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Item Weight?
http://45.55.195.193/viewtopic.php?f=4&t=25287
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Author:  darkhand [ Tue Aug 23, 2011 6:45 pm ]
Post subject:  Item Weight?

Hey everyone,

I was trying to find a thread or an area for suggestions but I could not see anything so please forgive me if this has already been posted.

I was wondering if there were any plans to put some sort of scales or item weight in? The reason being is I never know if a JetPack or a Grapple will work until after I buy the unit and have it delivered.

This can be quite frustrating at times.

Thanks and again sorry if this has already been covered!

Author:  Footkerchief [ Wed Aug 24, 2011 2:26 am ]
Post subject:  Re: Item Weight?

Nonsequitorian wrote:
You have to use your brain. A normal person can't carry an M16, a Gatling Gun, and a small ship and still be able to fly. Hell, I'd be surprised if a man could carry a Gatling Gun and still fly, those things are heavy! It's a good idea, but it's sort of pointless unless you don't understand that big things are heavy and small things aren't.


Jetpacks are basically fictional, but one of the few real-life jetpacks, the Bell Rocket Belt, provides 1,300 N of thrust. That's enough to support one average US male plus one XM214 gatling gun, with about 100 N of thrust left over for a significant amount of lift (math). I think we can assume that sci-fi jetpacks are at least as powerful. So yes, it should be completely possible for CC soldiers to fly while carrying a Gatling Gun.

Author:  salt_1219 [ Wed Aug 24, 2011 2:33 am ]
Post subject:  Re: Item Weight?

He still has a valid point, you don't know how much something weighs just by looking at it, you can only assume big=heavy.

Author:  Footkerchief [ Wed Aug 24, 2011 2:34 am ]
Post subject:  Re: Item Weight?

salt_1219 wrote:
He still has a valid point, you don't know how much something weighs just by looking at it, you can only assume big=heavy.


This too. There's no way to tell just from looking at an Auto Cannon and a Gatling Gun which one weighs more. There's also no guessing how many grenades an actor can carry and still fly, especially when the jetpack thrust varies so much between actors.

Author:  TheLastBanana [ Wed Aug 24, 2011 7:58 am ]
Post subject:  Re: Item Weight?

The fact remains that it's pretty hard to tell how much something weighs in the game, and whether an actor can carry that much. It would be nice if actors (ships and other actors alike) could have a suggested weight limit set in their INI file so you could tell from the buy menu. I don't know if it'll ever happen, as it's fairly trivial, but it's another addition to the buy menu that would really improve things (along with collapsible faction tabs and presets that actually save). Thanks for the suggestions, darkhand.

Author:  Superjuden [ Wed Aug 24, 2011 7:17 pm ]
Post subject:  Re: Item Weight?

I think that the issue of weight should at some point be addressed in the tutorial at least, I've seen plenty of people who don't really understand why their crafts keep crashing when they order one dude with about 2000 gold worth of guns on him or when said dude finally lands, he is barely able to move.

Having some kind of warning which says something like...

"Oh I noticed that your craft just slammed into the ground like the fist of an angry god and that you ordered about a million things. You do know that this game takes weight into account?"
or
"I notice that your jetpack does absolute nothing and that you have ten guns on you, perhaps you should shed some weight?"

...would probably make the learning curve a bit more leveled.

Sure it would probably make the game more efficient to have exact figures about suggested weight, but I don't think that's really needed to be honest. Once you are aware of weight, you quickly understand that trying to carry loads and loads of stuff isn't that good of an idea and you tend to order things to with a bit more care.

Author:  TheLastBanana [ Wed Aug 24, 2011 8:29 pm ]
Post subject:  Re: Item Weight?

That's a lot more likely to happen than adding to the buy menu, yeah. The tutorial will definitely be reworked at some point.

Author:  darkhand [ Sun Aug 28, 2011 10:07 pm ]
Post subject:  Re: Item Weight?

No Problem I like helping out :)

See I didn't even know the thing about ships. I only ordered one guy one gun etc.

I agree I could just drop a few things when I'm on the ground and then be able to fly but the problem is inventory management. Unless I'm wrong there is no way to sell things currently. So if you buy too much stuff you end up with something you just have to drop and leave on the ground. This thing (based on my experience) just eventually breaks completely because someone steps on it or whatever.

I'm not the best gamer out there but I'd say currently I spend 60% of my time breaking my own stuff or landing on my own guys it's disheartening :\

Again I agree it could be learned otherwise, but in my opinion, for main stream gamers people need at least a little flag that says "CAN'T FLY!" or "CAN'T GRAPPLE!" when you're buying/building that unit. This game seems like a total blast to me, but I don't want people to be turned off by the learning curve.

When I play games I love to play with Friendly Fire on, however I believe most of the world doesn't. So when you end up losing things and/or constantly breaking them it just becomes frustrating really quick for most people. I personally like the challenge and the realism I want to play it the way it was meant to be played.

I just think for mainstream appeal you need to put in a "Softcore" mode and spell things out for people.

Author:  Benpasko [ Mon Aug 29, 2011 2:34 am ]
Post subject:  Re: Item Weight?

Cortex Command would be ruined if there was no friendly fire. The fun of the game comes from dying horribly/killing your allies horribly.

Author:  Superjuden [ Mon Aug 29, 2011 1:58 pm ]
Post subject:  Re: Item Weight?

darkhand wrote:
No Problem I like helping out :)
I agree I could just drop a few things when I'm on the ground and then be able to fly but the problem is inventory management. Unless I'm wrong there is no way to sell things currently. So if you buy too much stuff you end up with something you just have to drop and leave on the ground. This thing (based on my experience) just eventually breaks completely because someone steps on it or whatever.


You can sell things by picking them up with a craft, just open the hatch when it's empty and get it close to the thing you want to pick up, the dotted lines indicates the range, and then go into orbit. The rockets are obviously not very good at this.

Author:  darkhand [ Tue Aug 30, 2011 4:17 pm ]
Post subject:  Re: Item Weight?

Superjuden wrote:
.

You can sell things by picking them up with a craft, just open the hatch when it's empty and get it close to the thing you want to pick up, the dotted lines indicates the range, and then go into orbit. The rockets are obviously not very good at this.


Woah that's awesome I'll have to try that! :)

Author:  darkhand [ Tue Aug 30, 2011 4:18 pm ]
Post subject:  Re: Item Weight?

Benpasko wrote:
Cortex Command would be ruined if there was no friendly fire. The fun of the game comes from dying horribly/killing your allies horribly.


I agree with you. I think the same thing about COD and all other games. It's more fun when you have to be careful because something horrible can happen. But a lot of people hate FF I'll never understand it.

Author:  alphagamer774 [ Tue Aug 30, 2011 4:46 pm ]
Post subject:  Re: Item Weight?

Weight in this case is entirely arbitrary, seeing as it's the future and we have no clue what kind of bull♥♥♥♥canon data will pull out his ass. Perhaps that six barreled rocket launcher is made of paperium, and weighs less than the ballpoint pen in your pocket. The only factual limitation is balance, and hence, good weapons (six barreled rocket launchers) need to weigh more.

darkhand wrote:
Blah blah softcore mode

Cortex command's main draw (IMO) is it's physics engine, gore, and gooshey pixel art. Most of this is shown off by the spectacular fails (See EPIC MOMENTS thread). Making an easy and sensible tutorial isn't out of the question (in fact I'd strongly recommend it) but the game as is relies on you getting mashed by random debris. Without all the squishy randomness we all love, we may as well just be playing Soldat 2 (No offence to him, but CC is a different game and should stay that way). RE: Rougelikes

Author:  robolee [ Wed Aug 31, 2011 12:28 am ]
Post subject:  Re: Item Weight?

I think that the weights and maximum weight limits* should be displayed in the descriptions, as well as other functional things like rate of fire, descriptions are pretty much pointless at the moment and I don't care for some fancy description if it doesn't display any useful stats.

*(based on ((mass total)*gravity)-jetpack thrust)

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