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Post Re: So, official orders from devs
we havent discussed this at all have we? oh no, wait, we have.
bullets do a lot more damage than people give them credit for. though slightly higher values on gibwoundlimit could be a good idea, nothing drastic (2.5x my ass <_<)


Fri Jul 24, 2009 5:08 am
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Post Re: So, official orders from devs
Might I ask for a bit of Lua integration for some of the actors? For instance, (pardon my use of a mod as an element of my reasoning) on Orbit Lands, because the ACRocket isn't facing upright, it scuttles without warning, despite being in a perfectly launchable state upside-down, planted on the ground and facing space. Perhaps you could implement things such as the scuttling in Lua instead of integrated in the compiled program?


Fri Jul 24, 2009 12:59 pm
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Post Re: So, official orders from devs
heres a bunch of ideas i came up with...

-More ammo for laser rifle.(30 is only enough for one guy if u manage to get the whole clip on him. against an army wouldnt work well, specially with the long reload.)
-Better and more shields.
-brown coat faction weapons.
-allow crabs to jump.
-give dummies some type of bleeding/malfunctioning effect.(soldiers bleed, robots start get sparks.)
-increase limb strength(some limbs are shot off to easily.)
-give browncoats a head. (not just a helmet that takes a lot of damage and when destroyed, the browncoat dies.)
-more variety of coalition.
-more variety of dummies.
-more variety of browncoats.
-give drones a slightly higher jumping limit.
-option toggle of how many enemies spawn.(long time ago enemies came down smokin fast. now they dont come down so fast. allow an option that toggles how many enemies come.)
-variety of weapons, most are just repeats with different sprites.
-Give infinate grenades(packing a bunch onto u will not allow u to fly which gets annoying.)
-slightly better jetpacks.(i hate equiping a guy with a mauler shotgun and having to constantly bash L to fly)
-Make heavy brain robot more damage resistance.(hes basically a normal brain robot cept its harder to hit the brain and takes a lot less collision damage... also it never seems to explode when i kill it.)
-lower napalm flamethrower(its near the same thing as the normal FT but costs twice as much.)

thats some ideas i thought of. Let them be known!


Fri Jul 24, 2009 4:27 pm
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Post Re: So, official orders from devs
here's my input on those.
philyis wrote:
-More ammo for laser rifle.(30 is only enough for one guy if u manage to get the whole clip on him. against an army wouldnt work well, specially with the long reload.)do you really think it's intended as an anti-army weapon? if every weapon was designed to take out 5 dudes running at you before they got a shot in, the vanilla content would be even more overpowered than it is. the clip is fine, you can murder the ♥♥♥♥ out of just about anything if you're a good shot. and if you're intending on flighting "armies" then its probably a good idea to bring more than one unit.
-Better and more shields.agree.
-brown coat faction weapons.coming, read more.
-allow crabs to jump.if you mean dreadnoughts, then that would take away the only real weakness they have. if you mean other crabs, i dont see why they need it. the jumper should be in game by now though, its sprites have been lying around for ages <_<
-give dummies some type of bleeding/malfunctioning effect.(soldiers bleed, robots start get sparks.)everyone knows everything needs more interesting wounds, for the dummies im kind of thinking they could smoke a little afterwards. agree, anyway, though since they're made assumably of some kind of plastic, they should just break easily if they have too many holes in them.
-increase limb strength(some limbs are shot off to easily.)been discussed, general consensus is that the gibwoundlimit needs to be raised a little, though if angling for physical semi-realism then they shouldnt move too much, because of the effect bullets have on flesh in real life.
-give browncoats a head. (not just a helmet that takes a lot of damage and when destroyed, the browncoat dies.)both browncoats have a head. the light can have its helmet shot off without dying. the heavy browncoat uses its head as an effect.
-more variety of coalition.what?
-more variety of dummies.wait, what?
-more variety of browncoats.if you're meaning actors with all this variety bs, a heavy and light should be enough for any faction, until you get to the stage where you have turrets and specialunits and.. oh wait, the dummies have these, the coalition have these, the browncoats are superbadass regardless.
-give drones a slightly higher jumping limit.this is completely unclear, do you mean they should jump more or jump less?
-option toggle of how many enemies spawn.(long time ago enemies came down smokin fast. now they dont come down so fast. allow an option that toggles how many enemies come.)you can do this by editing the activities file.
-variety of weapons, most are just repeats with different sprites.this has been discussed, for the ronin as a whole its going to be hard to do seeing as they are based on real life weapons that for the majority, fire bullets in a "pew pew" fashion. however, the other factions definitely need spicing up.
-Give infinate grenades(packing a bunch onto u will not allow u to fly which gets annoying.)the grenade implementation is under a mixed opinion. the general consensus is they need a buff to reduce the need to carry so many, as well as probably reducing mass
-slightly better jetpacks.(i hate equiping a guy with a mauler shotgun and having to constantly bash L to fly)oh wow, your guy cant fly carrying a shotgun the size of his torso? for shame, drl. :-o jetpacks need more pretty and less sparkler cannon though.
-Make heavy brain robot more damage resistance.(hes basically a normal brain robot cept its harder to hit the brain and takes a lot less collision damage... also it never seems to explode when i kill it.)the heavy brainbot is ugly and stupid and needs about a trillion more pretty and useful before i will tolerate it in my base.
-lower napalm flamethrower(its near the same thing as the normal FT but costs twice as much.)more balancing is in order, although the range and arc of the napalm flamer make it a much more useful weapon than the normal flamer. bringing the price down a little is probably a good idea.


Fri Jul 24, 2009 10:15 pm
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Post Re: So, official orders from devs
I think Gib____Limit s should be increased.
You don't explode from falling 50 feet.
not even 33,000.
http://en.wikipedia.org/wiki/Free_fall
Wikipedia wrote:
JAT stewardess Vesna Vulović survived a fall of 33,000 feet (10,000 m) on January 26, 1972 when she was aboard JAT Flight 367. The plane was brought down by explosives planted by Croatian far-right wing terrorists, over Srbská Kamenice in the former Czechoslovakia (now Czech Republic). The Serbian stewardess suffered a broken skull, three broken vertebrae, one crushed completely, and was in a coma for 27 days. In an interview she commented that, according to the man who found her, "...I was in the middle part of the plane. I was found with my head down and my colleague on top of me. One part of my body with my leg was in the plane and my head was out of the plane. A catering trolley was pinned against my spine and kept me in the plane. The man who found me, says I was very lucky. He was with Hitler's troops as a medic during the War. He was German. He knew how to treat me at the site of the accident.

In World War II there were several reports of military aircrew surviving long falls: Nick Alkemade, Alan Magee, and Ivan Chisov all fell at least 5,500 metres (18,000 ft) and survived.

Freefall is not to be confused with individuals who survive instances of various degrees of controlled flight into terrain. Such impact forces affecting these instances of survival differ from the forces which are characterized by free fall.

It was reported that two of the victims of the Lockerbie bombing survived for a brief period after hitting the ground (with the forward nose section fuselage in freefall mode), but died from their injuries before help arrived.

The BBC report that a skydiver from Staffordshire plunged 6,000ft without a parachute in Russia and survived to tell the tale. James Boole, from Tamworth, said he was supposed to have been given a signal by another skydiver to open his parachute, but it came two seconds too late. Mr Boole, who was filming the other skydiver for a television documentary, landed on snow-covered rocks and suffered a broken back and rib.

I know CC isn't aiming to be super realistic, but come on, lots of the time I have a soldier fall a few stories from my bunker (with a jetpack, so you'd assume the fall would be lighter if it was used correctly) just to explode into a bloody pile at the bottom.

Speaking of bloody piles, more units should bleed to death from bullets rather than exploding. (It is barely close to making sense with robots.)


Last edited by CrazyMLC on Fri Jul 24, 2009 10:37 pm, edited 2 times in total.



Fri Jul 24, 2009 10:26 pm
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Post Re: So, official orders from devs
Tell me where the ♥♥♥♥ your hiding attachables, Data.

That said, YAK-47 neeeds to be changed or removed. Seems like a renamed AK-47.

CrazyMLC is right. With the new medic drone, people might be confused as too why a unit wtih 100 health got killed with a psitol bullet.


Fri Jul 24, 2009 10:28 pm
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Post Re: So, official orders from devs
MLC, there is this thing called terminal velocity. its the speed you stop accelerating at. falling from a higher place after you've hit that speed means nothing more than a longer fall and more time to pass out from fear. but yeah, the fall damage system needs to be rethought. i think all human units would be better with slowly regenerating health, and a higher gibimpulselimit.
mail2345 wrote:
Tell me where the ♥♥♥♥ your hiding attachables, Data.

That said, YAK-47 neeeds to be changed or removed. Seems like a renamed AK-47.

i laughed hard at that one. also, the vanilla base.rte weapons are going to be removed soon, so the YAK (which is just a renamed AK) will be the only incarnation we get.


Fri Jul 24, 2009 11:13 pm
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Post Re: So, official orders from devs
Geti wrote:
i laughed hard at that one. also, the vanilla base.rte weapons are going to be removed soon, so the YAK (which is just a renamed AK) will be the only incarnation we get.


*Gasp*

What!?
No freakin' way! The base weapons are like a... Uhhhh... Super important part of CC.
Removing them is like removing the brain bunker or the missile silo!

And the AK-47 is by far, CC's most balanced weapon. Ever. In all builds, Ever.
Data wouldn't dare removing those weapons. If he does, then I am deeply dissapoint.


Fri Jul 24, 2009 11:18 pm
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Post Re: So, official orders from devs
Geti wrote:
MLC, there is this thing called terminal velocity. its the speed you stop accelerating at. falling from a higher place after you've hit that speed means nothing more than a longer fall and more time to pass out from fear.

I know about Terminal Velocity.
Terminal Velocity is the speed at which in free fall, the wind resistance becomes a more powerful force than you falling. (because the faster you are falling(or moving) the more air resistance.)
I think average human terminal velocity is met at 1500 feet ish?
Probably higher.


Last edited by CrazyMLC on Sat Jul 25, 2009 12:28 am, edited 1 time in total.



Sat Jul 25, 2009 12:19 am
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Post Re: So, official orders from devs
500 actually. Roughly.


Sat Jul 25, 2009 12:23 am
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Post Re: So, official orders from devs
Guess I remembered wrong then. :/

That's around fifty stories, I'm pretty sure my units aren't falling fifty stories.


Sat Jul 25, 2009 12:29 am
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Post Re: So, official orders from devs
The human body at a breathable altitude has a terminal velocity of some 90 m/s when in a streamlined position, and roughly 55 m/s when in the usual spread-out skydiving pose.

It takes about 15-30 seconds to reach TV due to drag slowly meeting gravity, thus reducing the acceleration down from 9.80665 m/s².

55m/s = ~180.4 feet per second = ~123.0 mph, by the way.

Furthermore, the woman who fell from so high wasn't in free-fall, she was pinned down against a plane's cabin. Were the serving tray not functioning as an impromptu seatbelt, she'd of died as everyone else did. She wasn't even conscious for most of the fall from the high altitude.
That aside, EXPLODING is... yeah. Is there a way to reduce joint force to simulate bone fracture, instead of "simulating" it with the leg blowing up?

Generally, whoever survives a massive fall is cushioned or protected by something, eg: the airframe of the chunk of plane that she fell to earth in, the snow/water/whatever the pilot broke every other bone in his body on, etc.


Sat Jul 25, 2009 2:05 am
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Post Re: So, official orders from devs
MaximDude wrote:
No freakin' way! The base weapons are like a... Uhhhh... Super important part of CC.
Removing them is like removing the brain bunker or the missile silo!

And the AK-47 is by far, CC's most balanced weapon. Ever. In all builds, Ever.
so just copy the stats into the YAK-47? i dont see why that wasnt done already, they're the same weapon, why does the ronin one fire 320g bullets and the base one fire 8g ones?
anyway, the ronin are going to be inheriting most of the base weapons. the HAK is the same sprite as the pistol for crissakes. and the coalition flak cannon is much better than the base.rte flak cannon.

the brain bunker, missile silo and wall are all there for good though, afaik. <3 wall
though the door in the brain bunker could use some.. idk.. working-ness.
ridley4 wrote:
That aside, EXPLODING is... yeah. Is there a way to reduce joint force to simulate bone fracture, instead of "simulating" it with the leg blowing up?
that would be nice wouldnt it? maybe data will incorporate different levels of "crippled". probably not though.


Sat Jul 25, 2009 3:05 am
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Post Re: So, official orders from devs
JointStiffness = 0
MoveSpeed = 0
Crippled.


Sat Jul 25, 2009 3:20 am
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Post Re: So, official orders from devs
I wonder if those work in Lua.
*runs off to test*
EDIT: Nope.


Sat Jul 25, 2009 3:24 am
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