Engineers and their possible role in the game?
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Engineers and their possible role in the game?
The Mind wrote: So are they going to go away forever? Or be back? I have no idea. I don't see why they would be removed, but I can't be sure. Ask in the right place and you'll be more relevant to the matter at hand and more likely to get attention by someone who would know what they're talking about. Edit: but apparently the second part is not a problem in this case. Anyways, back on topic, engineers in CC. I think the title doesn't necessarily mean they will be included, but I think they could be cool to have.
Last edited by Azukki on Mon Jun 01, 2009 3:26 am, edited 3 times in total.
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Mon Jun 01, 2009 2:54 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Engineers and their possible role in the game?
This isn't official, as I haven't asked yet, but I would assume they are gone only temporarily. The badges were causing some server problems and the way they were being loaded was a makeshift way of doing it. Chances are WJ has found another way to include them, and is adding that in along with an update of some other things.
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Mon Jun 01, 2009 2:55 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Engineers and their possible role in the game?
Spoiler, game still sucks.
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Mon Jun 01, 2009 5:08 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Engineers and their possible role in the game?
Grif wrote: CC B24 BRAIN CRABS I KNEW IT. What's funny is that this really would be a good official feature, for a cheaper brain vehicle, for last chance emergency ditching. It could tie into the planned feature of brainbot/robot head replacement to make an entire system of brain mobility and accommodation. -The big bunker for the brain case is a dock for the brain crab, holding it in place until undocked. -Because the brain crab lacks life support systems, it doesn't replenish the brain's nutrient bath, it constantly looses health, starving. -But the big bunker brain case housing has the nutrient generator for long term accommodation, and heals the brain crab slowly to a max of 100. -The spindly legs of the brain crab are flexible and elusive to bullets by simply being such thin targets, GetsHitByMOs = 0, the crab can always walk. --Alternatively, the legs could be made into more bulky quarter sphere shells, so they could fold to encase the brain in armor when stationary. -The brain crab could have a pistol like weapon, to give it a chance against enemy forces encountered during escape -The brainbot's head gib could just be the brain crab, to give it a breakaway ability. -The brainbot would have a nutrient regeneration system as to not constantly loose health, but it would not regenerate it's own bodily health. You've decided to retreat, surrendering territory to the enemy, settling for survival. You control a robot and head down to the brain room. You have the robot perform cyborg surgery on the spot, taking off it's own head, and replacing it with your brain case. It navigates through the bunker to escape. It encounters an infiltrating enemy with a grenade launcher. Just as you take it down with the robot's assault rifle, he has aimed and pulled the trigger. The robot is blown apart and its arms and legs are thrown across the room, with nothing left of the metal abomen. Luckily, the neck and upward is fine, and the crab legs unfold from around the head as it falls to the ground. It continues out of the base toward the escape dropship you have ordered in preparation of orbital flee.
[The rest of this is just a mission idea involving a brain crab, no longer serving as an example of my proposed brain mobility/accommodation system.]
As you make the final fly toward the open hatches, an enemy snipes off the crab's jetpack [definably destructible jets for general use would be nice too] and it falls in a pitfall trap made by wildlife. The same sniper shoots off an engine of your escape craft, making the craft fall on top of the hole you fell in, entombing you below. The enemy reports your death and claims victory. This pitfall was a trap made by a species of massive carnivorous slug native to the region with a diet primarily consisting of crabs. The pitfall goes into his cave dwelling. On one side, you see a light at the exit of his cave. On the other side, you see the hungry, twelve foot tall beast, with a mouthful of slimy, dripping fangs. You obviously attempt to make your way toward the light, post-haste. As the slug is chasing this body of yours which resembles its usual prey, you have to shoot its tongue, [only part vulnerable to your weapon] until the tongue gibs, and then when it's screaming and gargling its blood [mouth now open] you have to burn the rope shoot down stalactites off the cave roof into its mouth to weigh it down to make it slower than you so you can escape from fangorious devouring by outrunning walking it toward the cave opening. Just to keep you occupied at all times, there are also bats with guanobombs to avoid and shoot down. You barely make it out only because you've slowed the slug by feeding it stone. The slug is burnt alive when it thoughtlessly follows you into mid day sunlight in rage. The radiation melts the beast that had adapted to subterranean and nocturnal life for much of it's evolutionary lineage. Your navigator reports you as being a safe distance from the enemy's new base. You then order another craft for escape, to finally retreat, thoroughly beaten, but alive. You also pick up the slug remains, so you can have the DNA of this species sent for preservation before its assured destruction due to the gold rush. You retreat to safety and security in space, far from the dangers of the battlefield. And far from the gold... You plot your return, and plan your tactics for reacquiring your lost base. A cognitively voiced transmission literally interrupts your thoughts. It is a report on the slug's DNA sample. It happened to have been both the last naturally living of its kind, and the first discovered. You are monetarily rewarded for your consideration of universal understanding of life and your donation to the universal database of life forms. You have saved this creation of nature, despite slaying it's last. These resources will fuel your retaliation. Perhaps your research department could genetically modify the slug DNA and clone them on a massive scale for combat purposes? You send them a telekinetic message, commanding their consideration of the matter.
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Mon Jun 01, 2009 9:33 am |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Engineers and their possible role in the game?
How could a robot change heads like that, though? It'd have to remove its own head (which I'm assuming contains the cpu, since they stop working on head shots), so for a moment between two heads, it would be immobile!
Better, I think, would be a ceiling brain attachment like the one that currently exists, which could, in the case of an emergency, expel the brain on crab legs. The little brain tyke could then scuttle away through a ventilation-shaft sized exit which enemy pursuers might have more trouble fitting into.
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Mon Jun 01, 2009 5:29 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Engineers and their possible role in the game?
Rawtoast wrote: How could a robot change heads like that, though? It'd have to remove its own head (which I'm assuming contains the cpu, since they stop working on head shots), so for a moment between two heads, it would be immobile. That part is a planned feature already, so you can take that up with Data. He mentioned it in a magazine interview, you can find it in the devlog somewhere. I'm assuming the robot's head hold it's cpu 'mind', and the neck/body contains the secondary systems for when the brain is in direct control of the robot. During the switch, the brain is in control of the robot, as it removes its head and replaces it. During the process, there is no autonomy, the robot's 'mind' is not needed. After the process, the Cortex Command system can work in reverse, and the robot head, now mounted in the brain bunker, remotely controls the body you're in whenever you switch actors and aren't directly controlling your robot body. This would mean that if the robot's head got shot in the brain room, the brainbot would lose autonomy when not self controlled, and fall over mindlessly whenever you switched actors. That could be a humorous detriment to brain mobility, or it could simply not be done, and left unexplained. But it always feels weird when the brainbot opens fire on crabs by itself as I order something upon arrival in first signs...
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Mon Jun 01, 2009 5:52 pm |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: Engineers and their possible role in the game?
The brain controls other bodies through a mental link, but when it is not connected to a particular body, it does it's own thing/whatever orders it got.
So obviously the brain robot itself has a mind of it's own as well as the actual brain, and since the brain is controlling another body, he doesn't notice that he's being shot at.
I made that up in five seconds, this game is easy to handwave.
As for engineers, if there are any ingame, they won't be skulls. There's already skeletons.
You could always imagine that Engineers in the CC universe are actually cosmic horrors with skulls and gears for heads.
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Mon Jun 01, 2009 8:17 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Engineers and their possible role in the game?
I'm pretty sure Gears of War already nabbed that particular title.
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Mon Jun 01, 2009 8:43 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Engineers and their possible role in the game?
3 solid wrote: The brain controls other bodies through a mental link, but when it is not connected to a particular body, it does it's own thing/whatever orders it got.
So obviously the brain robot itself has a mind of it's own as well as the actual brain, and since the brain is controlling another body, he doesn't notice that he's being shot at.
I made that up in five seconds, this game is easy to handwave. Yeah but the mind is presumably in the head so I made up some crap to cover that. 3 solid wrote: As for engineers, if there are any ingame, they won't be skulls. There's already skeletons.
You could always imagine that Engineers in the CC universe are actually cosmic horrors with skulls and gears for heads. Skeletal engineers would be cool looking, even though it would be tremendously misfitting, since CC skeletons are animated by a friggen lunar necromancer. Who needs tech when you have magic?
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Mon Jun 01, 2009 8:59 pm |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: Engineers and their possible role in the game?
Well since the engineer skull represents someone who is officially a part of Datarealms, It makes sense to me at least that they should be gods.
And of course, Cosmic horrors are much cooler than conventional gods.
Maybe the necromancer gets his powers from the engineer cosmic horrors, I don't know.
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Mon Jun 01, 2009 10:47 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Engineers and their possible role in the game?
Okay, I'll admit defeat... this time.
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Mon Jun 01, 2009 11:00 pm |
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