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Cool idea! But you need to break them up more so they aren't so similar. If these where mine I would make the following changes.
- Change the color scheme to a darker maroon.
- have some big defections plate armor or blast away armor that hangs off the sides. Hang it in a way that it looks kind of like saddle bags and is heavy to help explain why it is slower. Split the Ball down the middle and move the two parts away from the middle about the width of a player. Then give the center a cockpit with a tiny slit. Something like this.
- Leave the color scheme red.
- Dig the middle into the model a little, so the sides come up to about knee high. Maybe add some light side platting or a guard rail. It would look more like a short pill or capsule instead of a ball.
Overall they are cool, but similar and at a distance could be confusing. I see a few areas you can crunch some polys and those polys could be put back in as detail such as high antennas or exhaust piles like the top concept?
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Cholden / Vig - Yeah, for the moment they probably look reasonabluy similar from a distance. The balls themselves will have numerous attachments onto which weapons/defense systems will be added. Things like the massive oversized weapons for the big ball, and some secondary colours on the skins should make things a little more obvious.
The gameytype itself is quick tight and short range, so you won't be able to see things more than 100 yards away.
I'm trying to keep them fairly compact and tough looking though, something like the robots from 'batteries not included' in style.
Also , as the gametype involves a lot of tunnels etc, any large trailing stuff can cause far to many headaches for our poor overworked programmed , both with potential snags collision wise, and clipping issues. Sadly the engine doesn't have provision in the physics for bendy whip-like ariels etc (which would rock, especiall with those little triangular flagson the end!)