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 Stuff CC needs 
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Joined: Sun Jan 28, 2007 10:32 pm
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Post Re: Stuff CC needs
Armed transport craft with player-controlled weapons that aren't hacked together using tons of Lua scripting! That'd be good too.


Wed Mar 28, 2012 1:40 am
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Post Re: Stuff CC needs
Just make it so we can add anything to anything.

I want a rocket with arms.


Wed Mar 28, 2012 6:01 am
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Post Re: Stuff CC needs
Kettenkrad wrote:
Just make it so we can add anything to anything.

I want a rocket with arms.

I want an AHuman with rocket limbs!


Wed Mar 28, 2012 3:46 pm
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Saving and loading. Can't really come up with anything else right now.


Wed Mar 28, 2012 5:30 pm
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Post Re: Stuff CC needs
Kettenkrad wrote:
Just make it so we can add anything to anything.

I want a rocket with arms.


Image

You called?


Wed Mar 28, 2012 6:13 pm
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Post Re: Stuff CC needs
A full version release date.

*hides*


Wed Mar 28, 2012 6:39 pm
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Post Re: Stuff CC needs
Let's focus on the subject. What do CC needs

Hyperion110 wrote:
Saving and loading. Can't really come up with anything else right now.

I aggre.

What's more ?
Saving parts of bunkers and preset of actors with weapons from one game to another.

Finishing to implement the "campain" mode with an IA.

Having a linux build that works.

Then the game is done, isn't it ?
I know it's far more complicated that it sounds, but Data seems to want to go for the game with the cave engine, so I don't know if the dev team should implement anything else.

I'd like to say more stuff moddable for us, but it may take way to much time.
If I had to add one other thing, I'd say to make this game open-source one day, so all the weird complicated stuff modders want to do can be done one day. I'm sure even selling the code to the crowd on a kickstarter like would be a success.


Wed Mar 28, 2012 6:42 pm
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New suggestion:

Problem: Actors die so easily that it's really hard to keep more than one alive at a time (for a long time anyway), especially when they are in different parts of the map fighting different enemies and defending different control points.

Solution: When one of your actors notices an enemy, no matter which actor is currently selected, control immediately switches to that actor, automatically. That way you can just start shooting without having to worry about everything else.

- Control can't switch to another actor if the one you are currently focused to has enemies in his sight. This keeps focus from exploding in every direction.

- This should be toggleable.

- This would be weird to play with at first, but I think once you get used to it it'll be really useful.


Sat Mar 31, 2012 8:37 pm
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I'd be concerned that with that system you'd be forced to jump to a completely unrelated part of the map multiple times in quick succession.


Sat Mar 31, 2012 8:50 pm
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It'd be smarter to, well, make the AI smarter and more responsive, dependent on difficulty, so AIs on cake are slow to react and have poor self-preservation instincts; but AIs on Nuts! will seek decent cover if someone is firing at them, shoot at enemies in their LoS more intelligently, and so on.

Player-owned AIs could always be considered as set to one of the higher levels.


Sat Mar 31, 2012 9:11 pm
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As a solution I'd prefer something like the typical cortex command arrows pointing to the soldier being attacked with a sign like "Battle!" or something.


Sat Mar 31, 2012 9:11 pm
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Of course I play brutality all the time so I might be over estimating the ease with which your guys can die.


Sun Apr 01, 2012 12:47 am
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Post Re: Stuff CC needs
A functional airbase. With specialized pilots that need to board vehicles in certain areas to fully use them.

I.E - Pilot A flies to the top of a dropship/rocket/V-22 Osprey near the cockpit, which then becomes the main pilot that will actually fly the craft. Pilot B and Pilot C board small compartments on the sides/bottom/your mother that contains small MGs or GMGs, where they then become gunners/bombadiers.

Or the ability to save an entire elaborate base you built to be used on other scene terrains.

Oh, here's a common one. AI that will actually use cover that's lying around. Whether in a base that has crates or whether outside where they'll storm trenches and use dropship scrap.


Sun Apr 01, 2012 6:49 pm
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Post Re: Stuff CC needs
I think it would be cool with that ahuman and arobot idea so emp grenades are easier to make and robots are invulnerable to stuff like flamethrowers also robots can't bleed out and they receive no damage when stuff like their limbs get blown apart. Also if the AI ever manages to become smart (hide in cover, don't stand beside activated grenades, fire back even if enemy can't be seen A.K.A. Spray and pray) ahumans will be smart and do stuff like hide but arobots will be a little more mindless and not react to grenades and just walk mindlessly into combat even if then only have a pistol and the enemy has 5 guys with rocket launchers (like the current AI) I think that this ahuman arobot idea would benefit the game greatly


Wed Apr 04, 2012 6:26 am
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Post Re: Stuff CC needs
Aside from the EMP grenade, which is easily accomplished by adding a single variable instead of a whole new class, all of those things can be done already.


Wed Apr 04, 2012 6:48 am
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