Author Topic: Random Op2 Renders  (Read 50709 times)

Offline Arklon

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« on: April 16, 2007, 10:19:03 PM »
Various



« Last Edit: April 16, 2007, 10:31:36 PM by Arklon »

Offline Arklon

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« Reply #1 on: April 16, 2007, 10:19:22 PM »
Mission briefing art - Plymouth

« Last Edit: April 16, 2007, 10:25:26 PM by Arklon »

Offline Arklon

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« Reply #2 on: April 16, 2007, 10:19:38 PM »


Offline Arklon

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« Reply #3 on: April 16, 2007, 10:19:54 PM »
Mission briefing art - Eden

« Last Edit: April 16, 2007, 10:25:14 PM by Arklon »

Offline Arklon

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« Reply #4 on: April 16, 2007, 10:20:04 PM »


Offline Norsehound

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« Reply #5 on: June 28, 2008, 07:56:07 PM »
It's interesting to note that in some of these shots, Plymouth lynxes have Laser turrets.

There aren't any panthers...either....

Seems while Microwave turrets are in-scale with how they're portrayed in the game, the Laser turrets are tiny, comparatively.

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Offline Exile

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« Reply #6 on: March 29, 2009, 03:14:24 PM »
I find it odd that the microwaves are so stinkin huge I mean isn't that turret a little big for a lynx? and thanks for these Arklon cool pictures to look at
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Offline ducktape

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« Reply #7 on: March 29, 2009, 06:28:59 PM »
I find the lack of tubes to connect the structures an interesting point, as well as the seemingly close proximity of the structures compared to how we can build them. In the first post, 3rd image, it looks there is some form of connection, but more like skylights to underground tunnels, instead of a top shell of a tube. Wonder if that was a prototype idea they scrapped for the current tube design.

Offline WooJoo

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« Reply #8 on: March 30, 2009, 04:58:20 AM »
seems like they thought that it would be more realistic to set them subterran which i think is the best solution but ingame you sure need a way to know if somthing is connected and how it is

Offline Arklon

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« Reply #9 on: March 31, 2009, 07:22:53 PM »
Tubes are subterranean, they only appear the way they do ingame in OP2 so you know where they are.

Offline Hidiot

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« Reply #10 on: April 01, 2009, 06:44:21 AM »
The move speed over tubes is slower than over dozed terrain.

Why did they make it that way?
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Offline Sirbomber

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« Reply #11 on: April 01, 2009, 09:34:33 AM »
I have no way of knowing how accurate this is, but here goes:

In order to build tubes, Earthworkers must first dig out a space for the tubes.  Presumably, a small part of the tube is built above ground and then reburied after construction is completed, resulting in a small hill indicating where the tubes are below the surface.  These hills act as a kind of speed bump (or hump, depending on where you live) forcing vehicles to slow down when passing over them.


Maybe.

Edit:
Alternate Theory: Because tubes are made of METTLE, the vehicles (which are also made of METTLE) must drive slowly over the tubes or the METTLE in the tubes will react with the METTLE in the vehicle, causing your colony to explode.
« Last Edit: April 01, 2009, 10:20:51 AM by Sirbomber »
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Offline Mcshay

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« Reply #12 on: April 03, 2009, 04:49:52 PM »
Quote
The move speed over tubes is slower than over dozed terrain.

Why did they make it that way?
So that you would have more of a reason to use robo-dozers.

Offline Sirbomber

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« Reply #13 on: April 03, 2009, 06:57:11 PM »
Quote
So that you would have more of a reason to use robo-dozers.
Actually, that reason is "dozing is free and faster than building tubes all over the place" I think.
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Offline Arklon

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« Reply #14 on: April 04, 2009, 05:09:37 PM »
Wait, how'd we get to this topic?

Offline Sirbomber

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« Reply #15 on: April 04, 2009, 10:24:17 PM »
Lack of RLD's in OP2.
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