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:Hex Hounds are multi-purpose biomechanical entities used by [[Oni2:META|META]] : 4 rather short legs, 2 huge arms. | |||
:Very versatile, they come in a variety of sizes and with a wide range of additional equipment. | |||
:They might have been modeled after 100% biological counterparts, the so-called [[Oni2:Cyntaur|Cyntaurs]]. | |||
Pictures available here: http://geyser.oni2.net/oni2/hexhound/ | |||
==Concept== | ==Concept== | ||
The basic concept is a skeleton resting on 4 massive legs, carrying 2 long arms and terminated by a stubby head on a long but thick neck. | |||
:Despite the oversized limbs, the Hound can curl up in a rather compact ball. It also has a number of versatile conformations (see below). | |||
===Locomotion=== | ===Locomotion=== | ||
The 6-legged design allows for three major locomotion schemes, which are different compromises between stability and aggressivity: | |||
#The most stable and least aggressive layout is when all 6 limbs are used for locomotion. The Hound then crawls like a scarab. | |||
#In the intermediate, most common layout, the 4 legs are used for walking/galloping, whereas the arms are free for manipulation. | |||
#The Hound also can adopt a roughly bipedal layout, whereby the front legs become available as "extra arms" (e.g., for melee). | |||
;Note | |||
:In the layout 2, the arms can be used for occasional boosts during locomotion ("gorilla" running, climbing) or for balance. | |||
:When they are not used, the arms are folded in two and rest on the chassis naturally, the elbow pointing backwards. | |||
;Also note | |||
:The front legs from layout 2 become the hind legs in layout 1. The body is upright in 2, as opposed to 1 (crawling). | |||
:Layout 2 is the natural locomotion mode of a Cyntaur. Layout 3 is basically equivalent to a Cyntaur "rearing up". | |||
===Combat=== | ===Combat=== | ||
:The oversized arms allow for devastating melee attacks, primarily in layouts 2 and 3 (layout 1 is meant for speed). | |||
:Additionally, one or several legs can be used to crush or trample grounded opponents, again mostly in layouts 2 and 3. | |||
:Arming some of the legs with blades allows for hybrid combat techniques, adapted to the alternative locomotion modes. | |||
===Manipulation=== | ===Manipulation=== | ||
:The arms are mostly intended for heavy-duty work (constructive as well as destructive) and attack (melee as well as firepower). | |||
:Additional manipulators can be located in the palms and elbows, as well as under the Hound's neck and head (sensors/feelers). | |||
===Addons=== | ===Addons=== | ||
- | :Combat variants come with the obvious array of guns, melee weapons and armor plates. | ||
:Also, the limbs can be fit with engines acting as locomotion modifiers: wheels, jets/boosters, anti-grav, grapples. | |||
::In most cases the locomotion addons may affect the combat skills as well (wall climbing, jumping, greater speed, etc) | |||
:Hounds that are not intended for combat situations typically have weaker armor and more complete manipulation modules. | |||
:Manned versions exist, with the driver placed on the back of the Hound (between the shoulders), upright in layout 2. | |||
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==References== | ==References== | ||
Most of these connections came ''a posteriori'' : the core design came pretty much by itself; 100% biological cyntaurs came first, with a few variants, mechanized variants next. The idea of a swift, blurred motion, with incredibly "elegant" envelopes for the Cyntaur's movements even though it consists of rigid parts is relatively new, and especially appealing as far as the graphical support is concerned (rendering that "creepy grace" is much more of a challenge for a 3D modeler/animator than for a 2D artist). | Most of these connections came ''a posteriori'' : the core design came pretty much by itself; 100% biological cyntaurs came first, with a few variants, mechanized variants next. The idea of a swift, blurred motion, with incredibly "elegant" envelopes for the Cyntaur's movements even though it consists of rigid parts is relatively new, and especially appealing as far as the graphical support is concerned (rendering that "creepy grace" is much more of a challenge for a 3D modeler/animator than for a 2D artist). |