Whoa, hold on.
Coding is hard. Implementation is hard. Testing is hard. Balance is hard. I have no idea what the amount of time and effort would be required to even get something like this working. Hell, not sure what I'm proposing is even possible. So if it's not, I'll consider this just a creative exercise and learning experience. Developers have a really tough job, and I felt that if I was going to suggest a new feature that it was really important to try to put an effort on my part to present something semi-cohesive rather than bring a pie-in-the-sky idea to the doorstep and nothing else.
Thanks a lot to user lengord who went super over and beyond my expectations by actually taking the time to improve the sprites I had made. Freaking super cool.
If nothing comes of this, I'll donate the sprites to open game art.
I propose that the marines have a UGV for an asset. I wasn't sure the best way to do this, so I'm using a Gaming Design Document template I got from gamasutra.
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Introduction:
Squad Engineers have the option of three weapon systems from the Engineer System Vendor to support the marines either offensively or defensively. Currently engineers from each squad can vend one of the following from a limited pool of assets:
UA 571-C Sentry Gun
M56D Mounted Smartgun
M402 Mortar
These three weapon systems are primarily static battlefield assets. The Sentry Gun and Mounted Smartgun are typically used to strengthen the forward operating base (FOB), while the Mortar provides long-distance artillery support.
I propose a fourth asset for Engineers: An Unmanned Ground Vehicle (UGV). Such an asset would introduce a fourth option of mobile fire team support and reconnaissance.
Background:
Unmanned robotic systems are currently active in the military to perform a variety of dangerous activities without the risk to human life. With an established robotic sentry gun and synthetic personnel within the game universe, the UGV should fit well within the Colonial Marines setting.
This UGV is designed after the popular Talon robot which has an extensive history of service in Explosive Ordnance Disposal (EOD) and Improvised Explosive Device (IED) destruction missions. UGVs fitted with weapons are currently being developed and this combat version would be the eventual product of such experimentation in the future.
Foster-Miller TALON SWORDS units equipped with various weaponry.
Description:
The UGV is a standard Talon-esque design with a mounted weapon system. Rather than reinvent the wheel, the robot can be fitted with an existing pulse rifle for it�s armament. It is remotely operated with the use of a portable control station. The unit is fast and able to perform on sand, snow, and shallow water. It cannot, however, climb ladders or interact with objects.
Main Features:
Camera and Sensor Array - IFF tracking prevents bullets from hitting fellow marines. Allows the user to toggle night vision off and on.
Combat Capabilities - The UGV is equipped with a pulse rifle for harassment, ambush, and defense. It cannot reload by itself, but comes with a large box magazine for linked ammunition.
Quick Deployment - The robot is nearly completely assembled, but requires Engineers to fit both the mounted pulse rifle and sensor array.
Limitations:
Light Durability - Though constructed of light-weight Plasteel, it is only durable against light damage from small arms or xenomorph slashing before being destroyed. It requires a Blowtorch and Wire Coil to repair.
Limited Mobility/Interaction - The UGV cannot drag, open, or otherwise interact with objects. It is unable to climb up or down ladders.
Expensive - The robot is an expensive asset.
Remote Operated - If the operator is interrupted during control, the UGV is rendered helpless and inactive.
Design and Spriting:
I am an amateur at spriting...and art in general. I looked at a SWORDS Talon UGV model and created some quick concept art based around that:
I wanted the robot to be very simple and easy to deploy without having to reinvent much. It comes in a crate ready to go save for the Engineer to mount the rifle, box ammunition, and camera/senors. Also, a mounted Pulse Rifle seemed sensible enough. It's a super standard weapon and probably won't strike fear into the hearts of xenos even with the IFF. If anything, it's more like pepper spray for the survivability of the robot. The robot isn't for rampaging into the heart of the hive. It's for recon and squad support.
Initial Sprites:
I hate sprite work. Some people seem to really like it, but I don't. This was my initial try at it.
What is missing is: destroyed sprite. It might also be good to include a damaged sprite. Also, when firing, I'm wondering if there should be some muzzle flash. It's not animated, so there's no movement of the tank treads or blinking lights. Also, if the the Engineer has to partially assemble the robot, the individual parts mentioned above need to be sprited as well. The crate/container the UGV comes in as well should look unique as well.
lengord's Sprite Improvments:
After viewing some of lengord's art, I asked for his help in improving my sprites and he was kind enough to do that and then some:
As you can see, he really improved the sprites quite a bit, gave the 'towards' sprite way more depth and improved the colors, shading, borders, added detailing, and adjusted brightness.
Where to go from here:
I would like to (possibly) add some highlights for a light source. According to some of the SS13 sprite guides I've briefly and reluctantly thumbed through, all the light source is assumed to be from above. There needs to be a rear-facing sprite created and then all the parts for deployment in their own nice-looking crate. I'm sure all of you might have some suggestions for improvements. This is all just a huge work in progress and it doesn't even come close to addressing the most important part...
How does it work, code-wise?
Anyway, huge idea post which might not result in anything at all, but thanks for your consideration and feedback (and whether I should continue to work on this at all or just stop now). Huge amount of respect to the dev's for all the work that goes into getting anything in the game working at all.