Krall HomeWorld - Unreal 3 Pitch As the game should be running on latest Unreal 3 Engine, its feel should be somewhat of a mix of the general UT3 Feel and the gritty/beta look of original Unreal... The planet which you spend majority of the game on should be hostile, dark and rocky, with swampy areas and algae plants and dry plants/trees on the rocks. So not exactly necris homeworld, but dire enough to evoke the dark atmosphere and it should be situated in night only like it was planned for a good portion of the unreal game developement. The developement of the Krall themselves should be seen here and we will see cases of multiple races just like with humans and similar creatures on Earth. Neanderthals might have got extinct but sometimes they mixed with the population and we shouldn't forget the close relatives chimps and bonobos... The same story happens here on the Krall homeworld. There should be mediaval/middle eastern themes thorough matching with some of the Unreal stuff. Many of the different Krall castes would fit in here. The Gargoyle should make an appearance because he is in fact what Warlord is to the Skaarj...notice his feet. The Nelsian/HalfDogs will also live here as well as various other creatures including the "skaarj eel" thing and mantaur/slith will roam here too in their various forms. Stingrays could also make reapparance. The ut3 krall will exist, and will use their claws to attack, as well as the "alien minotaur" described in various places. (takenote that the skin created by mu might not have been how the minotaur would truly look likke although it gets close. The alien minotaur should be evolutionally close to the ut3 krall, which variations can be made further using the ut3 concept art... So those are the most savage beasts and more distant to the main krall. Their savage and ravaging properties is what allowed Necris to use them effectively, while for the Skaarj they would be too random and unruly... Take note that the Gargoyle skin is in its "material" and bumpyness similar to the ut3 krall, he's like a step between the ut3 krall and the "darkangel" caste of the Krall which are more smooth and somewhere in the middle are all the other reptilian/tougher variations that were all recovered except the one on the pc games magazine scan etc which is similar to the late 97 one anyway. The minotaur could use ranged attacks as they were once revealed to have been spitting fireballs...but because this seems too far fetched for a modern game like this, we could have them use these weapons that the krall are holding in the ut3 concept arts, shooting fireballs from them. The player would be able to pick up those weapons, perhaps even their axes for melee (the axe shoul be less plain than the quake-axe mu made it to be, remember the axe could have been intended to be masked and not necesarily the shape of the polys)...it should look more sinister and oriental... They might throw the axe like the wheel of time creatures do when necesary, too.... inspiration could be taken from there because their savage nature is similar.... You will be able to use the black automag, but modernized slightly with a zoom button/display perhaps like was on the carifle of unreal2...except not used in practice. The black automag design was best and perhaps inuit enforcers could be used too for dual weapon/weaker pistols especially when you're still on the ship before you make it crash on the planet.... Quadshot will make reappearance and might be of inuit origin this time... When ran out of ammo you can use about all weapons closeup, the quadshot will be used in similar ways like when you run out of ammo in avp. In 1996 unreal you could do this too except it didn't have you wear/slam it sideways though there was an unused/broken anim that would just do something like that. The closeup melee of automag would be used, perhaps with an indication that you can do this like when you use a vehicle in ut3. But it shouldn't be like the new doom game with the finishing moves and all. It should be more dynamic. You will be able to weaken creature to the point of fear/not attacking but he shouldn't just stand there without moving or just playing an idle animation until you finish him.... more dynamic deaths should be possible like was the case with unreal but made even more complex. Remember the legless krall? Well you could take the leg and smash him with it using a grab key but it shouldn't feel too prescripted. Take inspiration from how unreal warfare did it in that 2002 demonstration video... The Gatling Gun would return, not the Minigun as such. Taking inspiration from the old minigun design and how it was done for the unreal psx rework... However secondary would shoot flares/bouncy grenades this time like the old napalmgun did. But a barrel/slot for those should exist and perhaps more rotating barrels, the strength of the gun should feel like the Doom 3 Chaingun, with smoke coming out of the gun and having heavy impacts on the walls... The Unreal Rifle should make reapparance but with the bayonet fork being usable like it was planned (they screwed up the first person mesh at some point to it being only flagged one sided from the underside...) It should feel like old war rifles with heavy kick in general and more automated but less acurate mode (not the three round-burst though, that's overdone by now)... eightball should make reapparance with the bouncy rockets and so impaler and stunner in different variations..the arsenal will feel unique this way... That's it for right now, these are pretty specific ideas about how the krall homeworld should feel like and some weapons that I haven't elaborated on before... - Leo TCK 05 June 2016 Addendum: Stinger should be the one based on Unreal Novels description and in feel like the 0.83 stinger. A big gun that feels powerful but only when used correctly. Can stick tarydium shards into wall which glow blue and then explode with cool flamey effect into tiny little shards that pulsate and burn up. Can catch other things on fire or set up explosions...