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 Suggestion: Dodging (aka Moving to Background) 
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Joined: Mon Dec 04, 2006 3:34 am
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Post Re: Suggestion: Moving to the background
Then why don't arms hit the body pyro.

Or heads when you do backflipping.

FG/BG arms/legs is a visual.


My own take on this idea is that it might ruin the feel of the game, and how would the game go about determining if your "alcove" bunker is intact after a nuke goes off inside it?


Tue Sep 18, 2007 11:31 pm
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Post Re: Suggestion: Moving to the background
@ Alenth: The game could alogrithmically detect the lowest pixel of a vertical line of MTBSafe materials, and make that pixel collisionary for any MTB activated actor. That way, it really would behave like a indented area of the map, as it would 'support' a actor without any ground in front of it. Of course, the moment the clone moves from the MTBSafe status (ie: fires his gun) he'd fall. [Basically, the MTBSafe material can only be 'removed' by putting another bunker peice on top of it, so even if your entire bunker was left a smouldering ruin, you could still enter and use MTBSafe areas... Though all your clones in those areas would be dead.]
Also, how exactly would it ruin the feel of the game? I could certainly see it being an issue if you moved into MTBSafe areas when you didn't want to...

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Wed Sep 19, 2007 12:12 am
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Post Re: Suggestion: Moving to the background
The retro 'feel' I mean.

And I think it would be kinda wierd to be able to enter a safe area that is floating in space because all the ground around it was destroyed.

Grenades would have to ignore the safe zones.

Et cetera.


Wed Sep 19, 2007 12:24 am
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Post Re: Suggestion: Moving to the background
Perhaps an extra variable could be added to all pixels and particles then, which would play a similiar part to HitMOs.

HitSafeArea = 0,1


Wed Sep 19, 2007 12:29 am
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Post Re: Suggestion: Moving to the background
No duh, that's simple, just saying.

It would probably need to be comprised of at least one more terrain layer, which can be destroyed/etc like normal.


Wed Sep 19, 2007 12:34 am
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Post Re: Suggestion: Moving to the background
Alenth Eneil wrote:
Then why don't arms hit the body pyro.

Or heads when you do backflipping.

FG/BG arms/legs is a visual.



Meh, all I can say is ♥♥♥♥ you. I barely play CC at all anymore.


Wed Sep 19, 2007 12:51 am
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Post Re: Suggestion: Moving to the background
I would have to say.. no.

It's a well-thought out idea, but combat in Cortex command is already near-perfect. Take cover, fly out of a bullet hell, narrowly dodge a grenade etc etc. Everything is nice and easy to use on the fly, not to mention beautifully simple.

I believe this idea would just turn firefights into a Move-into-backround button mashing while shooting simultaniously. I don't want to have to squint to try and figure out what MTB my enemy is in, either.

For now, I just like diving at the next crater for cover.


Wed Sep 19, 2007 12:58 am
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Post Re: Suggestion: Moving to the background
Agreed @ electro.

I don't even play CC anymore either pyro.


Wed Sep 19, 2007 1:13 am
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Post Re: Suggestion: Moving to the background
Yeah, but I didn't rape code while I did. You can quote code from memory.


Wed Sep 19, 2007 1:16 am
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Post Re: Suggestion: Moving to the background
Electroclan wrote:
I don't want to have to squint to try and figure out what MTB my enemy is in, either. For now, I just like diving at the next crater for cover.
Fair enough, even though MTB while outside wouldn't provide any protect from bullets, just flying actors and dropship engine gibs... ( :!: )
Hmm, what if the MTB action had a duration timer on it?
That way, you couldn't be MTB all the time, and it would become more of a "Oh crap, that engine gib /RPG /grenade is going to hit and gib me! /dodge" effect, while still being used for it's main purpose of getting out of the way of actors that want to walk on you. Bullets of course, wouldn't care either way.

But yeah, MTB Safe zones were an after thought, and can be scrapped if need be for game ballance. It was a thrown-together idea, anyways.
... All we really need is a way to avoid getting gibbed by actors climbing on you.


Wed Sep 19, 2007 1:54 am
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Post Re: Suggestion: Dodging (aka Moving to Background)
I for one think this is a great idea,it could make for some awsome fire fights if done right.There should be certain areas like halways in the BG that you can do safe mode in,and to fire or move you have to move out of safe mode,like shooting around a corner,it could be awsome.It would be like in that one movie."where eagles dare" this one guy is taking on a bunch of Nazis by using the cover of a corner,but when a grenade came his way he got hurt a bit by the explosian,i think this woud be great.A green clone corner shooting at an enemy robot with an SMG,the robot cant hit him so he pulls out a rocket and fires it,it explodes near the clones feet and klls him.Dont you guys think that would be awsome?


Wed Sep 19, 2007 2:48 am
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Post Re: Suggestion: Dodging (aka Moving to Background)
Bullets accuracy could send certain ones into MTB.


Wed Sep 19, 2007 10:22 pm
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Post Re: Suggestion: Dodging (aka Moving to Background)
I think that bullets should always hit the target, even if it's in the background. It doesn't make much sense bullets not hitting someone just because he moved a little to the side. But i think there should be a way to pass through other actors without killing them though.
Maybe if the dodging would be temporary, like throwing yourself to the side and dodging some bullets, and the enemy re-aiming some seconds (very little seconds, like one or half) after and start hitting you again.


Thu Oct 18, 2007 4:50 pm
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Post Re: Suggestion: Dodging (aka Moving to Background)
The game is fun because it is simple and this would just make the game so much more complex.

While this is a good idea, I don't think CC is the right game for it... Maybe when CC is done and dusted?


Thu Oct 18, 2007 10:15 pm
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Post Re: Suggestion: Dodging (aka Moving to Background)
Implimenting this would change the nature of the game, and that's not the point.
Besides, we can actively say NO to any new features because Data's on the final build.


Thu Oct 18, 2007 10:59 pm
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