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 Some healthy, simple suggestions for future builds. 

Which idea do you like the most?
1 22%  22%  [ 12 ]
2 5%  5%  [ 3 ]
3 13%  13%  [ 7 ]
4 13%  13%  [ 7 ]
5 16%  16%  [ 9 ]
None of them 4%  4%  [ 2 ]
Teapots 27%  27%  [ 15 ]
Total votes : 55

 Some healthy, simple suggestions for future builds. 
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Joined: Tue Mar 20, 2007 10:16 am
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Post Some healthy, simple suggestions for future builds.
I've got a few neat ideas which should be easy enough to implement. Lets just prey someone in charge reads this and considers putting it in.

1. - Actors of the same team shouldn't collide with each other. Whenever the enemy is waddling over obstacles, and one comes up behind him and tries to step over, they explode rather violently, or chop off each others limbs. This wasn't so much a problem with B13, but now with the new physics and the crushing (which I rather like :grin:) you can't actually walk over someone else. It'd also make a much more effective enemy, because they wouldn't explode on each other halfway to your base.

2. - Selectable rocket sides. I originally though of giving rockets inventories like with actors, but there would be confusion and whatnot over which actor is holding what, so instead they just empty out in order, but Left click empties out from the left side, right click empties out from the right side. Many times, the alternating rocket doors have lead to actors jumping off cliffs, or into another landed rocket and exploding.

3. - Enemy bunker editor. In the pie menu, one of the 3 DONE's could be changed to swap team, so that you are now placing parts for the enemy. It gets annoying having to waste you own money to build for the enemy. Would also be nice to pre select AI for them aswell. Infact, the remaining unneeded DONE could be changed to AI config, where you switch through the actors and set their AI like you would ingame.

4. - This one's a bit farfetched, and might be hard to make, but possible. What if we had landing dropships? Left click opens doors, right click folds out legs and turns off the engines a second after. There's enough space inbetween the hatch and the engine to make some landing gear swiflty pop out. I got the idea after seeing what happens when you place a dropship in the editor. Having this ability would mean you could also load them with junk and make money off it.

NEW - 5. Realistic sight and judgement. This being set to a simple toggle on the keyboard. An idea I had after noticing the hp and weapon labels dissapeer when looking across the map loop sometimes. A toggle button that turns all the health, item, inventory, and team icons invisible. The one time I found this bug I thought it looked really cool. A clone lieing still in a pile of bodies as I often find ends up unoticable. REAL camoflauge! Makes the game more challenging.


Nice ideas?

Comments?

Money?


Last edited by Squeegy Mackpy on Thu Aug 23, 2007 12:49 pm, edited 5 times in total.



Thu Aug 23, 2007 6:02 am
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Post Re: Some healthy, simple suggestions for future builds.
1. Not only does this go against the very nature of the physics engine, it's a horrible idea. Dude, it's WAR, running into each other just happens to be as much of a "friendly fire" danger as bullets are.

2. Lern2landrokits. What about people with keyboard controls? Besides, if you build a good defensive area, you have plenty of space to land rockets. In an offensive, you don't have control of the situation, and as such have various handicaps. Also, you can predict exactly where troops will be ejected; you can land, drop one, fly up, drop down again, drop another.

3...no. Besides going against both the fabric of reality and the (albeit meager) base storyline of CC, it's just stupid. You could have your enemy's "base" be a giant deathtrap that instantly kills his brain. IMO, construction should actually be FORCED onto "your" half of the map.

4. Has been done, with mods. The engines don't quite turn off, but they stop functioning, and the vehicle is flat on the ground, and not a part of the terrain.


Thu Aug 23, 2007 6:11 am
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Post Re: Some healthy, simple suggestions for future builds.
Grif wrote:
1. Not only does this go against the very nature of the physics engine, it's a horrible idea. Dude, it's WAR, running into each other just happens to be as much of a "friendly fire" danger as bullets are.
I can't see how it could hurt. Rockets and ships colliding accidentally I don't mind (fun:)), but when your own actors walk over each other and explode into gooey little peices I hate. However if you had a sentry standing up on a base, and you jetpack kamikazied him, then that's an exception. (Speed goes over a certain amount to have an effect?) Keep in mind I'm only talking about collisions between actors on the same team. What happens when two need to pass each other in a tunnel?
Grif wrote:
2. Lern2landrokits. What about people with keyboard controls? Besides, if you build a good defensive area, you have plenty of space to land rockets. In an offensive, you don't have control of the situation, and as such have various handicaps. Also, you can predict exactly where troops will be ejected; you can land, drop one, fly up, drop down again, drop another.

People using keyboards still have a left and right fire. And I'm not incompetent at flying rockets in any way. I like building compact bases with a very defined delivery system.
Grif wrote:
3...no. Besides going against both the fabric of reality and the (albeit meager) base storyline of CC, it's just stupid. You could have your enemy's "base" be a giant deathtrap that instantly kills his brain. IMO, construction should actually be FORCED onto "your" half of the map.

What would be the point of that? That takes all the fun out of the game. I simply want to be able to create a decent challenge, heavily fortified base that shoots back at you, sentries all over ect. Line up an army and set them to brain hunt.


Yay to #4 :smile:, time to go mod hunting. If it dosen't work with 17, I'll make it work.


Thu Aug 23, 2007 8:46 am
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Post Re: Some healthy, simple suggestions for future builds.
I like idea 3, 4 and the teapots.

3. HELL YES. For player Vs. AI this is the ♥♥♥♥. You should be able to place the AI brain too btw. Id make a huge fortress with turrets and maybe some guards.
And for the final stretch, a long hallway FILLED with traps and obstacles and large fat door to blow up before reaching the brain. Epic.

4. I always wanted that. And Grif, shut up. We dont have this feature properly and it needs to be there.

Also I´ll add a #5. Be able to set the status of the actor when in the bunker editor. (Dig, brainhunt, sentry ect.)


Thu Aug 23, 2007 10:53 am
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Post Re: Some healthy, simple suggestions for future builds.
I like them all, and if (BIG if here,) the number 1 would be done, you could walk on your enemys dropship and drop a bomb or something on it and KABOOM! That would be cool. :)


Thu Aug 23, 2007 12:15 pm
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Post Re: Some healthy, simple suggestions for future builds.
numgun wrote:
I like idea 3, 4 and the teapots.

3. HELL YES. For player Vs. AI this is the ♥♥♥♥. You should be able to place the AI brain too btw. Id make a huge fortress with turrets and maybe some guards.
And for the final stretch, a long hallway FILLED with traps and obstacles and large fat door to blow up before reaching the brain. Epic.

4. I always wanted that. And Grif, shut up. We dont have this feature properly and it needs to be there.

Also I´ll add a #5. Be able to set the status of the actor when in the bunker editor. (Dig, brainhunt, sentry ect.)

Thankyou, I feel better now. Didn't know weather to go under the impression that posting this was stupid or weather grif is just an ass

Also, I mentioned your AI idea in 3.


Thu Aug 23, 2007 12:16 pm
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Post Re: Some healthy, simple suggestions for future builds.
Squeegy Mackpy wrote:
Thankyou, I feel better now. Didn't know weather to go under the impression that posting this was stupid or weather grif is just an ass

Also, I mentioned your AI idea in 3.

Yeah, Grif's pretty much an ass (bygones).

The two that caught my eye are 1 and 5. I hate being in a small tunnel and trying to fly a clone over a robot to get around him. And I've wanted to turn off the enemy health bars for a loooong time.

You need to PM a link of this to DATA. You've got some great ideas that aren't utterly horrible like most peoples.


Thu Aug 23, 2007 3:11 pm
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Post Re: Some healthy, simple suggestions for future builds.
Btw, for idea #1. As long as bullets, objects, or rather pretty much everything can touch your own actors while being the one to hurt them, theyd be affected.

Im not sure how Data could make this happen but... maybe he might come up with something. On the other hand, you wont be able to wrestle with your own units. And that is just the best fun you can have pretty much when the AI hasnt broken in.

So my verdict is... No, or that this could be turned on/off.


Thu Aug 23, 2007 4:19 pm
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Post Re: Some healthy, simple suggestions for future builds.
I honestly don't see the point of needing to "land" a Dropship.

It drops units, hence dropship.


Thu Aug 23, 2007 5:23 pm
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Post Re: Some healthy, simple suggestions for future builds.
Well, it makes it possible to have two things- the first is a camouflaged dropship- "OHSHIT that wasn't a pile of corpses sitting there! Now my army has been crushed!"
I remember once hearing it's possible to give rockets walk paths... if dropships could have these also, even a ship with no engines could be used as a lumbering piece of mobile armor.


Thu Aug 23, 2007 7:42 pm
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Post Re: Some healthy, simple suggestions for future builds.
I like number 5 to a point.

There should be like a fog of war.
If you can't see what's inside a bunker you may want to throw in a grenade to make sure its safe or if your coming out of a bunker no one would know if there was a skeleton ready to blow you to bits. Althought I do admit my self this is a very weak concept.

Also it would be neat to take over rockets and dropships by firing a conversion weapon, change the gravity of the scene, teleportation, doors that blend in with the background, wheeled objects, giving a lifespan to overpowered character/characters that can come out to help you out by throwing down a capsule kill your enemy and disappear, some thing that can measure distance, night scenes, rain, and etc. I mean I can think of alot more but I won't prolong my blabbering.


Fri Aug 24, 2007 1:59 am
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Post Re: Some healthy, simple suggestions for future builds.
I'd settle for weapons like the swords I tried to make back in b14.
That'd be kickass... swinging around a sword, killing ♥♥♥♥.


Fri Aug 24, 2007 2:18 am
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Post Re: Some healthy, simple suggestions for future builds.
Number 3 will be REALLY REALLY good for single-player bunker builds. :) You should also be able to set the AI's setting in the bunker editor. OH and I'll share a idea of mine I've had a for awhile.

How about being able to set the AI of the clones when they leave a rocket/dropship? That way you can do what the AI does and send in 4 skeletons to tie up your opponent and then come in the other way while he's killing them or something. It'll be AWESOME!


Fri Aug 24, 2007 4:09 am
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Post Re: Some healthy, simple suggestions for future builds.
lordderk wrote:
I like number 5 to a point...etc and so forth

I'm going to narrow this down a bit: "You should not be able to see inside other player's bases."

Meaning bunker modules should now have three layers.

Background, Foreground, and External.

External parts would be what users who are not on a specific team would see (since if you aren't on someones team, you shouldn't know what their base looks like.

Other than that, I think one could consider that technology is far enough along that aerial surveying would allow ease of visibility for the area AROUND bases.


Fri Aug 24, 2007 4:09 am
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Post Re: Some healthy, simple suggestions for future builds.
ProjektTHOR wrote:
lordderk wrote:
I like number 5 to a point...etc and so forth

I'm going to narrow this down a bit: "You should not be able to see inside other player's bases."

Meaning bunker modules should now have three layers.

Background, Foreground, and External.

External parts would be what users who are not on a specific team would see (since if you aren't on someones team, you shouldn't know what their base looks like.

Other than that, I think one could consider that technology is far enough along that aerial surveying would allow ease of visibility for the area AROUND bases.

I love you :)


Fri Aug 24, 2007 7:01 am
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