Lost Dragons is a multiplayer total modification aiming to bring out a new thrilling gamemode for Arma3 . Our concept is futuristic objective based team warfare with randomly generated map elements to ensure every game is a unique experience with completely new set of units, weapons, structures and terrain.
Overview render of the WK-209 version 5. Hopefully this revision is the last one.. :D
As I showed in the last picture that depicted the V4 to V5 changes, the "Chin" that housed the side by side sitting pilot and gunner got cut off now that the crew number got reduced from 3 to 2 and the chin mounted minigun got a proper turret casing plus some other minor changes here and there.
I must admit that this is in fact more like the initial concept I've had. :D Which of course is a fantastic thing. A personal victory over the engine if you please.
The main thing the design allows is 360 degree torso twist, giving the walker much better combat capabilities and which is now one of the standard features we want all combat walkers to have.
Are those two VLS cells on the 209's back? Or..?
I imagine something seemingly so "simple" as 360 degree turret traversal may make all the difference in jungle and urban engagements. A stellar revision for sure!
In the rear the two hatches? Yes indeed. They are for launching uav/sensory drones. I've tried to have them open in all shots of the walker just so someone would notice. xD
We thought as much with the 360 degree turn. The idea of frontal assault walker with thick front armor and limited traverse was in its way beautiful. But after some scrutiny it did not fit too well in the realism-ish-tick tech we want to design.
Nice. I look forward to seeing how the concept and implementation develop. This beast is looking good!
From a balancing perspective I like the idea of mechs with a limited arc, but then from a balancing perspective armoured vehicles in ArmA stomp all over pretty much everything else regardless. Now we can do it literally!
We try not to think too much game balance and try to create believable vehicles that "could work" and are function effectively.
As you say tank can be very very powerful vehicle as Arma shows and we don't want to change that. There are ways to counter a Tank and even evade it but it is hard.
I could say we try to embrace the "simulation" side of Arma, where vehicles mimic their live counterparts with the only difference being our assets are all products of our imagination.
There is a reason tanks have 360 traversing turret and there is no good reason to limit walker torso turning to anything less. Except "game balance".