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Cortex Command Into a Rts. http://45.55.195.193/viewtopic.php?f=4&t=28810 |
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Author: | knight133 [ Sun Jan 01, 2012 3:06 pm ] |
Post subject: | Cortex Command Into a Rts. |
Hay Developers of Cortex Command, Is there Some way of convening You to turn Cortex Command into an RTS game Then a sideview? |
Author: | Kettenkrad [ Sun Jan 01, 2012 3:13 pm ] |
Post subject: | Re: Cortex Command Into a Rts. |
No. That would be impossible. The theme and 'plot' could be kept but beyond that everything that has been created in the last 10 years would have to be scrapped. So no. |
Author: | knight133 [ Sun Jan 01, 2012 3:24 pm ] |
Post subject: | Re: Cortex Command Into a Rts. |
alright, I was suggesting this idea |
Author: | gtaiiilc [ Sun Jan 01, 2012 7:47 pm ] |
Post subject: | Re: Cortex Command Into a Rts. |
would make for a fun 0A.D mod or something... |
Author: | bioemerl [ Sun Jan 01, 2012 10:18 pm ] |
Post subject: | Re: Cortex Command Into a Rts. |
A CC rts..... You know, you don't have to go with a top down view to get the RTS aspect of cortex command, actually a few small changes to the game, and it would make a great one! allied units going through eachother allied bullets going through eachother gold dig AI even better than it is now-wont dig through bottom of map. Able to build building when in game. actually it would be pretty cool. |
Author: | Asklar [ Mon Jan 02, 2012 7:18 am ] |
Post subject: | Re: Cortex Command Into a Rts. |
No, CC shouldn't be an RTS because it's a side-scroller, tactical squad action shooter with destructible terrain. But, CC would really benefit with some RTS characteristics. As said many times before, squad control is hard as hell because of many reasons, like the actors can't go through each other, the movement is sluggish, there aren't really many tactical options, so everyone just play around with one soldier and have a billion back-ups for when it dies in their bunkers. As biomerl said before, if allied actors could walk through each other, if there wasn't friendly fire (except for explosives), there were better ways to control a group of actors (pretty much what Mehman did here) and if you could get a way of effectively creating buildings/trenchs/blockades you would have a very good pseudo-hybrid of a side-scroller shooter and an RTS. On an unrelated note, if terrain was overall much tougher and you could only damage it via diggers and very powerful explosives buildings would make much more sense. |
Author: | bioemerl [ Sun Jan 08, 2012 6:42 pm ] |
Post subject: | Re: Cortex Command Into a Rts. |
from the twitter Quote: CCSource: Fundamental change to physics to prevent friendly fire and same-team AHumans to collide with each other. Makes for MUCH better ... Quote: CCData: The human AI follow other MOs more reliably. Quote: CCData: Removed AI for avoiding actor collisions. Placed the PID controller class in a separate file. Made the RevolverCannon projectile ... Data and the devteam are listening.... |
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