Hi Jeremiah, can you tell us a bit about the power armour in terms of visuals and function. Also how do you design it so it doesn't become the go to end game armour?asked by Dazc
TL;DRArmour is meant to have trade-offs, with heavier sets having more item slots but slowing the wearer and limiting visibility, so no single suit is best, and marine armour attaches modularly to an undersuit.
Ok so the first thing I would like to clear up is Star Citizen not like World of Warcraft. It's not like you're going to do this raid and they you get this raid armour. It's a completely different type of game. We kind of, the way we're going to build armour sets and our items and our clothing. which kind of ties up to another question isl there's going to be different item slots, for specific armour and so for instance like the heavy armour will have a lot more slots, item slots compared to the medium or the light.So it all depends on kind of what you decide to wear, but the thing is, the heavier armour you wear, the slower you might be, the less visibility you'll have. So there's always a pro and con. So there isn't necessarily the best armour suit but there is the best armour suit for certain situations that would be I think, a better term, explanation of what the armour, power armour type of things.Also in terms of visuals and functions. So we currently as Chris mentioned I think two Ten For The Chairman's ago, or three, I don't know when this airs! He was talking about just the marines and having an undersuit and having items attached, I just finished, i've been working on the maries for a month or two and so without spoilering anything, we have a suit like an under suit and we have items attached to it. So pieces will literally be attached to the undersuit. So in terms of visuals I concepted it so it looks like things can come off and on quite quickly, it's almost like you're literally just attaching things. It's not like Lego.
No it's like The Centurions!
Right! Cause we were talking earlier...pretty much.
Bonus points if you got that reference.
So that's how I designed it, I also had to take into consideration of what type of item attachments they'll have, cause that determines the forms of the shapes and also the rigging. How the character will more I can't just put two hundred pound like shoulder pads like World of Warcraft or like the Space Marines or like. I can't do that because it restricts our movement, so I had to take those into con... So a lot of those basic anatomy things like movement can determine how I shape these things so.
So do you get like a breakdown from design on what a piece of armour needs to be in order to hook into item wise or carry or?
Well for this character what they kind of did was they gave me the basic requirements of "This is what this suit is supposed to do" or "This is what the light or the medium or the heavy will have to have" And I had to fill in a lot of those.Design they give us as much information as they possibly can but sometimes they can't give you the right answers because they don't build it and I build it myself, I look under and over and around and be like "Oh we're missing this".Also in terms of visuals a lot of reference. There's a lot of current day military and also a lot of cool shapes like movies like Blade Runner, Aliens some of that stuff. A long winded answer but yeah.
Yeah definitely that balancing thing so that everything has positives and negatives to it. You're really strong and really protected but at what cost?