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 CORTEX COMMAND GAMEPLAY SURVEY - RESULTS ADDED 
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Data Realms Elite
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Your opinion: I think it is good right now.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Your opinion: For weapons i'd prefer ~8 hits, grenades 2-4.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Your opinion: I think the prices are pretty good right now. Just make crafts cost more.


4.) How should weapon range work?

Your opinion: The bullet slows down until it doesn't do any damage anymore.


5.) Should craft/transport be expensive instead of cheap?

Your opinion: Yes.


6.) Should bunker concrete be impervious/invulnurable/resistant to diggers?

Your opinion: Here i'm gonna say that there should be some special "Bunker Buster" diggers.


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Your opinion: I think you should name the weapons like, for example, M97 Assault Rifle w/ GL


8.) In what style should item descriptions be written?

Your opinion: So that it gives you basic information about the weapon. What does it do, how far can you shoot with it, does it take a long time to reload, does it go through people like a chainsaw...


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Your opinion: I think they are already good.


10.) What resolution is Cortex Command made to be played at?

Your opinion: 640x480, so you can't shoot through the whole goddamn map.


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Your opinion: No. They go through terrain, they go through soldiers, but not bunkers.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Your opinion: I'd like it to be realistic.


13.) Should soldiers collide with each other?

Your opinion: Of course they should!


14.) Should jetpack emission be deadly/harmful to others?

Your opinion: Yes, but not like INSTA-DEATH JETPACK IN THE FACE!


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Your opinion: Limited, so no infinite flying times.


Sat Feb 20, 2010 6:27 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Your opinion: The current speed seems fine to me. I never slow down or speed up the game. I wouldn't touch it.

2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Your opinion: Depends on the size of the weapon. Small arms (pistols/smgs) and grenades should break in 2-3 shots while larger arms (which are easier to hit) and diggers should be able to absorb at least 4-5 hits before breaking down.

3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Your opinion: A tough one, but I dislike the idea of making everything cheaper than it already is. 10 oz for weak guns, 25 for standard guns, 50 for useful guns and 100 for powerful guns, up to 250 for ridiculously powerful stuff.
If going for a 250 oz gun AI can still break your gun, making you lose a whopping 250 oz. It remains pretty balanced I think.
I don't have an opinion about the bunker pieces, since I don't really use them outside of map making.

4.) How should weapon range work?

Your opinion: If AirResistance doesn't do the job then just use LifeTime I guess, and have shotguns have a short range, like half a screen (800x600). Pistols and smgs slightly longer (3/4th of a screen), machinegun bullets crossing an entire screen and sniper rifles reaching 1.5 screens.
Making pistols and smgs more accurate than assault rifles/lmgs would make sure they remain useful items.

5.) Should craft/transport be expensive instead of cheap?

Your opinion: Expensive. Some thinking should be done where to land your dropship to make sure it doesn't get destroyed and make you lose valuable gold. We already have cheaper alternatives in rockets, which are unreliable. Those should keep their current price, but shouldn't be made cheaper due to misuse as a weapon.
(200-250 for a dropship seems about right. It makes people want to return them safely.)

6.) Should bunker concrete be impervious/invulnurable/resistant to diggers?

Your opinion: Yes. Have them only dig through dirt and rocks (if the digger is powerful enough) but make concrete invulnerable.
Have metal be invulnerable to normal weapon fire as well.

7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Your opinion: Depends on the faction. I doubt a faction like the Ronin would care about any type of coding, while a structured group like the Coalition would do fine with weapon designation codes. I wouldn't overdo it though, since browsing through the buy list seeing code after code would annoy the crap out of people.

8.) In what style should item descriptions be written?

Your opinion: Not too seriously. Just a description what the gun does/is capable of, with a tad of humour/facts/history in the mix. If some weapons require special instructions, then this would be the perfect spot to put them in.

9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Your opinion: The current bullet colours and trail lengths seem fine to me. Optimal visibility.

10.) What resolution is Cortex Command made to be played at?

Your opinion: 800x600 is perfect imo.
640x480 makes everything a bit too pixelly and zoomy and 1024x768 makes everything too small and slow.

11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Your opinion: Being harmless to soldiers would be awesome, since melee weapons would have a point in existing. Right now a strong unit equipped with a digger can do a lot of crazy damage.

12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Your opinion: Explosions are nice but shouldn't be too overdone. I think it should be somewhere between realistic and over the top, but leaning more to the realistic side. If that makes sense.

13.) Should soldiers collide with each other?

Your opinion: Yes. It's a part of CC. However, I do think the AI should be improved so that they don't crash into eachother by accident. (At least not that often.)

14.) Should jetpack emission be deadly/harmful to others?

Your opinion: Yes.

15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Your opinion: Keep it the same. I am sure enforcing delays would lead to frustrated players.


Sun Feb 21, 2010 5:26 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Your opinion: Its ok for now.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Your opinion: Depending the use, Stronger for diggers and lighest for grenades.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Your opinion: Balanced, for wise use.


4.) How should weapon range work?

Your opinion: Depending the weapon, that's a very complex question, some guns must be though for long distances, some for short distances, anyway, balance its the key for fun.


5.) Should craft/transport be expensive instead of cheap?

Your opinion: Expensive, but not Uber.


6.) Should bunker concrete be impervious/invulnurable/resistant to diggers?

Your opinion: It will be interesting to have a different kind of diggers for concrete.


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Your opinion: No more codenames please, I like to know what I'm gonna shoot.


8.) In what style should item descriptions be written?

Your opinion: I like to have it like now, it tells you a bit of what are you gonna shoot...


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Your opinion: They're cool for now...


10.) What resolution is Cortex Command made to be played at?

Your opinion: 640x480 its ok for me, but that's a player choice.


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Your opinion: No way, soldiers must be like terrain, easy to rape, that's where coolness of combat-action lives.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Your opinion: That's a choice from the modder, anyone have his/her own style, hitlerboy.


13.) Should soldiers collide with each other?

Your opinion: indeed, like a grab function, and they should notice what have exist combat when blood or
body parts are by the ground... and active the patrol mode...


14.) Should jetpack emission be deadly/harmful to others?

Your opinion: Sure but some kind of "toast-effect" not I'M SHOOTING MA LAZOR"


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Your opinion: Limited depending the current actor functions.


Sun Feb 21, 2010 5:36 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Your opinion: I enjoy the current timescale. I find it fast-paced when things get chaotic, yet slow enough to prepare as the enemy's forces march upon you.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Your opinion: I suppose it depends on the device. An explosive like a grenade would be super fragile, and the slightest damage to a gun's barrel degrades the accuracy like no one's business. I suppose in that sense a gun should be fragile, too. But tools like diggers could be more durable in that they wouldn't be so demanding on maintaining a perfect frame for good diggin'.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Your opinion: I think it should be a balance between realistic values and strategic balance for gameplay purposes.


4.) How should weapon range work?

Your opinion: The current method of weapon range hits the nail on the head, no pun intended. *chuckles a moment later*

5.) Should craft/transport be expensive instead of cheap?

Your opinion: I would say it should be expensive. Drop ships are expensive to produce, and costly if destroyed. This should be represented in the game too, since you get the money back for it anyway. Almost like it's not the faction's drop ship, and damaging it results in compensations to TradeStar.


6.) Should bunker concrete be impervious/invulnurable/resistant to diggers?

Your opinion: If you fire enough bullets into a concrete wall, you'll inevitably get through. It'll take freaking forever, but it'll happen. I think the diggers could represent this, too.


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Your opinion: I'll be honest, after using mods that have codenames and acronyms like DSTech and Crobotech, I rely on what the damn things look like to know what they do. I can't remember anything by those codenames, novel as they may be. They're really cool, and well thought, but I have to say 'good in theory, bad in practice' for that one. (Personally, I like the way it's done now.)


8.) In what style should item descriptions be written?

Your opinion: I have always liked descriptions that tell you how the item works, yet in a casual manner. It opens up possibilities for humor to be implemented into the description. I always love well-placed humor in item descriptions. Cortex Command already does a great job of this!


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Your opinion: I love the way they're currently represented, though I've never quite understood the concept of the intermittent glowy bullet that does more damage than normal.


10.) What resolution is Cortex Command made to be played at?

Your opinion: The game is great with 1024x768, but I agree that it feels like I'm cheating when I can see more at once. Fog of war would fix that though, wouldn't it?


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Your opinion: I agree that diggers defeat the purpose of cool melee weapons that could be utilized. I wouldn't mind if diggers only affected terrain.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Your opinion: I like the minimalistic and realistic approach the game currently takes.


13.) Should soldiers collide with each other?

Your opinion: Anyway you could make it so only opposing teams could collide? I like the physics element (steppin' on zombies' heads, FTW), but I don't like the physics element (teammates steppin' on my head, WTF).


14.) Should jetpack emission be deadly/harmful to others?

Your opinion: I don't think the jetpack would outright kill anything, though they'd be badly burned. I'd go for harmful, but not very deadly.


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Your opinion: I'm on the fence. But having no limited delays for bursts allows a person to "cheat" their way into carrying more weaponry than they probably should be allowed to carry unhindered.


Mon Feb 22, 2010 4:20 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
===========
FORM START
===========


1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

I think that the current speed is fine.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Well, going along with your idea of how realistic the game should be. Probably only one hit would destroy most weapons. Again, most weapons. It is understandable, that a rocket launcher might be able to withstand more abuse then a pistol. However, the current damage threshold lends itself to be more friendly in terms of gameplay rather then outright realism.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Well, again, the current pricing is balanced well. I think that it should be priced according to how much it would take to manufacture it. A sword for example, while extremely simple, would be priced high because of the expense of making it.


4.) How should weapon range work?

Since I am rather inexperienced with the engine limitations for the game, I don't know what is possible, I do think that bullets should move towards the ground as they go farther out, though because of the 2D setup, most times you are shooting at something it is within your smallish screen range, it wouldn't matter except when a projectile can travel the length of the game and hit in the back.


5.) Should craft/transport be expensive instead of cheap?

Expensive, no doubt about it. The potential cost of building one would cause a greater price for the consumer. With the exception of the drop crates, which mass produced, would be a cheaper but less safe alternative.


6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

Yes. The concrete/cement/metal should resist or outright be impervious to the diggers, because if a bullet is stopped by it, how would a simple lazer go through it?


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Concerning coding items and using them in lua and the game files, I have no idea. Almost all conventions seem confusing to me. Ingame though, I think they are fine.


8.) In what style should item descriptions be written?

The one that is being used now is great, the combination of serious item descriptions combined with the slight humor is good and fits the games mood.


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

I like how it looks now, but it would be much more realistic if there were no trails for bullets, such as making the actual pixels it fires transparent. However, those for lazers are fine.


10.) What resolution is Cortex Command made to be played at?

800x600, but it also depends on the moniter being used, as well as Widescreen or not.


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

No, they are obviously projecting something, they operate similar to the jetpacks and so would affect units. I do though think they are a bit too powerful with how they decimate organisms.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Again, it depends on the mood you guys are aiming for. The current one is looking great, I love sprite explosions such as those in Metal Slug. I personally think that would should continue to use the visual style.


13.) Should soldiers collide with each other?
Yes, it would be stupid for objects to not clip each other.


14.) Should jetpack emission be deadly/harmful to others?

Yes, if it is using heat or some other jet like emission, it would only make sense for it to hurt people.


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

There should be a delay, or in fact, it should make it less effective like diminishing returns. Keeping a steady stream of force propelling you upwards would be more effective then doing bursts because you would fall inbetween them.

===========
FORM END
===========

Glad to help you guys work on making it better. :grin:


Tue Feb 23, 2010 3:19 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Your opinion: Games should be fast-paced, lasting between 10 and 20 minutes. Timescale between .4 and .6


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Your opinion: Large weapons should outlast units, and cheap weapons and tools should break faster. Grenades explode when shot, but should become duds when stepped on or left out too long.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Your opinion: Bunker modules with more metal should be worth more then concrete. Bunker pieces should be cheap overall. Sidearms + Shields should be cheaper then main weapons.


4.) How should weapon range work?

Your opinion: Make it so bullets have a chance to become harmless when they leave the player's screen.


5.) Should craft/transport be expensive instead of cheap?

Your opinion: Cheap transportation could work if they were harmless to actors. Otherwise they should be made just as expensive as a group of units.


6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

Your opinion: Bunkers should be resistant to diggers. Digging shouldn't always be an easier option then fighting head-on, and it should be easy to kill an invading digger.


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Your opinion: Naming style seems ok as it is.


8.) In what style should item descriptions be written?

Your opinion: Definitely add what it does, but don't add strategies like "Best used up close". Further details are nice, and distinguishes the factions. I'd like to keep them if they're not distracting. Perhaps make the funny details a duller color?


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Your opinion: Stronger bullets should stand out more then weaker bullets.


10.) What resolution is Cortex Command made to be played at?

Your opinion: 640/480


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Your opinion: Make diggers low damaging, if not harmless. Diggers are currently too useful as a melee weapon. As fun as it is to make enemies go squish, I'd rather arm my guys with a cool close-ranged weapon then a light-digger.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Your opinion: Maximum pyrotechnics, ftw.


13.) Should soldiers collide with each other?

Your opinion: No. Moving becomes too tedious if all soldiers need to walk single file.


14.) Should jetpack emission be deadly/harmful to others?

Your opinion: Jetpack emission should be harmless, especially for 13.)


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Your opinion: Delay between bursts. No unit should have enough to send them into outer-space.


Thu Feb 25, 2010 6:33 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

/* edit
by missions we should have both really short missions AND really long missions
*/

honestly the game stops being fun to play or even look at when it goes above 0.9, but at the same time, if it goes below 0.7 it gets to be unplayable. if anything .7 to .5 are more like bullet time which could be used for effect, but unfortunately it makes gameplay to easy. I think that to fix the balance with slowdown, is to have an Aim-Speed, that as the gameplay slows down, you can't aim as quickly, or say, turn around.

If it goes up to 1.0 time scale, the game play is to fast to do anything without dying. the AI has to good of aim and to short of a reaction time. the AI's reaction time in the 0.8 range is to slow, somewhere around .9 to .95 is a good reaction time.

Also when you get to the lower timescales it takes way to long to GET anywhere.

My recomendation is to make the game run at 0.85 to 0.9 as full timescale, and that when we have slowdown, rather than loosing frames, change the delta-time and add physics calculations at the same time. Also, because things like explosions cause lag, AND dramatic tension, I suggest using lua in the explosives that make it smoothly move into slow-mo for explosions, gibs and the like, and then speed back up, but only do it if it is on screen. if it's not, don't slow down at all, and go ahead and have the glichy physics off screen.

between making the game a playable speed, and making good use of the slowdown in game, it would make it perfect.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

let me put it to you this way. If I take a handgun, and hang it by a hook on my wall, and take another gun, stand 10 feet away, and pump a few clips into it, it just might still be able to shoot. Some weapons ARE very fragile, but most modern weapons in the real world are not as fragile as they are in game. 4 shots from a hand gun, that nick the barrel will not explode a gun, although it just might ruin an RPG. considering this is the FUTURE, it isn't a stretch that, we could either FIND more titanium on other words, or even be to the point of synthesizing matter, even if by the reconstitution of other mater.

The point being most weapons wouldn't break short of explosives getting run over by a tank, having a dropship explode over it, etc. you can't crush a rocket launcher by stepping on it, unless your a god damned gundam. unless its some sort of ultra-light plastic gun, which would really only be things like pistols, or single-shot guns.



3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

no gun should cost more than 100 oz, EVER. Flak cannons? no more than 30-40 oz. the Uber cannon? i wouldn't go more than 85 oz, and that's supposed to be an UBER weapon.

Grenades? 1 oz a piece, some grenades I'd even do 1 oz for 5, because it's a SINGLE SHOT.

after all, if you find a mineral vein of gold, the same size as a person, you could buy the empire state building, there's no way that much gold should get you a rocket launcher and a few shot guns. and in the future, sure there might be inflation, but there will be a greater surplus of goods. sure a car might cost 10 million dollars but most people could easily have 20 mil. inflation = meaningless.

crafts, no more than 200 and thats if the craft has guns, most craft should be 120, and drop crates should be no more than 10.

Lastly on crafts, if you return a craft, you should get no LESS than 90% of its value unless its missing parts like legs or an entire engine, and even then the cost of a craft should be recoverable from the wreckage, like adding dropship/rocketship parts that can be picked up, as gibs, or making them settle with gold in them.

4.) How should weapon range work?
the way ranges work right now is fine, but some weapons like snipers could use having slightly longer ranges. bullets should only have a noticeable arc, if its say a sniper, at max range.

5.) Should craft/transport be expensive instead of cheap?

as I said, no more than 200 oz for a craft, and thats if it had mounted guns and stuff. but the 95% of the full cost should always be recoverable even if it is wrecked, because otherwise your likely to go broke because of dropships. if the game could record what dropships you have and let you re-use the same one and keep damages, IE a dropship drops something off, goes up, gets re-loaded, and comes back down, damage and all. but that would be such a colossal undertaking, for so little benefit.


6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?
Concrete, no. because concrete is basically ROCK, and if you have to dig through ROCK to get to gold, and you can't dig through concrete and rock, it's not a very good digger, now is it.

METAL on the other hand, maybe. heavy diggers should be the only things that can dig through metal, and even then, very slowly.

DIGGERS SHOULD ALWAYS BE USABLE AS A WEAPON. a chainsaw is for cutting down trees, but a chainsaw makes a better weapon than it does a tree-cutter. a shovel is for digging but a shovel to the head is still pretty fatal. I don't care if that's what its intended for, it still can be used for that, and in fact it MUST if your going for realism.

7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

acronyms are HORRIBLE for naming weapons and people, unless it's a damn cool acronym, or has an explained name. using half-life as an example, the HEV Suit. its the Hazardous EnVironment suit. the flip side of the coin, is when you have things like the AR 2, the AR3, the AA12, the AA10, the AK47, AKU47, etc. when you use acronyms for names, they ALL LOOK THE SAME, unless you only use 1 or 2, very different acronyms.

Notice, the AR 2 in HL2 is the pulse rifle, the AA12, is the Automatic Assault Shotgun (12 gauge) and the AK-47 is a Kalashnikov, though AK-47 is widely recognized as well.


8.) In what style should item descriptions be written?

Name, faction, size, type, Cost, Description (description only shows up if you hold the cursor over it for more than 15 seconds.

Example. mauler shotgun.

Mauler shotgun
-Coalition, Medium, Anti-infantry shotgun, [cost in oz.]
[Description description exposition flavortext fluff description] -this line appears under the above, and can be a full paragraph, and can use slightly larger text. Can also be viewed in a sub-menu on the options screen. weapon / item preview for instance

For grenades it should be
Name, Faction, blast type, blast power, cost

and on the description that comes up, add weight, and special uses and description

2 examples could be

Cluster bomb, Coalition, Cluster --> frag, weak, [cost in oz.]
description : Mass = X, on detonation, scatters a decent number of smaller contact explosives, Detailed description

OR

Red Explosives, Coalition, incendiary, average, [cost in oz.]
Description : mass = X, Remote explosives, Purchase the red detonator and use it, to detonate all placed red explosives on the map, [detailed description]


and by Detailed description I mean things like flavor text, such as 'the red explosive uses a combination of napalm, thermite IV, and red paint, it was developed in the 369th year after space-colonization blah blah blah' and not actually anything about how it has to work, although it could include some interesting ideas like ' place above doors and wait for people to walk out '



Actors are sort of odd how they'd have to be. Generic actors would only be named as what they are, and the description would include armor size, and suggested weapons. if we had uniques or special characters, they'd have to follow a special case.

craft should be about the same as actors, unless we could add upgrades and unique craft. but that's not something that would be very usefull in CC. Other games sure, but not in CC.




9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

the way most projectiles are right now is perfectly fine. specific things could use some improvement, however that's a short list

all cluster weapons
the mauler shotgun (the weighted parts look dumb right now, they look like mine-sweeper mines)
both flame-throwers (it looks like bloody piss with foam right now)
Concrete sprayers
overly-glowie dummy weapons
the heavier machine guns / snipers. Honestly the shots don't feel like they have any weight until you see them hit.
the lasers, either they are to bright and ugly yellow, or they aren't at all flashy enough. (laser rifle, blaster)

thats it, otherwise it's fine how it is.


10.) What resolution is Cortex Command made to be played at?
between 640x480, up to 800x600. HOWEVER there is an exception
and thats the 4 player split screen. Each section of the split screen should be between 640x480 and 800x600. this means noone looses any detail for having smaller screens, OR if you have a big screen/LCD your a projector, you can still have wonderfull detail.

I don't recommend a Higher resolution than this because it causes the sprites to become horribly SMALL, which means you can't see the details clearly, or more importantly, can not enjoy the retro value of the game. it is after all sprites and stuff. whatever the resolution, normal people in game should be *about* an inch tall give or take a CM or 2. on a huge wall-mounted TV or projector, this last bit does not apply.


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?


OH HELL NO, if you dig with a shovel, and hit someone in the head with the shovel, they die. if you are cutting down trees with a chainsaw, and zombies show up, you cut them in half. if you have a wood-chipper and get into a bar fight, you throw the other guy in, he dies. and if your using a HUGE LASER AND PLASMA POWERED GUN THING TO DIG THROUGH SEVERAL FEET OF ROCK IN SECONDS WHAT DO YOU THINK IT WOULD DO TO A PERSON?!?!?

If your going for realism these absolutely MUST work on EVERYTHING. The only thing that should change is HOW effective they are, because right now diggers just generate lag. I'd use lua to draw attached effects, and just erase terrain, and have an especially nasty effect reserved for actors and craft. something particularly gruesome involving char and smoke and fire and a puddle. and sparks and metal bits flying off while red hot and glowing. you know, like it would in real life. the main reason for this is not to change how they work, but to change the lag. the result of what they do is perfectly fine as is, but the way in which it does it is pretty damn laggy. you could technically leave it as is and do what I mentioned above and make it trigger a slow-mo thing if your using a digger up close.

Additionally diggers should be both expensive in the 85 to 150 oz range, and Nigh indestructible, what with super-space-titanium and inch thick diamond lenses. Diggers must be more expensive than most guns. even the light diggers.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

AEmitters that emit AEmitters and glowing particles, the 2nd of which only emit glowing particles of a darker color. it can be detailed, and spread appropriately for the volume they are in (IE Volumetric but simple) while also looking like an old retro-game. you know, what this is.

the only other thing is making it NOT be sprites, because thanks to bugs in the game, that aren't likely to be fixed ANY TIME SOON, the sprites from things get stuck so we get permanant frozen smoke clouds and frozen flames. any form of prerendered flames are a disaster for this game due to the engine. the problem is balancing the number of particles and emiters, vs the amount of lag on the average computer. to do that, first we need a baseline for minimum requirements for the game to run correctly, and make sure that the flames don't cause noticeable lag on THAT machine, then your set. if the game allowed for graphics card support, I'd say 512mb ram, otherwise go ahead and go with a full gig. (gig and a half for vista and 7 durp)

basically low-rez 2-4 color particles should be perfectly fine. the particles themselves could even be what causes damage


13.) Should soldiers collide with each other?

both yes and no. a soldier on team 1 and a soldier on team 2 should collide with eachother, but a soldier on team 1 should not collide with any other soldiers on team 1.

IE TF2 method.


14.) Should jetpack emission be deadly/harmful to others?

only on heavier jetpacks and drop craft, and even then, only to opposing teams.


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Keep it the same, or make jetpacks effective. currently CRobo have decent jetpacks but it needs more of an initial burst. once again, I suggest using lua to add upward momentum for that liftoff, so you can do it without gibbing the actors or droping thigns.

If the jetpacks stay the same, the bursting should stay the same.

if the jetpacks change, the bursting question may or may not be an issue. if it is changed, ask us again then.


Fri Feb 26, 2010 1:22 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Being able to manually set timescale like a difficulty slider before playing would be nice, sometimes I'd like things to run faster and have some chaotic action going on, and sometimes I'd like to play a chilled out think-fest.

Pausing the game and still being able to issue commands would be great in single player modes, especially if you could select a dude (or a selection of dudes) and not only tell them where to move to, but also what target to prioritize, that way you could be fighting on one side of the bunker while being sure your dudes are actually shooting the (right) enemy on the other side of the bunker, like in the second phase of the maginot mission. RTS-like controls and pausing would be cool IMO


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Not sure, but it should be reflected in the price. Un unbreakable shotgun would cost twice the prie of the regular model, maybe?


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Not sure

4.) How should weapon range work?

The way it is now is pretty good, except the AI should know about the range of the weapon they are carrying, I hate seeing a dude with a sniper rifle wait until the enemy is up close and personal.


5.) Should craft/transport be expensive instead of cheap?

Drop crates should be dirt cheap, crafts should be VERY expensive.

Flying a craft into a horde of enemies should be a valid tactic, but it should cost enough to make the player feel a sense of risk while doing so.


6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

Resistant, yes, impervious, no


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

"Faction Object" (eg : "Dummy Potato Peeler") seems a pretty good convention.
So far the names are pretty good, since their real job is to make you have an idea of what they are before buying.


8.) In what style should item descriptions be written?

As clear as possible, but a humorous style or tone would be cool. Clarity trumps over style though.


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Slower bullets could hue red and fast ones blue, or something like that, so that color conveys an information that is valuable. Eg : "Argh, blue bullets coming in, take out the guy with the 50cal"


10.) What resolution is Cortex Command made to be played at?

640x480 is too close to see what's happening.
I play at 1280x1024


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Diggers should only affect terrain, and doors. Some other form of close combat would be cool (insta-kill, but slow rate of fire)


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Bring on the smoke and flames and gibs and debris and shrapnel and all that jazz. Realistic? No. Awesome and fun? Yesiree.


13.) Should soldiers collide with each other?

What would be cool, not sure how feasible it is:
- Soldiers from different teams collide, always
- Soldiers from same team can go slowly through each other, but collide at speed.

This makes standing in the way a valid move, as would be expected, it also makes navigating a bunker possible, but without removing the neato aspect of flying bodies hurting their friends as they crash to the ground.


14.) Should jetpack emission be deadly/harmful to others?

No, or only VERY minor.


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Keep the jetpack mechanics as-is


Fri Feb 26, 2010 12:28 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Your opinion: 0.7 feels about right, in the scarce case that I can manage to get that little lag.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Your opinion:
Duh102 wrote:
Guns are durable, clones are not. A guesstimate of about 1 wound per 3x3 pixel area seems like a good starting point, with modifiers for shoddy craftsmanship (Ronin), solid craftsmanship (Browncoats), or technical fragility (Tradestar stuff always struck me as being high quality at the cost of durability).
Generally, a gun should survive when the actor holding it is killed, but maybe not when they're overkilled.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Your opinion: Actor prices are about right as they are, 100 for a moderately good soldier, 250ish for the top elites, 30 for terrible cannon fodder. Standard primary weapons should be around 70, and sidearms around 15, big special uber stuff should go up to about 300. Grenades are okay around 5, but they need to be made worth that. Shields are good around 5 too.


4.) How should weapon range work?

Your opinion:
-AirResistance should slow the bullet down until it lacks significant penetration power, and then it should vanish.
-Alternatively, far less air resistance could be used, (make sure it doesn't loop around regular sized maps) but mass or sharpness could lessen as it flew. This way you can see the bullets fall to the ground as they should, but they loose lethality at long range.
-Shotguns and such should never just disappear from full velocity after a set time while in the player's vision. It works, but not well, and it's ugly.

-I know this would take Data to do, but if transparency were introduced in MOPixels, then the bullets could fade away while losing mass, reaching invisibility and 0 mass at the same time, and then disappearing. Duration and length of fading would be definable on MOPixels, along with initial transparency.


5.) Should craft/transport be expensive instead of cheap?

Your opinion: Yes. A craft loss should be very significant to the team suffering the loss, and difficult for the other team to manage, as crafts should also be made more durable.


6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

Your opinion: It should be very strong, but heavy diggers should get through, as well as other tools made explicitly for bunker breaching. A heavy digger should be able to just baaarely cut through the metal reinforcements.


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Your opinion:
-Don't often make fictional naming conventions/numbers/codes/etc unless you are going to use it for a large amount of content.
-I think Coalition should have a naming convention like the one the US military has, but with C instead of M, and numbers that somehow describe the weapon.
For example, C30 Assault Rifle, (30 round mags) C12 Auto-Shotgun, (12 gauge) C1 Walking Turret, (it was already labeled that in the intro) C4 Breaching Charge, (Composition 4 Plastic explosive) C98 Drop Pod (9.8 m/s^2 gravity acceleration)
-Acronyms should be used when they're needed and known. If used and probably unknown to players, the description should explain. SMG is fine, TMP (Tactical Machine Pistol) should be explained, AR (assault rifle) is unnecessary, LHCG should not be the name of a fictional Large Hadron Collider gun.
-If something is based on a real weapon, like much of Ronin's stuff, go ahead and use it's real name.
-For fictional variants of real weapons, add letters after the number that relate, EG MP7M SMG w/ medical dart altfire.
-Ronin's fictional stuff (EG RPC) should have nicknames and such
-Unique/catchy/nick names that also describe are great. EG Enforcer, (police pistol) Plinker, (weak accurate pistol) Shortgun (Sawn off shotgun)


8.) In what style should item descriptions be written?

Your opinion:
-You should use the terms magazine and clip correctly.
-Humorous between the lines etc, for the most part.
-More solid informational for serious factions like coalition
-Mention or indicate the pros and cons.
-They should occasionally give a significant numerical stat or two.
-Mention or indicate the best use for it.


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Your opinion:
-As I mentioned before with the range question, adding transparency to bullets would be cool.
-On top of that, glowing trails of any color would be awesome, if they didn't cause significant lag.

-But more modestly, the pixel itself should be the proper gray. The trail should be about as long as they are now, and also gray.
-Yellow trails for tracers, orange for incendiaries.
-Stealth based weapons, or just more 'subtle' weapons should have shorter trails.


10.) What resolution is Cortex Command made to be played at?

Your opinion:
-640x480 of course, but keeping compatibility with larger res's would be good.
-EG big backgrounds, but only focus on detail where a default res user would see.


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Your opinion:
They should still do damage to other stuff, but not as much. Make the occasional tracer hit stuff, making digging a soldier to death take a about a second.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Your opinion:
-It should depend on explosive, and the faction it belongs to.
-A Ronin stuff should be glorious and larger than life in appearance.
-Coalition explosives should have minimalistic appearance. You can just barely see frag flying (like the current spike launcher), and a small smoke cloud in the middle
-Dummies seem to do well enough with their yellow glows.
-Whitebots' explosives should be all crackly and sparky, with some smoke.
-Browncoat and Blackbot explosions should have really thick fire and black smoke.
-A bunker breaching charge should have a shockwave, short range terrain-exclusive rape, but not much frag.
-A molotov should have a nice whooshy fireball and some glass bits flying, and leave the ground burning.
-An incendiary grenade should have a plume of fire with some fiery-trailed emitters (Crobo grenade does this well)
-Explosions from things not meant to explode eg crafts should be over the top and awesome.


13.) Should soldiers collide with each other?

Your opinion:
-If their velocity is greater than 15m/s or so.
-For dummies: always.

14.) Should jetpack emission be deadly/harmful to others?

Your opinion:
-It should reflect on the faction.
-(the rest of the jetpack should vary by faction too)
-For the rag tag Ronin, yes.
-For coalition squad members, no.
-For the brutal browncoats/blackbots, yes
-For the clumsy dummies, yes
-For the efficient whitebots and robots, no


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Your opinion
-It should vary per actor/faction etc.
-In general, I say there should be short delay, 1/8 second or so.


Sun Feb 28, 2010 6:10 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
===========
FORM START
===========


1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

0.8-0.9. It's difficult at 1.0, but it's far more frustrating when your actor takes forever to get anywhere. Also, lower timescales put AI players at a disadvantage.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Should be variable. More expensive weapons should last longer than your actors, while cheaper ones should break quickly. Think about having destructive, expensive weapons that explode or break after a couple of shots.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Bunker modules should be free, but you should be limited in the space your base can occupy, and how many modules you can use. Either that or you start each mission with a pool of modules that you can arrange as you see fit. Then think about a 'sandbox' mode that removes these limits. Guns should be in double digits, units in triples and craft in the thousands (to force you to think twice about using your dropship as a bomb) - with exceptions, of course, like corpse rockets and drop slugs as well as incredibly expensive 'one-shot' weapons, or really cheap, weakened 'plan-B' actors that are only unlocked when your funds drop to dangerously low levels. This will create more tense finishing scenarios rather than just waiting to die at your opponents' mercy.


4.) How should weapon range work?

Lose effectiveness over long range. This range increases with certain weapons. Exception to the rule should be rocket launchers - missiles should run out of fuel and crash into the ground after a certain distance. Sniper rifles should show laser dots on their targets, so it's obvious when you're in danger.


5.) Should craft/transport be expensive instead of cheap?

Definitely expensive, save for a couple of cheap drop slugs that have a low success rate. Although if you varied this between factions it could be interesting. E.g. dummies have cheap, fragile rockets while coalition has tough, expensive dropships.


6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

Yes. You should need specialised equipment to break into bunkers. Plus, it might be worth thinking about terrain that regenerates over time.


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Any system works, as long as it's easy to remember what equipment you need for each job. See DarkStorm equipment for an example of why it's bad to overcomplicate this system.


8.) In what style should item descriptions be written?

Should depend on the faction. Coalition should be militaristic and aggressive (think the Soldier from Team Fortress 2). Dummies should try to rose-tint everything (lovely glowing rod that makes bad people go away!). Ronin should have a sense of humour, like the current descriptions. Whitebots should have a really dark sense of humour (GlaDOS from Portal).


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Maybe have tracers more visible on more dangerous guns, so you know when you're in trouble. Also think about making tracers invisible on suppressed weapons like the SMG.


10.) What resolution is Cortex Command made to be played at?

640x480 would be good for performance, but it can get frustrating when you can't see enough of the map. Either 800x600 or make a dynamic minimap for the HUD.


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

They should do no damage to soldiers, but melee weapons can often be frustrating to use because of their single-shot system. Maybe something that works similarly to a digger, but does less damage and is cheaper?


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Obviously should be minimalistic for common, everyday explosions (grenades, breaching charges), but over the top when something massive happens (dropship crashing etc.).


13.) Should soldiers collide with each other?

Friendlies should not collide with each other. Opposing teams should collide with each other.


14.) Should jetpack emission be deadly/harmful to others?

Big, expensive actors should have dangerous jetpacks to match. Your run-of-the-mill soldier should find it difficult to hurt others with his emission.


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Bursting should only be used to slow your descent when landing. Just holding down the jetpack key should be enough to get where you need to go. If you're too heavy to fly, it should just give off one huge blast that can get you out of danger, but takes ages to recharge and is unsuitable for sustained flight. A jetpack should never just make you fall over, no matter how heavy your equipment is. Alternatively, you could just get heavy actors to scrape along the ground at high speed without lifting off.

===========
FORM END
===========


Sun Feb 28, 2010 7:56 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

My current computer runs the game at 85 to 90 percent of "full speed" and that feels very comfortable.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

For default weapons, (because of joint strength editing on third-party mods) I think that most Coalition weapons could use a bit more joint strength, and a bit less joint strength for the heavy dummy weapons. Grenades are good, but C4 needs to not explode when shot, since it's a stable plastic explosive, but that's been mentioned numerous times. :P


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?
Bunker modules should be free. After all, it would be there before the battle theoretically started. On a side note, you should only be able to place a specific amount of bunker modules per skirmish, and only have a specific amount of brains, because right now, you can have as many free ones that you want and CC can handle.*

Weapons whould be priced depending on joint strength, weight, and strength of bullets/projectiles.

4.) How should weapon range work?

The weapon should be nicely accurate to the sharpLength, and then quickly degrade past it. This should happen in conjunction with the particle's weight/mass, and not with weapons with very low masses (for instance, plasma weapons, and my Pulse Rifle)
Assault rifles like the AK-47 and M16 should have one accurate shot if you just tap the fire button. The tracer-bullet-bullet-bullet thing on the rifles is also nice.


5.) Should craft/transport be expensive instead of cheap?

Dropships and very large rockets should be very expensive, and smaller rockets like the "rocklet" be inexpensive. Drop crates should be dirt cheap.

6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

For the most part, steel can deflect long periods of small arms and small digger bursts, but the concrete should be a bit stronger.


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would
they look like? Any cool ideas on naming? Share!

There should be a first name of weapons, like nicknames or standard names, and then a smaller second name displayed under it ONLY ON THE BUY MENU, because if it displayed every time you went to pick one up, it would be pretty hard to read.

8.) In what style should item descriptions be written?

It depends on the faction, in general, but should be more of a description of what the weapon actually does or performs.

9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Most of the vanilla CC weapons could benefit from slightly shorter trails, and the bullets a tiny bit brighter.

10.) What resolution is Cortex Command made to be played at?

I prefer playing it at 1440x900, and in the way of thinking what size the maximum "playable" size should be, it should just be scalable (probably with the "Fog of War"-esque thing that Data's been working on a bit) up to around to the average scale of a 22" desktop screen, but with crisp scaling up of pixels to 2x.

11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Default diggers should definitely not work on metal or flesh. ie, able to get into the concrete of a base, but then drop flat in the way of effectiveness when trying to get through the steel or rusted metal.

12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

I would prefer a current particle effects style with a bit more smoke or glows to them.


13.) Should soldiers collide with each other?

One should be able to pass behind or in front of allied units, but collide with enemy units.

14.) Should jetpack emission be deadly/harmful to others?

Absolutely.

15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Bursting should push you a good distance, but give about a half a second between bursts. Holding the jet button should be less effected by weight of the unit and the weapons it's carying.


*This is actually really fun when you do it with the DSTech brains, it's really fun.


Sun Mar 07, 2010 1:09 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
===========
FORM START
===========


1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?
i do believe the timescale is good as it is now.

2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Depending on wich weapon it is,bulky weapons (launchers etc) could brake easier than lets say a short assault rifle.

3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?


Weapons = the bigger the blast the more $ :grin:
Units = would not make them too expensive, say that the mayority of the weapons would cost more then the grunts (as in real life)
Bunker = normal walls halls etc nice price.Reinforced walls,doors...expensive.Modules that have active defence systems...overpriced.

4.)How should weapon range work?


I do like it as it is...

5.) Should craft/transport be expensive instead of cheap?

Cheap,seeing that this is a means of getting you're troops on the field.
Or faction related could work,the more tech a group has,the more it costs to transport,BUT with a high success rate .

6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

Not as per se, invulnerable walls are a passive defence module of the bunker,so verry pricey.
One would have the option to buy such walls.

7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

No numbers,keep it simple. (the name should almost state what it does/is for)

8.) In what style should item descriptions be written?

Giving a feel to it,different for every faction,that you get a sense of what the faction is/stands for.
Ofcourse not a whole story of 30 pages on one item when pointing at it,but just to give a feel of whats behind the item.

9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

What u use is what u see,faction related.
Bullets=tracers maybe,in different colors for factions.
Launchers = smoke,rockets,nades

10.) What resolution is Cortex Command made to be played at?

The more you see at one glance,the better.
Not forgetting the stress factor on the pc ofcourse.

11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

They should harm,they are working tools as of wich all of them can hurt you... :twisted:


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

A bit over the top,running around with a flamer torching everything on the field,smoke and flames,death and decay,standing on the top of the hill,thinking:i love the smell of napalm in the morning....(err you know what i mean)

13.) Should soldiers collide with each other?

Not on youre own team,but enemy yes (zone of control,so to speak)

14.) Should jetpack emission be deadly/harmful to others?

Yes,just another way to harm.

15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

fine now.
===========
FORM END
===========


Sun Mar 07, 2010 10:35 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
Why questions like "how vanilla factions can be improved?" or "what kind of new modes do you prefer" aren't included?


Sun Mar 07, 2010 10:19 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
Poor numgun. He has to sift through all of this.


Sun Mar 07, 2010 10:56 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Your opinion: The current timescale functions quite well already. Any faster, and we would have a hectic mess of action. Any slower, and the game would be too time consuming. The current timescale allows for a mix of both long and short games.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Your opinion: This should be a large variable. You could have multiple strengths for each type of weapon. Coalition could be fairly sturdy, well rounded guns. A Dummy gun of the same type could be a cheap, but low accuracy / strength weapon. Ronin may be heavy duty, powerful versions of the guns, but more expensive.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Your opinion: Like above, weapon pricing could be based on the durability of that gun. Other factors would include: Rate of Fire, -Another word for sharpness: possibly "Damage" - , Firing Velocity, and weight. Positive factors would include all of the above mentioned factors except for weight, which would decrease the price (Not by much, though)


4.) How should weapon range work?

Your opinion: You have the answer right in front of your face, with everything set up for you! Gravity! You have bullet mass, which would affect how quick it falls. You have firing velocity, which affects how fast it would fly. You have Sharpness, which may affect air resistance, if that was another factor. All you would have to do is tie a bullet to gravity. It would fly infinitely, until it arched into the ground.


5.) Should craft/transport be expensive instead of cheap?

Your opinion: Again, there should be many factors to this. One should be how durable the craft is, and how functional it is in general. A dummy craft might be cheap, because it is weak and less stable than coalition, for one idea. The system of money return with ship return is great. However, one idea that might be able to get incorporated in later builds would be the purchase of a ship factory, that creates X number of ships per mission. This could be used in multiplayer, online games, where you could have a series of PvP campaign mission... I might expand on this later. PM me if you would like me to continue this idea or not...


6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

Your opinion: Not completely impervious, but definitely stronger, in some ways. Certain bunker pieces could possibly be more resistant to diggers than others, but never invulnerable. If you swung a shovel at a wall of concrete, you would eventually get through, if not easily. There should definitely be explosives that are meant to break through bunker pieces, -possibly explosions focused in one direction?-


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Your opinion: With coalition, serial numbers or Proper names should be used. Since coalition is Human, the use of names like we have now could be fine, such as M16, AK-47, RPG, AA-12, Barret M82, etc.
Dummy gun names could be more technical, such as what they do or what they shoot, such as existing ones, like "Nailgun" or "Repeater"


8.) In what style should item descriptions be written?

Your opinion: Per Faction, it should be different.
Coalition could be more human sympathetic, like "This gun is quite effective at removing terrorists from your vicinity."
Dummy guns could be more technical or instructional, again, like "This rifle shoots charged orbs at a low velocity"


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Your opinion: Bullets in general shouldn't be visible, as they are traveling extremely fast. However, many guns could be equipped with tracers, as we have now, or smoke trails / effects based on the shot type. The Nailgun for example shoots heated nails, and therefore the nails should be visible, if not steaming.


10.) What resolution is Cortex Command made to be played at?

Your opinion: Fullscreen would be nice in multiplayer cases, but the smaller screen size is optimal for realistic gameplay, as the view should only be extended by a scope, or other zoom device (like binoculars!)


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Your opinion: No. If you took a shovel and started bashing around with it, it wouldn't be "Harmless." Plus, something that can dig a six foot hole in a matter of seconds should do a bit of damage. However, I don't think it should have the insta-disintegration that is usually seen on diggers.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Your opinion: I like flame effects the way they are.


13.) Should soldiers collide with each other?

Your opinion: No. In real life, they wouldn't They would walk around each other. However, enemy soldiers, yes, should collide. This way, you can at least block a passage with your body if you are unarmed, or barrel into your enemy and knock them down.


14.) Should jetpack emission be deadly/harmful to others?

Your opinion: Some yes, some no. Jetpacks that harness combustible fuel should do a little bit of burn damage. However, jetpacks could be made with refillable super compressed air tanks, that might even make a big boom when shot enough.


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Your opinion: Maybe a minor delay could be used, to simulate a spark plug or mechanism reigniting, or re-initiating. But the recharge rate of the jetpacks could be tweaked a bit when Near-Constant use is happening.


Sun Mar 14, 2010 7:36 pm
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