claim that the firepower will be beyond any current rating system.
Speed: Witnesses claim the sounds and lights are not equivalent to boosters of any kind and strongly believe the rating to be around *** or ****

Unknown mech. Publicly known as Fury 2 or simply X-02
Artists rendering. This witness only saw this mech for less than a split second before being blinded by fierce light and being apprehended. He claims he saw 2 fierce bright lights and legs.. he couldn't remember much else...
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As of yet the Homeworld Empire is currently the most developed content wise with the Katarates next up with 2 completed game units and a few obsolete high res models. I will post them later. Also I may have missed some information I wanted to write down. If you have any questions feel free to ask.

Edited by Vengence, 26 May 2007 - 19:32.

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#7 Crazykenny

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Posted 26 May 2007 - 19:41

I see some awesome stuff here. Keep up the good work :D
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#8 Vengence

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Posted 29 May 2007 - 16:52

I got the Bluestar all skinned and rigged. The skin so far is still a WIP. The panels do look good but I haven't added any real detail in yet.

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STATS: (mech relative)
Armor: ***+1/2
Firepower: **** (given that the Bluestar can avoid ground weapons, tactically it is more powerful than this rating)
Speed: ****


Btw, Blues have digitigrade legs if you are wondering...

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Gameplay wise, Bluestars are available as both a controllable unit and an air strike ability. Bluestars are most powerful on the ground where they can bring their chain guns to bear however they are safer in the air as long as there aren't any AA units around. Cautious players can maneuver them around enemy forces without them knowing and insert them into a sensitive position to wreak havoc. This mech is often treated as a sort of middle ground between the massive darkstar and the agile whitestar. Much like the smaller white, it has enormous tactical potential in carrying out sensitive raids or rapid sudden strikes. And much like the larger dark it possesses superior frontline capabilities and can hold its own decently in one on one combat.

WARNING: Although it can win an one on one combat with a Katarate Mustang or a Templar Knight mech the sheer cost of this mech belies this greatly. 2 Mustangs cost a cumulative 2800 and 2 Knights cost 2000 together. Having 2 Mustangs alone will defeat a Bluestar with no losses and while one knight may be lost, the other will simply quickly recover the machine gun and dual wield. This means a Bluestar cannot win in direct combat against cheaper and superior numbered forces.

However the high price came for a reason. The ability to take flight at any moment allows this mech to avoid fire and defeat both opponents with no retaliation. The Mustang lacks any AA weapons at all and the Knight's missiles are dumbfire scatter missiles with no AA capabilities. n00bs who spam Mustangs or Knights will find themselves facing flying Bluestars that are impervious to retaliation and will defeat the enemy. Just keep in mind that flying mechs do not like AA weapons that much...

Edited by Vengence, 29 May 2007 - 16:53.

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#9 Vengence

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Posted 31 May 2007 - 20:08

Meh:

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#10 Shirou

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Posted 01 June 2007 - 12:31

You must know that your Animation skills are SO awesome! As welll as the mechs themselves! I m looking forward to see something off your modular Templar system! :wtfsign:
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#11 Judgement

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Posted 03 June 2007 - 00:04

Awesome. Keep up the good work.
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#12 Nexolate

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Posted 08 June 2007 - 10:36

As I said before, looking forward to more Mecha-Modeling-Masterpieces.

EDIT: Also, that short burst of animation? Simply amazing.
I hope you don't mind if I steal one of your renders at one point to Signaturize it?

Edited by Nexolate, 08 June 2007 - 19:10.

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#13 Vengence

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Posted 08 June 2007 - 10:46

Thanks for your support :omfg: !
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#14 Nexolate

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Posted 08 June 2007 - 19:08

Do you have a Project Logo Yet btw?
(See previous Edited Post for reasons.)
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#15 Vengence

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Posted 08 June 2007 - 19:25

Ah not yet. Not yet. Maybe I can make one soon though.
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#16 Nexolate

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Posted 08 June 2007 - 19:51

Alright, I'll put it off 'till then.
Looking forward to it. :D
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#17 Vengence

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Posted 08 June 2007 - 20:53

Umm, you think you can make a background image like the one that E-Studios logo has? All the stars and stuff? I could really use something like that :D to make the project sig.
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#18 Nexolate

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Posted 09 June 2007 - 06:08

I think the logo should either be an edit of the C&C3 Logo. Or be similar to it in some way.
That way people will recognise it as a C&C3 Mod.

As for the Sig BG, I'm not really good at making stuff from scratch, I'm more of a manipulation artist.
You should ask my good mate Warbz, he's practicing Digital Art atm.

I will give it a stab though. We'll see.

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Nice and Big for whatever size you want.
Odd, there's a strange line at the top. Oh well... =/

Edited by Nexolate, 09 June 2007 - 08:02.

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#19 Vengence

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Posted 09 June 2007 - 18:17

Wow nice one thanks! This will really help out!
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#20 Sgt. Nuker

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Posted 09 June 2007 - 18:30

I see influences from Mech Warrior, Gundam, and just about any other mecha style series out there. However, you've managed to mix them together into your own unique style, and that I applaud.

Your animation skills are second to none, probably why Hunter is using your animation for the Exo-suit.

Well done on everything else, and the concept and execution are top shelf :P . Best of luck to you mate.


My best,

Nuker
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#21 Vengence

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Posted 09 June 2007 - 18:45

Thanks Nuker :popcorn: ! I wouldn't say Gundam though, there is more Armored Core in them if you check the feet :P .

Oh, am I really that good of an animator :???: Wow thats cool, I was happy to help out with Hunter. After all I DID make him a unit in VGen :drunk: .
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#22 MR.Kim

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Posted 09 June 2007 - 19:13

That's cool movie.
:brentdance:
and keep up.

#23 Nexolate

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Posted 09 June 2007 - 19:18

Armored Core references?
This mod has become even more awesome.

I know this is pretty sudden, but I love you. :P

EDIT: I hope the BG is ok, I personally thought it could do with some more work. =/

Edited by Nexolate, 09 June 2007 - 19:19.

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#24 Warbz

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Posted 09 June 2007 - 20:43

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:P

ill make the render of the world blend better then upload another one

Edited by Warbz, 09 June 2007 - 20:43.


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#25 Vengence

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Posted 09 June 2007 - 21:32

Nice background though un-unified. Think you can make the galaxy a blue shade :popcorn: ? Though I would have to remodify my existing sig for this new one :P

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Armored Core references?
This mod has become even more awesome.


Yes indeed, the Whitestar mech moves much like an Armored Core. You DO know how fast those things move right? And the Bluestar is even more armored core with articulating hands and those back boosters are inspired by some add on booster in Armored Core. Other than those functions, the most notable reference is the feet. They feature the "Big Arch" feet which I am using. Many Armored Cores have a huge arch on their feet, some don't even have feet for that matter.

Edited by Vengence, 10 June 2007 - 14:35.

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