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The Mushroom Man
Joined: Sat Jan 27, 2007 4:47 am Posts: 221 Location: In a box
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That would be cool. Then the damn game wouldn't crash every five seconds when you were testing mods.
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Tue Mar 27, 2007 2:07 am |
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lazyfaith
Joined: Wed Jan 03, 2007 2:05 pm Posts: 174
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good ideas, also wheel actor/vehicles which go along the groun like there could be an actor with normal legs and a body and head and arms to make it look like some giant war robot and then theres a .gif that covers the legs which is some wheels spinning with just 3 frames not sure if that is possible but i hope it is
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Tue Mar 27, 2007 7:28 pm |
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Cayne
Joined: Fri Mar 23, 2007 9:22 pm Posts: 35 Location: Denial, California
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-stationary weapons (im talking about machineguns, anti-tank guns, mortars etc)
-vehicles (ATVs for largish maps)
-NOT TO TAKE DAMAGE WHEN WALKING PAST ANOTHER ACTOR
-Reduced deploy time
-Airstrikes/Artillery
-AI that can dig for you
-Gold Drills (that can be planted on the surface to extract gold but are vulnerable to ground fire)
-weather effects (not extremely necessary but it would be cool)
-along with weather effects: lightning striking randomly on the surface obliterating anything it hits)
-space maps with fractional gravity and asteroid mining
-GET RID OF PACE DIGGING
-in game construction ablilities
Thats all I can think of right now
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Tue Mar 27, 2007 11:30 pm |
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lokomotivet
Joined: Fri Feb 16, 2007 1:06 am Posts: 8 Location: [Loko-Labs]
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<My suggestions>
- More durable bases
As the "current" ai are easly digging through it by walking forwards and backwards all the time.
- Deployable Force fiels
you throw/set up a litte mechanic thing that will active a force field that will block all bullets and enemy actors, while your own actors can walk into it in safe (but not shoot out from it) To prevent exploitng the forcefield(s) it should have timer that will turn it off (because of battery time etc) and/or health.
- Gold digging
The current situation of gold digging is taking too long time and it's hard to keep your brain alive in the same time as you dig for gold.
- AI ship/carrier deployment
I have noticed the AI always deploy their carrier/ship locations right on your actors so it kills it, and they do it all the time or when it's possible to chrush/burn your actors.
Sorry for my messy english, but it was very late and i was tierd at the moment when i wrote this.
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Tue Mar 27, 2007 11:36 pm |
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Kurrus
Joined: Sat Dec 30, 2006 11:15 pm Posts: 281
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Cayne wrote: -stationary weapons (im talking about machineguns, anti-tank guns, mortars etc) That's overused and unnecessary.-vehicles (ATVs for largish maps) That'd be good on flat maps.-NOT TO TAKE DAMAGE WHEN WALKING PAST ANOTHER ACTORNO. It's plain fun. You can fly over them.-Reduced deploy time Allowing to change it would be better.-Airstrikes/Artillery That can be done, with the Acid Canister for example.-AI that can dig for you Will be implemented on next build.-Gold Drills (that can be planted on the surface to extract gold but are vulnerable to ground fire) That's actually a quite neat idea, but with the addition of Digging AI mode it'd become unnecessary.-weather effects (not extremely necessary but it would be cool) It'd be cool, yes.-along with weather effects: lightning striking randomly on the surface obliterating anything it hits) This too.-space maps with fractional gravity and asteroid mining The gravity thing is possible, in fact, the lunar mod map is in space. Asteroids hitting the planet is a nice idea, maybe could be integrated into the weather system.
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Wed Mar 28, 2007 5:49 pm |
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lazyfaith
Joined: Wed Jan 03, 2007 2:05 pm Posts: 174
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you can make wind...im not sure how to but i remember someone talking about it, maybe rain that could dissolve the ground a bit or make puddels that slow you down
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Wed Mar 28, 2007 6:23 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Set the X gravity up by a little bit, that makes wind.
Say, I should have that for Skyscraper...
Last edited by TheLastBanana on Wed Mar 28, 2007 10:40 pm, edited 1 time in total.
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Wed Mar 28, 2007 6:35 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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X gravity...
Did you pass math?
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Wed Mar 28, 2007 10:31 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Oops
Sorry, wasn't thinking.
I had my mind on the mod I'm working on right now.
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Wed Mar 28, 2007 10:40 pm |
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KeroroCanti
Joined: Sun Dec 10, 2006 6:19 am Posts: 126 Location: Dimension 56-12
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Cloning machines and labs, not too complicated, but machine that has a clone floating in liquid, and when it develops, the tube opens and the clone comes out. That sounded a little dirty...
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Thu Mar 29, 2007 1:42 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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POSSIBILITY TO USE YOUR MOUSE ON THE BUY MENU.
And.
POSSIBILITY TO USE YOUR KEYBOARD ON THE MAIN MENU.
Whopsee... The caps lock got a little ''jammed''. ^_^
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Thu Mar 29, 2007 9:02 am |
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The-Masses13
Joined: Thu Jan 04, 2007 3:19 am Posts: 426 Location: Melbourne, Victoria, Australia
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I'd like to see a more streamlined space combat thingy. Twice the map height, with an immense decrease in gravity on the way up. And, for good measure, drop a clone or robot from space and watch him melt while reentering.
This would require a localized gravity system.
- The-Masses
EDIT: Hey, I just realized, with the aforementioned localized gravity system, we could make black hole guns!
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Thu Mar 29, 2007 10:11 am |
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lazyfaith
Joined: Wed Jan 03, 2007 2:05 pm Posts: 174
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that would be good but i it would be extrmely hard to make gravity less as you go higher wouldnt it?
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Thu Mar 29, 2007 6:11 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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I guess the only 2 things I really want in cc is secondary fire, changing though fireing modes (Single/Burst/Auto) all that weapon stuff, and armor plating (Adding plates on actors to act as body armor)
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Thu Mar 29, 2007 6:17 pm |
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lazyfaith
Joined: Wed Jan 03, 2007 2:05 pm Posts: 174
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that would be good, body armour also a weapon that could make your guy bigger
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Fri Mar 30, 2007 3:12 pm |
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