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Here's a hot one for ya... (Mod Idea)

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Level 8 Human Private Pilot
Alignment: Chaotic good
Location: East Coast, USA
Posted on September 19, 2010 at 4:02 pm

Imagine this...

A truly 3D clone of Space Invaders! You pilot a mobile AAA gun (which can only shoot "up" or vertically, but at an angle no more than 89*, because 90* would be shooting laterally/horizontally) around the playing field shooting down descending alien lander craft. They're a sort of "kamikaze" craft, so each one that lands detonates, sending out a 360* shockwave (not unlike the alien's main gun from Independence Day, but on a lesser scale) that damages the gun the player pilots. After about three or so "landings", your gun is destroyed, but you have reserves (extra lives), and Mobile Artillery Command sends out a fresh gun to continue the fight. The level is well and truly over when you run out of reserves, restarting the level/sending you to the Highscore Screen (depending upon whether or not you pressed the affirmation key on the Continue Countdown that all coin-ops have) or defeat all landing craft, whereupon you would move on to the next area.

There could be boss stages, bonus stages, and maybe, in the latter stages of the game (if a plot were written as such) where you play a gunner on a human invasion starship, shooting down alien SAMs and AA missiles in a reverse "Missile Command" mode.

I'm not ignorant to the technical complexity of such an undertaking. You'd have to write special lines for gravity settings on the landing craft, you know, to make them float gently down as if with a parachute or retro-thrusters and whatnot.

If all else fails, one could do this as a whole new game from scratch.

Level 12 Human Cyb0rg tank pil0t:|@- ҉҈҉҈҉-§¹Ç--҉҈҉-
Alignment: Chaotic good
Location: Standby In Winters's North
Posted on September 21, 2010 at 12:51 am

Imagine this...

A truly 3D clone of Space Invaders! You pilot a mobile AAA gun (which can only shoot "up" or vertically, but at an angle no more than 89*, because 90* would be shooting laterally/horizontally) around the playing field shooting down descending alien lander craft. They're a sort of "kamikaze" craft, so each one that lands detonates, sending out a 360* shockwave (not unlike the alien's main gun from Independence Day, but on a lesser scale) that damages the gun the player pilots. After about three or so "landings", your gun is destroyed, but you have reserves (extra lives), and Mobile Artillery Command sends out a fresh gun to continue the fight. The level is well and truly over when you run out of reserves, restarting the level/sending you to the Highscore Screen (depending upon whether or not you pressed the affirmation key on the Continue Countdown that all coin-ops have) or defeat all landing craft, whereupon you would move on to the next area.

There could be boss stages, bonus stages, and maybe, in the latter stages of the game (if a plot were written as such) where you play a gunner on a human invasion starship, shooting down alien SAMs and AA missiles in a reverse "Missile Command" mode.

I'm not ignorant to the technical complexity of such an undertaking. You'd have to write special lines for gravity settings on the landing craft, you know, to make them float gently down as if with a parachute or retro-thrusters and whatnot.

If all else fails, one could do this as a whole new game from scratch.


a great and quite interesting idea though i want to point a few things out



pilot a mobile AAA gun (which can only shoot "up" or vertically, but at an angle no more than 89*, because 90* would be shooting laterally/horizontally) around the playing field shooting down descending alien lander craft. They're a sort of "kamikaze" craft, so each one that lands detonates, sending out a 360* shockwave (not unlike the alien's main gun from Independence Day


you can't make (flying craft) to play as and making an enemy flying craft would have to be designed as some sort of projectile with several entity chains with a very specific position to move toward and additional entities and meshes to fire projectiles toward an area which may work in either a good or bad way and the explosion from the kamikaze will also have to be more complex than other ships that do not have a shockwave blast, either way you'll have to add the functions to remove your weapon which is impossible to be destroyed along with any other necessary functions.

After about three or so "landings", your gun is destroyed, but you have reserves (extra lives), and Mobile Artillery Command sends out a fresh gun to continue the fight. The level is well and truly over when you run out of reserves, restarting the level/sending you to the Highscore Screen (depending upon whether or not you pressed the affirmation key on the Continue Countdown that all coin-ops have) or defeat all landing craft, whereupon you would move on to the next area.


the mobile artillery command sending you a fresh gun and (damage) from landings are decently possible but adding a continue screen,having lives or reserves and the 3 or 4 landings (destroying) your gun are not as you will need to reprogram TM for these as well as the other impossible modifications


I'm not ignorant to the technical complexity of such an undertaking. You'd have to write special lines for gravity settings on the landing craft, you know, to make them float gently down as if with a parachute or retro-thrusters and whatnot.

If all else fails, one could do this as a whole new game from scratch.


the idea is possible

but not all will be capable to be made


i appreciate your intelligence and understanding of how amazingly complex this mod is.