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 Cortex Command 1.0 feedback thread (+ and -) 
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Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
yeah but imagine a race like the locusts from gears of war that just burrow out of the ground and randomly attack you.


they could also be the race you face during missions where you get ancient tech and ♥♥♥♥


Fri Oct 19, 2012 6:21 am
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Joined: Sat Jun 23, 2012 2:03 pm
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Location: At home, drinking some tears (probably mine)
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
So far, the only wild life that's ever attacked me is the giant ass mother crab, or I get run over by thousands of crabs that my friend buys in a single crate.

If crabs really have evolved into every niche, having different kinds of them would be great, if devs really don't want a native faction. It gets less believable the more you think about it.

Oh and also there is no actual story. There is a hint to it in Exploration, but thats about it I believe. They got to make one, I mean come on, whats a great game without a story behind it?


Fri Oct 19, 2012 4:20 pm
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Joined: Wed Mar 03, 2010 11:29 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)

The page hasn't been updated in years though.


Fri Oct 19, 2012 4:41 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
i just want to revisit this even though the devs said no.


there is going to be a minimap eventually right? what if selecting minimap paused the game and the entire screen is consumed by a revealed map of the current... map you're playing on. and on it would be representations of all objects on the map. and also you'd be able to issue commands to your units.

face it, with the FF thing going CC needs a proper RTS interface. we should be able to pull up a map and multi select units and give them all orders.


Sun Oct 21, 2012 10:45 pm
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Joined: Mon Oct 22, 2012 5:40 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Before Cortex Command came out, the only experience I had with it was seeing a WTF is by Totalbiscuit as he bumbled about, experiencing the steep learning curve (more of a wall, really). I thought it looked pretty cool back then. Now, when it came out, I somehow heard news of this through the Escapist site and I decided to check it out. Noticing it was a $20 price tag, I was at first hesitant to buy it so I looked for all the information I could about it on these here forums and it wasn't long before I brought it.

I do not regret it one bit.

This game, once you clamber over that learning wall, is exceptionally fun with satisfying, visceral combat where anything flying through the air is a significant threat. While there are bugs here and there I find that it is great to play this game and make your own fun in the meantime whether it is going on skirmishes and pretending to be a special-ops unit or just sending down a create chock-a-block full of crabs on the enemy.

You've done great work here and I hope to see it improve even more as time passes!


Mon Oct 22, 2012 5:47 am
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Joined: Mon Oct 22, 2012 4:36 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
CC is a very fun game, and thanks for making it Data! Overall, 1.0 is a solid release. Here are my suggestions about the next steps to making CC a better game. These may seem very specific, but I don't expect all of them, if any, to make it into the game. Rather, I'm looking to help with the established direction/vision of the game, and hopefully these ideas will get Data and other people thinking about the next step for CC.

Overall, the changes I'm suggesting will move combat from a direct competition, to a more indirect way to win the game. The brain resource does that already, encouraging players to ask themselves if they should admit defeat and pull out, so forgive me for assuming what the vision for the game is.

-Orbital strikes: glad to hear it's being implemented. I think it's a must for the meta-game. But, if you order an orbital strike, you should have the option of not committing to the fight after you see the results.
-Ability to customize landing party - or at the very least, being able to tell the initial dropship to sit high in the air while you order troops (they tend to descend)
-Simulate AI battles: even if you don't see the battles, the battlefield will have scars telling the story. Will fix some issues on Data's to-do list. dayTime will make sure stalemates don't freeze the game
-Move fund acquisition phase to after all battles are resolved.
-Simulate gold digging during fund acquisition phase: instead of adding 1000oz to player's account, simulate the following scenario: all units with diggers are given a gold digging ai route. Lasts for dayTime. If a site has remaining dayTime left after a battle, simulate gold digging.[1]
-dayTime: basically a time limit for sites. If it runs out, site is considered contested, and a fight is scheduled automatically for it next turn, with all the troops intact unless you decide to pull out. Nothing can be build on a contested site, and all the money you get from it doesn't enter your overall money pool. You can invest more money in a contested site, so even if you are loosing, stalling for time/reinforcements is a valid strategy If you are contesting any sites, you are not allowed to schedule attacks, unless you give the command to pull out from all of them (same reason why you wouldn't have multiple attacks scheduled in one day) If you decide to pull out, you can schedule a regular attack. You have dayTime*0.1 to retrieve or lose your brain on contested sites to pull out successfully. If you fail, your scheduled attack is cancelled and all contested sites continue as normal[2]
-new win condition: if no changes to the planetary map are detected (ie, the states of all the sites are all the same) for 2 or 3 turns in a row, the game is over. Whoever has the most gold wins the TradeStar contract (I stole this one from Go ^^)
-Ability to move and sell already placed items during base design. Have a check box "tidy up" next to automatic design, which will automatically gather all the existing actors and tools (strip tools from actors?) and match and place them in preset zones, buying additional equipment along the way. Sell all extras.
-Ability to sell brains whenever you want - more decisions. Do I want more brains, or do I want more funds to assault/defend this site?
-A highscore table - remaining gold in your account as the score. Meta-incentive to push beyond your comfort zone, not just to win, but to win more decisively.
-Capturing brains in a dropship should award you an extra brain. Again, less direct confrontation and more decision making and subtle plays.
-Immobile brains should have a thick layer of armor protecting them (maybe a badass turret as well). As it stands, there is absolutely no reason not to have a mobile brain bot; it can fight back and if things go south you can try to pull out.
-I second adding a "Suppressive fire" command in the pie menu. The actor will behave like a sentry, except that he will aim and fire at the attack point. Useful for suppressive fire, digging through steel and concrete, using explosives and bullets to demolish terrain
-Dropships need heavier armor and they need a longer delay when they decide to self-destruct An enemy brain bot had a rough landing due to my AA turret, but it survived and crushed it. The problem was, that it was turned over, so the moment the brain was deployed, he got turned into a fine, gray paste

[1]This will introduce limited gold to the game, as well as diminished return on sites, and during base design gives a choices between fortification and investing into more gold diggers. Overall, you should feel the weight of each expense more, newly discovered sites will become even more attractive, raiding, as opposed to conquering will become a viable option
[2]Will solve the "keep the enemy brain alive to gather as much gold as possible" scenario. You want to kill the enemy brain as fast as possible, so that you can auto-mine gold in peace and minimize the chance of the site becoming contested, and the enemy receiving reinforcements.


Mon Oct 22, 2012 6:04 pm
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