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 Stuf I'd like to see. (that I probably won't) 
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Post Stuf I'd like to see. (that I probably won't)
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Sometimes, while playing Cortex Command, I get really stupid ideas as to what I'd like to see implemented in-game. Usually these things are impossible to do or just really pointless but I think out a lot of details and it usually disappoints me just to let it go to waste without forcing it down someone's throat. So here's a list of them. I'll add more whenever I think of them, cuz I'm so cool.

Historical Figures


Evac


Wildlife


Loot


Resources


Research and Development


Bosses


Events and Mutinies


New: Real Time Strategy


New: Assault (or Ground) Vehicles


New: Adventursploration


New: Blargh


Again, a lot of these ideas are really stupid and probably have a 0% chance of making it into the game, but I think they're intresting and at least worth considering.


Also, first post... sup?


Last edited by Tandez on Tue Jun 12, 2012 11:44 am, edited 2 times in total.



Mon Jun 11, 2012 3:42 am
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Some of these are legitimately cool, have you seen the concept art thread?

Here's another.


Mon Jun 11, 2012 12:40 pm
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> made art for this
> wrote a lot
> good grammar/spelling
> nice formatting
> first post?
I like you, you can stay.
Some of these are pretty cool, gotta say. Unwieldy for the game that CC currently is, but pretty cool.


Mon Jun 11, 2012 6:37 pm
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I have always wanted to see bosses in the game. I got really hyped up when the mega crab was introduced, but then the campaign took a turn and I was disheartened.

Personally, while I really like the campaign as of B27, I don't think it would hurt to offer a legitimate story as per Data's original intention with mission-based gameplay and bosses.


Mon Jun 11, 2012 6:40 pm
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I think that when you are about to take the last enemy site there should be an epic boss battle, or something like it.

I know it's been said before in other threads, but on Dawn of War: Dark Crusade (an RTS game which's campaign is very similar to CC's MetaGame) to take the last site (or fortress) of an enemy you had to do some sort of heroic deed.

Like, if you attempt to defeat the Dummies you have to kill a Dummy Behemoth or to defeat the Coalition you have to kill the Punisher.

At least that could be modded into the game. I think.


Mon Jun 11, 2012 8:42 pm
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Asklar wrote:
I think that when you are about to take the last enemy site there should be an epic boss battle, or something like it.
This I so agree with, it'd give a sense of accomplishment when you finish instead of the current just another battle feeling.
On the note of ideas, I think having a stronghold for each team that can only be attacked when they're out of territories would also be a great idea. Obviously it would have to not be attackable on the first turn though it should be well populated and perhaps have little gold so to attack it you'd have to rely more on what you bring in rather than what's in the ground. It'd be cool, and give you a feeling of accomplishment, increasing challenge and of a bit of progression. Also it'd allow whoever's scripting the missions to have a bit more freedom since they could write a completely different mission for it instead of having to make sure everything's workable on any of the scenes.


Mon Jun 11, 2012 9:47 pm
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I was thinking the same, but after thinking about it a bit, having a stronghold on the planets defeats the idea of "colonizing/harvesting a new planet".

It's hard to get good ideas without changing too much the original idea of Cortex Command.


Mon Jun 11, 2012 10:46 pm
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Who says it has to be on planet, because you're right, that wouldn't fit with the story. Though let's be honest, the game's story as is is barebones at the moment and that probably won't change much. If all the awesome concept stuff was put in then yes, I'd support sacrificing something like this for story but since data's rapidly thrown story out the window (this isn't actually meant as criticism of that though I'm sure it sounds like it), gameplay should be top priority.
But I digress, the base could be on an orbiting moon, asteroid or some part of the tradestar (or another space station if that's too farfetched) or, if it is on the planet, it could be on the opposite side/continent of the planet which is already mined out or something. Basically there are quite a few ways to get over the limitation of the backstory because the backstory is, as I said above, sadly nonexistent. Obviously for this to work there'd have to be a special button for attacking the place since it wouldn't show up on the planet at all; maybe by clicking on the player's name and attacking from there or whatever.


Mon Jun 11, 2012 11:39 pm
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Rocket-powered faction-specific deployable bunkers. Like a drop crate, on a larger scale. :)


Tue Jun 12, 2012 6:53 am
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Post Re: Stuf I'd like to see. (that I probably won't)
Oh, crap. When did people start responding?

TorrentHKU wrote:
> made art for this
> wrote a lot
> good grammar/spelling
> nice formatting
> first post?
I like you, you can stay.
Some of these are pretty cool, gotta say. Unwieldy for the game that CC currently is, but pretty cool.


Yay! People like me!

Asklar wrote:
I think that when you are about to take the last enemy site there should be an epic boss battle, or something like it.

I know it's been said before in other threads, but on Dawn of War: Dark Crusade (an RTS game which's campaign is very similar to CC's MetaGame) to take the last site (or fortress) of an enemy you had to do some sort of heroic deed.

Like, if you attempt to defeat the Dummies you have to kill a Dummy Behemoth or to defeat the Coalition you have to kill the Punisher.

At least that could be modded into the game. I think.


Pretty much. I think bosses would serve better in the mission-based campaign that was originally promised but that is a VERY smart way of implementing it, for sure. Combined with Bad Boy's idea, it'd make for an heated final battle.

Bad Boy wrote:
This I so agree with, it'd give a sense of accomplishment when you finish instead of the current just another battle feeling. On the note of ideas, I think having a stronghold for each team that can only be attacked when they're out of territories would also be a great idea. Obviously it would have to not be attackable on the first turn though it should be well populated and perhaps have little gold so to attack it you'd have to rely more on what you bring in rather than what's in the ground. It'd be cool, and give you a feeling of accomplishment, increasing challenge and of a bit of progression. Also it'd allow whoever's scripting the missions to have a bit more freedom since they could write a completely different mission for it instead of having to make sure everything's workable on any of the scenes.


For some reason, the first thing that came to my mind when I read that was the family compounds in the video game adaptation of The Godfather. Did anyone play that? It was good. I think.

Asklar wrote:
I was thinking the same, but after thinking about it a bit, having a stronghold on the planets defeats the idea of "colonizing/harvesting a new planet".

It's hard to get good ideas without changing too much the original idea of Cortex Command.

Bad Boy wrote:
Who says it has to be on planet, because you're right, that wouldn't fit with the story. Though let's be honest, the game's story as is is barebones at the moment and that probably won't change much. If all the awesome concept stuff was put in then yes, I'd support sacrificing something like this for story but since data's rapidly thrown story out the window (this isn't actually meant as criticism of that though I'm sure it sounds like it), gameplay should be top priority. But I digress, the base could be on an orbiting moon, asteroid or some part of the tradestar (or another space station if that's too farfetched) or, if it is on the planet, it could be on the opposite side/continent of the planet which is already mined out or something. Basically there are quite a few ways to get over the limitation of the backstory because the backstory is, as I said above, sadly nonexistent. Obviously for this to work there'd have to be a special button for attacking the place since it wouldn't show up on the planet at all; maybe by clicking on the player's name and attacking from there or whatever.


I don't really have any ideas on how to improve on that concept aside from suggesting that we keep it on the single planet. Introducing new ones may lead to work being focused on exploring new mechanics rather than polishing off and fleshing out the existing ones (which I think we agree, is on the top of the to-do list). If new planets are to be introduced, I don't think it should be from Data Realms. Let some modders toy with the idea and see if it works there. Maybe just have the strongholds be on orbiting space stations that land when the team runs out of territories (or funds).


Wed Jun 13, 2012 1:03 pm
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Post Re: Stuf I'd like to see. (that I probably won't)
TorrentHKU wrote:
I like you, you can stay.

You need an avatar though, not having one is like not having a face or a voice, just words... Choose wisely.


Wed Jun 13, 2012 1:21 pm
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