Introduction
Like Tribes, we designed Rise to make the player have the choice between 3 armors. Light, medium, and heavy. This is probably where the most balancing work will be at, as it is notoriously difficult to keep all classes playable, fun, and versatile.
All armor classes come in pairs. This means the two teams will always have different armors. So in total we'll need to build 3*2=6 armors, but for first stage only the two light armours will suffice. Here they are:
Light Armor
The smallest and most flexible of the three types. Primarily used for massive speeds and quick getaway roles (flag capping), but it lacks in hp and can easily be squashed by a mortar strike.
Characteristics
- Small Health (75?)
- Small Energy Pool (100?)
- Light weight air time
- Much air control
- Two meters tall
Concept art
(orthographic views can be found on in the appropriate forum topic)
Finished armor set
WIP. Modelling has been done. Rigging & implementation has been done. Skinning in progress.
Medium
The allround class, used for duelling, midfield, defense, offense. It's armor-specific weapon (ELF) makes it very useful as a chaser. Average speed, average hp.
Characteristics
- Medium health (125?)
- Medium Energy Pool (105?)
- Heavier than light
- Less air control than light
- 2.5 - 3 meters tall
Concept art
Medium armor 1.
Medium armor 2.
(orthographic views can be found on in the appropriate forum topic)
Finished armor set
WIP.
Heavy
The big mother**. The scale of this armor is huge, and because of it's relatively slow pace it can be an easy target. Just don't get within firing range of this thing, as it will blow you apart.
Characteristics
- Much Health (195?)
- Big Energy Pool (125?)
- Much heavier than light
- Very slow air control
- 3.5 - 4 meters tall
Concept art
(orthographic views can be found on in the appropriate forum topic)
Finished armor set
WIP. Modelling in progress.