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 Suggestion - Making dead brains more interesting 
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Joined: Wed Dec 12, 2007 3:28 pm
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Post Re: Suggestion - Making dead brains more interesting
What if instead of just falling over when the brain dies, they go crazy or turn into zombies?


Wed Feb 04, 2009 8:05 am
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Post Re: Suggestion - Making dead brains more interesting
The soldiers go brain dead now, and rockets, dropships, etc all do what they'd do if their controls were lost, but it would be very dramatic and cool to have all the craft lock their last function, so dropships could flip and rockets would be DEADLY.


Wed Feb 04, 2009 10:19 am
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Joined: Mon Jan 26, 2009 1:01 am
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Post Re: Suggestion - Making dead brains more interesting
I totally agree. I was actually just thinking that. Another issue is that if one brain is destroyed out of two, you generally lose anyhow. (This may just be for dummy controllers, I don't know.)


Wed Feb 04, 2009 11:24 pm
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Post Re: Suggestion - Making dead brains more interesting
Well considering the actors /do/ have some sort of rudimentary AI when you're not using them, it makes sence that with no direct control they'd just wind down or continue on with their last directed task.


Wed Feb 04, 2009 11:33 pm
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Data Realms Elite
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Post Re: Suggestion - Making dead brains more interesting
Exalion wrote:
The soldiers go brain dead now, and rockets, dropships, etc all do what they'd do if their controls were lost, but it would be very dramatic and cool to have all the craft lock their last function, so dropships could flip and rockets would be DEADLY.

Wouldn't it be logical, in the future ( The time setting of CC ), that those controlled things are released from their control, like the Ships Auto-Return, the Actors get freedom of Sentience?


Thu Feb 05, 2009 12:34 am
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Post Re: Suggestion - Making dead brains more interesting
nah, they don't have the power of sentience, their brain is merely a conduit for the radio waves from the brain chamber to be turned to electrical impulses. When the brain is destroyed they do what they do whenever they are not under direct control. So if they are set to sentry mode they continue to be sentry, if they are on patrol they continue to patrol.


Thu Feb 05, 2009 2:21 am
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Data Realms Elite
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Post Re: Suggestion - Making dead brains more interesting
Aspect wrote:
nah, they don't have the power of sentience, their brain is merely a conduit for the radio waves from the brain chamber to be turned to electrical impulses. When the brain is destroyed they do what they do whenever they are not under direct control. So if they are set to sentry mode they continue to be sentry, if they are on patrol they continue to patrol.

Clones have a Brain ( and a Helper AI in their medula ) for a reason, just give the Helper the needed instructions, and if need be, the Helper ( or Commanding Brain ) will have to override their function to save/advise/do it for them/chastise/force them, when then the commanding Brain is destroyed the Helper and Clone are set free with instructions to retain connection with the nearest allied Brain/Commander.

And due to innovation to clone production, clones can come with any brain types you need:
  • Proto ( if you want to concentrate the traits you want )
  • Normal ( average brain of the future )
  • Greater ( Greatened with a nth Dimension HyperCube )
  • Holder ( Helper commands the body until the brain is inserted )
  • Cyber ( using state of the Q-Computers/anything better than that, may contain hypercubes... )


Thu Feb 05, 2009 2:59 am
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Post Re: Suggestion - Making dead brains more interesting
None of this has been confirmed at all... Let's not fight over it like a bunch of eight-year-olds fighting with "Bionicles". ("Mine can shoot laser beams!" "Yeah well mine can MAKE LASER BEAMS DISAPPEAR!" "Yeah well if you touch mine your fingers melt off and your nipples shoot across the room!")
Anyway, it would certainly be more interesting if things fell out of the sky and died if the brain was destroyed. But, again, like other things, it can be achieved with Lua. It's already entirely possible for single missions.


Thu Feb 05, 2009 3:21 am
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Post Re: Suggestion - Making dead brains more interesting
TheLastBanana wrote:
("Mine can shoot laser beams!" "Yeah well mine can MAKE LASER BEAMS DISAPPEAR!" "Yeah well if you touch mine your fingers melt off and your nipples shoot across the room!")

[offtopic]But my Pakalukulatuato can shoot laser beams, make laser beams disappear, AND make your fingers melt and nipples shoot across the room! And, it makes a mean waffle![/offtopic]

Can you cause wounddeath for actors with Lua? I know you can enable/disable emitters to accomplish the dropship flipping.


Thu Feb 05, 2009 3:40 am
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Post Re: Suggestion - Making dead brains more interesting
Code:
actor.Health = 0;

Simple as that.


Thu Feb 05, 2009 4:30 am
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Post Re: Suggestion - Making dead brains more interesting
I beleive should this be implmented this is how various things should behave.

Humans or sentient whatevers: Run away from nearbye enemies
Robots: Deactivate for "Recovory"
Clones: Control chip in their brains explode causing a very large hole in the head, and also instant death
Craft: Fly off the map in the most Hurried way possible "Were being overwhelmed, lets get out of here!"

sorry if my spelling is horrible right now :\


Thu Feb 05, 2009 9:54 am
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Post Re: Suggestion - Making dead brains more interesting
As it is my current estimate of how all this ingame technology works is the following:

You brain is the center of a basewide wireless network. It receives sensory information from all its units (cameras, eyesight, hearing, smell, pain, balance, feeling, aircraft speed, facing and altitude, perhaps even bunker door status) and is able to control all of the muscles, servos, engines, jetpacks and such used for movement. Everything right down to the finger that pulls the trigger, so its controlling their ankles aswell keeping them upright by reading off their cochlea. Perhaps the brain even opens/closes doors or goes to the extreme of balancing the chemicals in its own tank water. Understanding robot and ship controls is a gimmie, however in human (or alien) clone/slave brains, I think that the slave brain would perform subconcious tasks such as breathing and organ function, eye dialation and focus, sweating, and perhaps some reflexes. Maybe not reflexes, as it could lead to movement input conflicts with the base brain. While in gameplay you only control one unit at a time, I dont think thats how it actually works. Your brain is most likely heavily tech and chemical assisted and powerful enough to control many bodies at once. Not to mention much more intelligent as our evolutionary path would suggest.

I'd very much like it if Data could go into detail on how things are run. This is a very interesting future.

I also quite like the idea of capturing clones. If your brain dies, they all fall over, so as long as they dont split their head open on a rock they'll still breath and be alive.. You'd have to pick them up before they starved to death or got sores and swelling and became physically useless. They'd be just like the spoils of victory we've had for centuries. Rather than swords, guns and vehicles, we steal soldiers. (oh, and some guns and vehicles, maybe...)


Thu Feb 05, 2009 11:13 am
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Post Re: Suggestion - Making dead brains more interesting
I always thought they should convulse and stop dead in their tracks as soon as the link from the central brain is severed. Sorta like the Replica soldiers from FEAR.


Sun Mar 29, 2009 6:59 am
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Post Re: Suggestion - Making dead brains more interesting
I'd prefer if something awesome happened.

Like their heads randomly explode or something.


Or maybe they gain temporary sentience and shoot themselves. It'd be depressing but in a funny way.


Sun Mar 29, 2009 10:51 am
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