Suggestion: More economy (and now wildlife, page 3)
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Suggestion: More economy (and now wildlife, page 3)
We need pigs in CC, so we can treat our clones with some fresh bacon! :{D
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Mon Jul 06, 2009 9:10 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Suggestion: More economy (and now wildlife, page 3)
Or maybe guys that sell weapons that of course cost money... if it's a long mission
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Mon Jul 06, 2009 9:37 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Suggestion: More economy (and now wildlife, page 3)
Well, right now you could pretty easily make an actor that does a proximity check for loose devices, and if any are in range, it could delete them and give their team the value of the device.
It could be an ability requiring activation to use, making it less laggy. (So it wouldn't have to do proximity checks on all devices for every sim update)
It could also be a device, but then you'd have to find the operator to get the right team to give money to, and that's a bother.
Edit: Oh wait you mean he sells weapons to you. Yeah that would be great. But I think it'd make more sense as a base feature, a teleportation delivery as an alternative to craft.
Last edited by Azukki on Tue Jul 07, 2009 7:36 am, edited 1 time in total.
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Mon Jul 06, 2009 9:55 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Suggestion: More economy (and now wildlife, page 3)
We need a sell option in the pie menu to sell the weapon we are using. Or maybe it could have it's weight set to zero and be unusable and you could hop into a ship with it and still get money from it.
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Mon Jul 06, 2009 10:23 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Suggestion: More economy (and now wildlife, page 3)
What?
So to clarify, you're suggesting: making weapons null just when you decide to adding another option to the already cluttered pie menu that you're too damn lazy to order a craft and drop stuff in
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Tue Jul 07, 2009 12:50 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Suggestion: More economy (and now wildlife, page 3)
Exactly, I am lazy.
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Tue Jul 07, 2009 1:03 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Suggestion: More economy (and now wildlife, page 3)
Duh102 wrote: Bounties would be cool too. Kill a guy, step into some range around his body and you get money for him. This would be epic if somebody managed to implement it. Even more cooler if CC came with a per-actor killcount, so you could have bounties on the heads who kill many guys. So, for example, a Coalition guy is freshly ordered. He kills 20 dudes (of the other side of course), that meant his head is now worth 200 oz. If one of the opposing team's actor managed to kill him without ripping him to shreds (or keep the head intact), that team got the 200 oz gold bounty. Maybe also bounties for teamkillers, deserters (if we can make actors go 'rouge')... this bounty thing's got potential.
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Tue Jul 07, 2009 6:22 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: Suggestion: More economy (and now wildlife, page 3)
How about birds? Just a small plane... that automatically tries not to crash into the terrain. If that wouldn't cause horrible lag. - Simpler version: Small trains.
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Fri Jul 10, 2009 6:16 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Suggestion: More economy (and now wildlife, page 3)
birds would be cool, as would the spiders idea. seems like it would be a lot of work though, just for one more piece of wildlife. birds would be cool, but i expect they'd get killed off by craft quickly.
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Sat Jul 11, 2009 12:14 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Suggestion: More economy (and now wildlife, page 3)
Geti wrote: birds would be cool, as would the spiders idea. seems like it would be a lot of work though, just for one more piece of wildlife. birds would be cool, but i expect they'd get killed off by craft quickly. ...A dropship crashed today, killing six in Ketanot Hills. The Federal Bureau of Space Aviation's forensic examiners rushed to the scene, and concluded that this particular crash was caused by a bird, which crashed into one of the dropship's engines and caused it to cartwheel, crushing four Coalition soldiers. The dropship's occupants, two Browncoat soldiers, were also found dead. The Bureau had considered measures to stave off birds, bats and large insects from dropship landing spots...
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Sat Jul 11, 2009 5:29 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Suggestion: More economy (and now wildlife, page 3)
That is nice storytelling. And it would probably be true. There goes my lofty dreams of sniping down seagulls.
As for repellents, maybe some spiders are immune to the chemical forumula. So, maybe there is a cave of spiders invading the mining site nearby and you are asked to destroy the spider nest.
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Sat Jul 11, 2009 1:31 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Suggestion: More economy (and now wildlife, page 3)
Make a hive that spawn tiny bugs. If you dig the bugs with a digger you get gold, because the bugs leech gold from soil. They will over populate the land if left unchecked for too long.
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Sat Jul 11, 2009 3:53 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Suggestion: More economy (and now wildlife, page 3)
Some just say bugs? Like as in giant bugs? http://images2.wikia.nocookie.net/alien ... 1_(Cropped).JPG Akrid in CC, ♥♥♥♥ yes. (I'm playing too much LP these days. x )
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Sat Jul 11, 2009 4:09 pm |
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philyis
Joined: Sat Jul 11, 2009 11:43 pm Posts: 6
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Re: Suggestion: More economy (and now wildlife, page 3)
First off, i am new, but i have been playing cc for... quite a while. I think that wildlife is not such a good idea. The fact that your controlling a single actor and have other actors standing on the ground doing nothing. This makes it so if the AI wildlife moves, they could possibly step-on, and crush your other actors. You'd start thinking "wtf is going on????" there is also a problem that you order a dropship with a whole bunch of troops that gets hit by a bird and magically flips up-side-down and all those troops are lost. If you could CONTROL the wildlife via order them and play as them such as the crab. this wouldn't be a problem. (also i think crabs need jumping ability) Also i think that having more ways of getting money would be better. I mean i hate playing on levels like grassland where there is absolutely no gold (well there is maybe around 100-200 worth) so you only get around 4000 worth of money to play with.. I've never tried this... salvaging weapons strategy but that still sounds a bit... generic and hard to use. Where there are weapons, there is usually debris making it a hard place to land. Also if your clone is holding multiple weapons. He will have a hard time moving and flying.
What i think would be a good plan for making money would be the drone idea. Just make little drones that hover around salvaging debris which gives money. I don't so much like the idea of bringing that to a ship though. I mean, with the miners you just mine gold and you have money.
(sorry if i made grammatical and/or spelling mistakes)
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Sun Jul 12, 2009 12:10 am |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Suggestion: More economy (and now wildlife, page 3)
I am making a mod where you can gain money by protecting civilians. I am going to make after a some time(like 30 seconds) you begin making money(around 5 oz) every 10 seconds for your good protection. But if they die you will lose 200 oz and you cant place them in the editor in the start of each level(so you cannot just put them in a little room under the grund). I am working on the money gain but of some reason it dont give me money even if i set it to set my money to 1000 when it is created. please help. And i almost forgot Code: function Create(self)
self.LTimer = Timer(); self.RTimer = Timer();
self.moneygain = 0 end
function Update(self) if self.LTimer:IsPastSimMS(1000) then self.moneygain = 1 end if self.RTimer:IsPastSimMS(500) and self.moneygain == 1 then self:SetTeamFunds(Activity.TEAM_1.GetTeamFunds + 1,Activity.TEAM_1); self.RTimer:Reset(); end end Are there anything whrong with this or have i placed the ScriptPath in the whrong place. I currently placed it on the line 479. http://www.filefront.com/14103795/Civil ... on.rte.zip
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Thu Jul 23, 2009 8:26 am |
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