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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Stuff CC needs
I dunno mechwarrior; robots are supposed to be smarter than humans, aren't they? They aren't from the 1980's.
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Wed Apr 04, 2012 7:33 am |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Stuff CC needs
Miggles wrote: I dunno mechwarrior; robots are supposed to be smarter than humans, aren't they? They aren't from the 1980's.The 1980's had some rather decent improvements when it came to a number of things. Crow wrote: - artillery gun Artillery gun, Just an improvement if i may. How about a turning this into a static turret that can be upgraded into an artillery turret.
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Wed Apr 04, 2012 1:09 pm |
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Crow
Banned
Joined: Sat Aug 16, 2008 7:17 pm Posts: 282
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Re: Stuff CC needs
What's the difference?
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Wed Apr 04, 2012 4:05 pm |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Stuff CC needs
Sims_Doc wrote: Miggles wrote: I dunno mechwarrior; robots are supposed to be smarter than humans, aren't they? They aren't from the 1980's.The 1980's had some rather decent improvements when it came to a number of things. You're right, it did. Not when it comes to robots though.
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Wed Apr 04, 2012 6:29 pm |
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comham
Joined: Thu Apr 05, 2012 8:01 pm Posts: 47
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Re: Stuff CC needs
Planetary defense missions a lá Missile Command.
Space missions for destroying tradestars.
Taller maps, for skyscrapers and air superiority fighters.
Make it so that a trooper doesn't deform the ground just by walking.
Online leaderboards for One Man Army.
Customisable loadouts for One Man Army.
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Thu Apr 05, 2012 8:12 pm |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Stuff CC needs
Miggles wrote: You're right, it did. Not when it comes to robots though. Well, it depends on what angle you look at it, personally I'm thinking more of small components.
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Fri Apr 06, 2012 7:59 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Stuff CC needs
It would be great if a HDFirearm's sprite frame could be changed with Lua, rather than be hard-coded to just the SpriteAnimMode.
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Tue Apr 17, 2012 4:14 am |
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Arcturus
Joined: Sun Mar 25, 2012 9:35 pm Posts: 10
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Re: Stuff CC needs
I seriously think CC urgently needs wildlife and fauna. And I'm not saying horses and earth-like trees, I'm talking it's unique fauna and creatures, 5 legged half reptile things that only eat rocks and stuff like that, and huge trees that look like palm trees and stuff.
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Wed Apr 18, 2012 2:00 pm |
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Some_stranger
Joined: Thu Apr 23, 2009 6:35 pm Posts: 71
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Re: Stuff CC needs
Personally, I think Cortex Command needs more structure on how you set up a game. One thing I feel needs structured better the most is how AHumans receive their weapons. • Maybe place a weapon in front of a person you have bought and said person automatically picks up said weapon, before you start the game.
• Maybe some sort of a weapon specification menu after you are finished building, then the game starts when you finish buying weapons.
• Maybe upon placing an actor it automatically shows all tools and weapons available for purchase and and a cancel button if you don't want that actor to have any.
• Upon placing an actor, you can just use the Q and E buttons and while that is in use weapons bought automatically are equipped to the actor you have selected.
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Sun Apr 22, 2012 4:22 pm |
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Sir
Joined: Wed Apr 25, 2012 4:17 am Posts: 202 Location: Brisbane
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Re: Stuff CC needs
Something that I've wanted for quite a while now is the ability to shoot people and have them bleed after death and not just have them turn into terrain after a few seconds. Also, the ability to shoot off jetpacks and have them blow up. One more thing would be the ronin guns. I think this has been mentioned before on a different thread, but the ronin weapons should have a chance to temporarily jam, or if its an RPG-7 or a RPC, blow up in their faces after a few seconds.
This probably won't be implemented in the vanilla game, but if possible, it would be nice to see a mod with these additions.
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Sun May 06, 2012 9:11 am |
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crabcakes
Joined: Wed Apr 25, 2012 10:46 pm Posts: 8
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Re: Stuff CC needs
Sir wrote: Also, the ability to shoot off jetpacks and have them blow up. This. Jetpacks should act as heavy armor that blows up after it takes enough punishment.
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Sun May 06, 2012 3:51 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Stuff CC needs
Personally, I'd like a few superweapons.
Not things like deploy this unit that looks like a turret but fires a death ray, I don't mean like that.
I mean bunker modules that when arranged properly function as death rays.
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Sun May 06, 2012 9:11 pm |
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Sir
Joined: Wed Apr 25, 2012 4:17 am Posts: 202 Location: Brisbane
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Re: Stuff CC needs
crabcakes wrote: Sir wrote: Also, the ability to shoot off jetpacks and have them blow up. This. Jetpacks should act as heavy armor that blows up after it takes enough punishment. Good idea. Imagine spending 300 oz or more on a browncoat heavy with expensive weapons only to have some ronin shoot you a few times with a glock and your jetpack blow up in your face.
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Mon May 07, 2012 4:38 am |
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Crow
Banned
Joined: Sat Aug 16, 2008 7:17 pm Posts: 282
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Re: Stuff CC needs
^I've always wanted to be able to do that.
(Don't run away if you don't wanna get your jetpack popped. :P)
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Mon May 07, 2012 4:53 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Stuff CC needs
Gotcha!'s MP3 bunker modules included in vanilla content - thats what I dream of. Now I need to include them in every new mission hence they load multiple times.
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Tue May 15, 2012 5:34 pm |
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