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I have some neat unit and structure concepts, but gotta get them under scanner somewhere as i don't have one. Though some of ideas completely interfere with current gameplay mechanics, and would probably need a new mod altogether. In one such example, Nod spreads and collects Tiberium through several means, uses it offensively and for territory denial, while GDI has Tiberium suppressing tech and seeks to clean an area of it.
makes perfect sense, and a bigger target out of your craft too. but perhaps you could make some for other faction? i mean, i appreciate the realism without question, but there are going to be players that always dreamed of piloting VF-1 Valkyrie-like fighters in space...
omg, it doesn't even need dirt or textures! glossyness and color mix look great here.
engine trails of fighers an capital ships are done awesomely in Homeworld 2, that is the right direction.
i wonder, at what percentage is Infinity in terms of development?
no point complicating the work with trivial details, the game is huge and i would be satisfied even with untextured buildings. the only detail it could use are windows lights when night falls, and those beacon lights at peaks of buildings. perhaps a screen or two with commercials and they're good to go.
i wonder, will big city lights on the dark side (lol) of the planet be visible from space?
craft is very neat, even though it looks like it could use some side wings all the way back to decrease its pointy-ness a bit. although maybe its just me that got used to classic plane design.
this game simply cannot fail, because it obviously moves the boundaries of size and design in gaming development, and there's the great engine and awesome artwork. so, you guys already won!
im so glad i found out about this so late, i'd hate to wait additional 3-4 years x)
everything looks flawless so far! dare i post some cool references? maybe you get some ideas, ne? ^^' anime movie Gall Force: Eternal Story has some great space fight scenes, turret and fighter deployment mechanics.
also, has some cool concept art, detailed ships and cockpits:
these screenshots... its unreal how they look real!
definitely reminds me of Homeworld 2 monochromatic cutscenes :D
reminds me of RA2 Soviet Dreadnought P=
it is so packed with life and movement, you don't even notice it isn't textured! if the game turns out like this and you have to get to points of interest in the city manually, you guys made a traffic simulation as well! xD which isn't bad, it actually contributes to the atmosphere greatly.
if you guys implement planet roaming and building of cities/mines/factories, i can easily plug myself onto the game and say goodbye to real life. xD
quoted for truth, resembles Rob Cunningham's style very much. and it is a very very good thing! :D
for many of us who cry out for Freelancer 2 this game is like a wet dream.
i'm in love <3
how did that GDI infidel managed to get so close to our mighty obelisk? is the power off? :)
Nod Obelisk is curved in such a way to represent scorpion's tail
it has an interactive screen. in tibsun after a mission you can see it in detail when two attack cycles destroy the dam
either way, he/she wouldn't be able to carry the gun like that. for balance, the handle should be moved to the middle part