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 Water Pipes 

Do you like it?
Yes but not entirely 17%  17%  [ 5 ]
Awesome idea! 31%  31%  [ 9 ]
No 38%  38%  [ 11 ]
Don't care 14%  14%  [ 4 ]
Total votes : 29

 Water Pipes 
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happy carebear mom
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Post Re: Water Pipes
Sims_Doc wrote:
Water in the Game Would Introduce a New Combat Element, Because you would be able to created water base levels where only Set Unit Types could Survial, Such as Subs and other forces not yet created. Also this would allow for Modules special design for Water Maps and introduce new systems such as Airlocks and Submarine Bays

You could make that now with Lua. No need to introduce water as a physics element, just code a script that specifies an area of the map as water and doesn't allow specially made units meant for water to exit that area.


Tue Oct 11, 2011 2:19 pm
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Post Re: Water Pipes
i known that, it just sounds better and well is better the way i said it.


Tue Oct 11, 2011 6:12 pm
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Post Re: Water Pipes
Sims_Doc wrote:
TheLastBanana wrote:
Adding water to the game would be useless. Really, think about it. Can you actually think of any way that physically accurate would benefit the gameplay? Aside from looking cool, I can't think of a single thing that would make it worthwhile, especially considering how much work it takes to implement something like that. The engine simply isn't built to support it, and adding water would involve completely redoing the game's physics. There's no point in going to that length just to put in water so people can so "oh cool, there's water".


Water in the Game Would Introduce a New Combat Element, Because you would be able to created water base levels where only Set Unit Types could Survial, Such as Subs and other forces not yet created. Also this would allow for Modules special design for Water Maps and introduce new systems such as Airlocks and Submarine Bays


Hydro Plus, numgun's Aquanauts and Werhmacht's U-Boat.

All of that is done.


Tue Oct 11, 2011 7:40 pm
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Post Re: Water Pipes
Sims_Doc wrote:
Water in the Game Would Introduce a New Combat Element, Because you would be able to created water base levels where only Set Unit Types could Survial, Such as Subs and other forces not yet created. Also this would allow for Modules special design for Water Maps and introduce new systems such as Airlocks and Submarine Bays

All of these things could just as easily exist without water in any form, like in an outer space level. Why put water into the game just so you can add those things?

If there's one thing the game doesn't need, it's more feature creep. Adding water for the reasons you're suggesting would be feature creep for the sake of adding further layers of feature creep on top. The result will be a bunch of content which took longer than any other content in the game because it required a total rewrite of most of the engine, but only gets used on a select few maps. This is a bit like saying "think of all the different plants we could have in CC, if only there was a realistic evolution engine. It would be really cool, and the maps would have lots of different plants, and some of them could attack you!" As interesting (maybe even fun) that would be, it would be way, way more work than it's worth, and it's actually working against the game's design.

Contrary to what some people seem to think, adding more stuff does not make a game better - in fact, the vast majority of games are fun because their designers worked toward a very well-defined, and often simple, goal. This is especially the case with a game like CC, which was complicated from the very beginning. It's already difficult enough to explain how to play the game (or, until very recently, what you're even supposed to do). Adding more layers of complication on top that is not going to make the better, it's going to make it confusing, bloated, incohesive, and, perhaps most importantly, inacessible to new players.

That's why there's not going to be water. It has nothing to do with Data being lazy, as you seem to be suggesting.


Wed Oct 12, 2011 5:20 am
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Post Re: Water Pipes
TheLastBanana wrote:
Sims_Doc wrote:
Water in the Game Would Introduce a New Combat Element, Because you would be able to created water base levels where only Set Unit Types could Survial, Such as Subs and other forces not yet created. Also this would allow for Modules special design for Water Maps and introduce new systems such as Airlocks and Submarine Bays

All of these things could just as easily exist without water in any form, like in an outer space level. Why put water into the game just so you can add those things?

If there's one thing the game doesn't need, it's more feature creep. Adding water for the reasons you're suggesting would be feature creep for the sake of adding further layers of feature creep on top. The result will be a bunch of content which took longer than any other content in the game because it required a total rewrite of most of the engine, but only gets used on a select few maps. This is a bit like saying "think of all the different plants we could have in CC, if only there was a realistic evolution engine. It would be really cool, and the maps would have lots of different plants, and some of them could attack you!" As interesting (maybe even fun) that would be, it would be way, way more work than it's worth, and it's actually working against the game's design.

Contrary to what some people seem to think, adding more stuff does not make a game better - in fact, the vast majority of games are fun because their designers worked toward a very well-defined, and often simple, goal. This is especially the case with a game like CC, which was complicated from the very beginning. It's already difficult enough to explain how to play the game (or, until very recently, what you're even supposed to do). Adding more layers of complication on top that is not going to make the better, it's going to make it confusing, bloated, incohesive, and, perhaps most importantly, inacessible to new players.

That's why there's not going to be water. It has nothing to do with Data being lazy, as you seem to be suggesting.


i wasn't saying he was lazy, i just said he didn't read the forums so there was no point in me bring this up but i did reguardless.


Wed Oct 12, 2011 10:10 am
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Post Re: Water Pipes
if data ever releases the source this will probably be one of the first things modders will work on so I wouldn't be too worried, I am not saying this will happen anytime soon however


Fri Oct 14, 2011 1:28 am
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Post Re: Water Pipes
Or anytime ever.
Still, why the hell would we need water?
We've got epic air battles which most games don't have and we have an enviroment which can be modified, another thing most games don't have.
We've also got a very good water mod (HYDRO PLUS FOR GODS SAKE IS LIKE EVERYONE'S KEEPER MOD!), and even being unofficial game content, it's goddam great.

Seriously, what else do we need?


Fri Oct 14, 2011 1:43 am
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happy carebear mom
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Post Re: Water Pipes
nicolasx wrote:
this will probably be one of the first things modders will work on

Since when? I would think the first thing prospective coders would do is try and optimize things. Then expose certain still-lacking parts of the engine to Lua. Then maybe better MO-MO collisions, and other features.
To be honest, I would think water physics would be the last thing on the list.


Fri Oct 14, 2011 1:55 am
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Duh102 wrote:
nicolasx wrote:
this will probably be one of the first things modders will work on

Since when? I would think the first thing prospective coders would do is try and optimize things. Then expose certain still-lacking parts of the engine to Lua. Then maybe better MO-MO collisions, and other features.
To be honest, I would think water physics would be the last thing on the list.


But Duh102, What About Dynamic Water? Why would such an idea be so far down on the list?


Fri Oct 14, 2011 6:39 am
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Post Re: Water Pipes
There's a difference between dynamic water and water physics?
Here's how I know it'd be far down the list.
  • New physics would be a lot of work, for one or two new things.
  • Fixing bugs would be a small amount of work, for a very definite and large array of problems currently existent.
Coders are lazy in general, and would take the more efficient work:benefit ratio of the two.


Fri Oct 14, 2011 6:48 am
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Post Re: Water Pipes
But duh, can't you understand their logic? They think it would be mildly cool, therefore any dude with with half a brain who can code will use hundreds of hours to satisfy their moderate need.


Fri Oct 14, 2011 9:38 am
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Post Re: Water Pipes
Nonsequitorian wrote:
we have Hydro Plus, which does water really well

/thread


Fri Oct 14, 2011 1:54 pm
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Post Re: Water Pipes
Well then, the question became: is there any more modders brave enough to put more stuff for use with Hydro Plus?
Because so far I can only name three other mods which specifically made something for it:
-Aquanauts by numgun, which every actor and gun within is geared towards watery escapades
-Wehrmacht by Kettenkrad, which used to have a submarine
-Shamsy Electric Technologies by your truly, the Petsuchos can float and swim around on the surface

what people want isn't better water, because Hydro Plus has it covered good enough.
what people want is more content that can be used with Hydro Plus.

Am I not correct?


Fri Oct 14, 2011 3:02 pm
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Post Re: Water Pipes
When I finally get to my CC overhaul, Hydro Plus will be vanilla.


Fri Oct 14, 2011 5:36 pm
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Post Re: Water Pipes
Roast Veg wrote:
When I finally get to my CC overhaul, Hydro Plus will be vanilla.


Hydro Plus should be vanilla.


Fri Oct 14, 2011 7:49 pm
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