I like the light armor variant with overlaying street clothes. Seems kinda like a casual urban guerrilla combat outfit. The concept art is wonky, but I assume these will barely reflect the modeled versions.
I like the idea of heavy armor variants being quite bulky. Perhaps it will even increase the hitbox?
I think the helmets look quite weird. As already mentioned, they do look quite a lot like dead space. I think they are too horror-esque. Are the humans in the universe of MR totally against faces? None of the helmets even try to show eyes. It seems like everyone is a zombie-andriod-robo-cop.
I'm also not a big fan of the shoulder flaps. Why would plates just hang off the shoulders?
Not a fan of the general color scheme. I think that trying to use a realistic color scheme, similar to Call of Duty, makes for an uninteresting visual pallete. I think that combat would look weird with a bunch of beige-bluish shades of color vomit running around shooting lasers. Simplify the colors, less is more.
Hope I'm not being too harsh, always glad to see creative work done for this project.
Makes them look broader and bigger in the shoulder to impose like the skull-esk design of the helmet. Which depending on who these are aimed at seems a fine idea.
They all look very nice and I have to say I am somewhat a fan of the idea of a comparatively subdued colour pallet by default, somewhat scope creeping again but possibly with the option to add your own garish colour pallets at desire.
They mostly seem to certainly have a more directly military/militia look that I presume are aimed in concept at the Mercs, military, factional security forces and the more overtly violent rebel/criminal faction members. Legacy FoM didn't particularly cater to visually identifying top notch armour (you degenerate colonials) for dedicated combat troops as distinct from the sort of thing your average eco lord would walk around in and I suppose that is because everyone walked around in whatever they considered optimum armour (and I am sticking to this) all the time as in theory everyone was always a split second from pulling a gun.
Not that I think you are but if this is a look at the sort of thing you are expecting everyone to be walking around in all the time I am not terribly sure of that, particularly fully enclosed helmets for everyone seems unwise. If nothing else for one of them I can't see anything but a chap wearing an upturned pot or kettle on his head when I look at it.
We will be tweaking the armor concepts and adding more open helmets, thanks for the feedback guys. We're aiming for a ghost in the shell/dark cyberpunk look, not trying to recreate FoM's look. The game will definitively have some light horror vibes on certain colonies, all my games have horror /dark undertones
Light armor should be cheap, weigh less and possibly give a small speed boost, medium armor should not provide any speed + or -, offer decent protection and will be the go-to armor for most conflicts, heavy armor will provide the most protection, but will weigh the most (1500g possibly each piece), will reduce speed and will be expensive, this armor will be mainly for point defense since the low speed will make you an easy target. We will add powered armor later on once we start working on bioenergy mechanics (implants,etc)
There won't be factional armor, I am open to the possibility of adding cosmetic armor mods that slightly modify the appearance and colors, so factional colors might be picked based on preference, but that will come later on after testing and community feedback, because it's a double edged sword