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Tanks in New Vegas


Matt1713

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OK, so I've been talking with a fellow modder and we've been "spit-balling" ideas about a possible quest mod where operational tanks will be introduced into the wasteland. Here's part of the discussion we've been having:

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I'd like to bounce a few ideas off you.

 

For reference, theGECK Wiki

 

Scripting combat:

 

Tanks/ground vehicles- I think that a custom NPC would work for this. A spawn point a la the FO3 Vertibird encounters could "disembark" troops for APCs. Scripting wise, it would probably involve AI combat i.e. focused explosive fire, not engaging in melee, etc. The tanks would also need custom pathfinding/combat AI.

 

Turrets: this is a bit tougher.... there are commands for disabling weapons/movement etc, and I think that would be important for this. I want to have the PC able to "fire" turrets in special locations, and to have NPCs use them as well.

I think a counter could be assigned to each turret, i.e. if there's someone using it, friendly units don't try and take over, and enemy units change their AI to reflect it. IE avoid it, flank it, hurl grenades at it.

Turrets may be destructible, with a possible repair system, wheter with a special utility "weapon" or repair skill. This would also be via script, i.e. low-health turrets will send up support flags, etc.

 

Artillery- largely based on Nellis, with some variations, i.e. firing from naval ships instead of howitzers.

Airstrikes- same as the Nellis Bomber in the Hoover Dam battle. Troop transports/vertibird troopers spawn using the same script for the remnants.

air support- there's a vertibird mod in existence, I'll ask for permission to use it when the mod reaches a more tangible state.

 

I need to gather my thoughts regarding the story line; there are definitely scripting challenges in regards to the quests.

 

My Response to this:

Sounds good, here's a few more ideas on what you presented me.

 

With regards towards the turrets being destructible: If you like the idea of having the tank being radioed into battle and can only be called (let's say) once a day; maybe we could simply increase the waiting time the tank becomes available with regards towards the damage. If the tank reaches critical status (10% health or less), it will leave the battlefield. If it is destroyed, you will have to wait a week while repairs are made. If you want to have to pay for the repairs, the tank (once leaving or being destroyed in battle) will be returned to your tank barracks where a computer will be set up next to it where you'll be able to select upgrades, cusomizations, or repairs.

 

The tank of course will be a top-priority target for enemies. Forgive me as while I am familiar with coding, I have never coded for Fallout Mods, all I have ever done is simply using GECK to create simple mods for Fallout; so I'll need to do research or have you help teach me how to code for the AI trying to avoid tank fire, staying out of its path (or else they'll be run over), etc.

 

As for the firing, I think we would have a custom muzzle flash, smoke, etc. of an actual tank, but with artillery shell for the actual ammo/explosion.

 

Creating the turret will definitely be quite the job indeed as it would have to be able to rotate fully around the tank and incline/decline while staying appropriately on top of the tank's body even while it's moving.

 

The tank's body shouldn't be much of a problem, but making move realistically will be a bit of a pain as well I'm assuming.

 

As for the quest: There's a NCR outpost somewhere in the south around the Nipton, Broc Flower Cave, etc. where upon stumbling on it, you find yourself engaged in battle between NCR and an unknown faction where an NCR soldier will approach you requesting help. If you agree, you'll have to find a special missle launcher (maybe my Tank Buster Revolver) and scattered (special) missile (and/or Tank Buster) ammo to take out the tank outside of the outpost. Once destroyed, you'll have to search one of the corpses (maybe have the tank searchable or have bodies scatter around the tank upon its destruction) to find a note indicating orders to take out the outpost and a rendezvous point. Upon finding the note the Commanding Officer of the outpost will approach you and say that they have been making a prototype Anti-Tank weapon in response towards secret attacks of a faction known as the Tank Raiders. This has been kept top-secret so not to arouse public panic.

 

You are then asked to go to Camp McCarren where you'll talk with Colonel Huegh (sorry for the misspelling) about what happened and what to do next. Heugh will then order you to meet up with a squad of Rangers and take out the Rendezvous Point you found out about (This will be something similar to the ending battle of Restoring Hope quest where you go to the squad, select where to attack from, and unleash hell on the enemy). The enemy will not have a tank but will have a working artillery and you'll have to sprint (like in Project Nevada mod) to the right location and at the right time to avoid the fire (just like approaching Nellis). The artillery will be in the back of the rendezvous point outpost and you will have to fight your way to it. The CO will be commanding the artillery with a squad of 6 Tank Raider Elites (Idea, maybe we can have them be equipped with some new type of power armor like something from The Pitt power armors from Fallout 3 addon). After taking them all out (hopefully with some rangers that survived the artillery to make things easier) you'll search the CO to find yet another note leading you to a refueling station where they would have taken the tank you destroyed at the beginning of the quest.

 

You'll have to first talk to Huegh again where you'll get some Elite Combat Rangers this time to take out the refueling station. You'll be given a recently developed improved Anti-Tank Missile Launcher (and Tank Buster Revolver if you make it) and ammunition along with the Combat Rangers. The station is underground accessed via a train tunnel (or else how would the tanks get there?); since it's underground, there is no artillery, just 2 tanks eager to take you out. You'll have to use the cover (Idea: tanks can destroy cover) and some smarts to take out the tanks (Another Idea: you'll have a radio along with the Combat Rangers where you'll be able to direct them like which tank to attack and where to go to attack them, (like from the second floor, right/left/etc. side of the bunker. Maybe have a map of the bunker come up with quadrents and say you want Ranger #5 to go to quadrent 1.) Again, search the tanks/corpses to find a note with the location and layout of their HQ, go tell Heugh at McCarren, and meet up with a whole battalion (20-50) of NCR soldiers comprised of Combat Rangers and Power Armored soldiers.

 

Before engaging in this epic battle, you'll meet up with the commanding officers for the Combat Rangers and Power Armor soldiers. You'll decide on many things, like how to split up their soldiers, where they should go and attack from (as the note contained the layout of the HQ so the tanks would know where to park), where the soldiers with anti-tank weapons should attack from, where the soldiers with normal weapons should attack from, if the normal soldiers should attack first and provide distraction/cover for anti-tank soldiers, etc.

 

This will be a massive version of the refueling station where 20+ tanks will be located, and at least 10 are operational. The soldiers will operate according to your battle plan and you'll be left doing whatever you can to take out the tanks and the Tank Raider leader. Leader will have some unique armor/weapon on him and you'll report back the Heugh when the battle's over. You'll be given a reward of caps, ammo, weapons/armor, and of course your own tank and refueling/repair station for it.

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If you would like to help at all with this (let alone have any idea what will be involved with creating such a mod) PLEASE let me or TrooperScooperMKII know.

Edited by Matt1713
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I was referring to the Hawaii concept, actually...

Oh...Whoops, well how about we just run with this and see if we get people on board for it.

Articulation was never my strong point. Getting a tank in the Mojave amounts to the same as getting it into Hawaii; different only in context and (probably) scripting.

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Wait a minute, couldn't we just use the tank from Operation Anchorage and change it's mesh to a modern day tank and change the weapon to that of the Nellis Artillery?

 

I don't believe so, the chimera nif isn't included in the new vegas bsa (although strangely enough the skeleton and animations are). If you used it from fallout 3 you would be in violation of copyright and of nexus's policy (ie the mod would be yanked and you could be banned). I'v actually been thinking of putting something similar together, a cross between a tank and a brainbot. The brainbot is a good base because it is tracked. But with so many other projects it's unlikely to see the light of day soon.

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Dammit, whenever a mind blowing possibility comes up, why does it always SEEM that legal implications arise, sigh....

 

oh well, thanks for the heads up, yet if the skeleton and animations are still in the new vegas bsa file, couldn't we essentially do the same thing, and use the mesh to the animations and skeleton without sparking a legal conflict?

Edited by Matt1713
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i got an idea that just might work. what if you took only the ai from the chimera and made new meshes and textures for it?

 

I think this is basically what we're discussing. I *think* that because they kept the skeleton and animations, we could just use a mesh to cover the skeleton of a more realistic tank and change the weapon/muzzle flash to something along the lines of the Nellis artillery without it violating any rights, rules, etc. I unfortunately don't have the smarts or skills to do this. I'm guessing something like 3DMax, Photoshop, etc. will be needed and I don't know how to use them. If anyone is willing to take the time to create the mesh using the skeleton and animations please let us know.

Edited by Matt1713
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