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 Hardcore Mod(e) and Capture the Flag (concepts). 
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Joined: Fri Aug 31, 2007 3:57 am
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Post Hardcore Mod(e) and Capture the Flag (concepts).
Capture the Flag
Each base has a 'flag vault' With a flag (helddevice, aka shield) in it. There is also a small cubicle that has emitters emmitting the only particles that can break the flag (which is in the brains group, thus, when it's destroyed you lose). You can drop the flag into the area, or jump in. Doesn't matter unless the level has multiple flags.

Diagram to come once i find a reasonible paint program for mac...

Hardcore Mod(e).

More Recoil: Invisible Emitters on bottom of gun barrel, make gun jolt up when you fire.

Stronger Weapons: Make the bullets have more sharpness/mass/velocity, so they hurt you more. almost anything + shot on unexposed head = x_x

No Health Bars: Charheight=9999999. You only know how hurt you are by how much you've been shot, or how long you've been bleeding.

Different Pricing: Craft are always more expensive than a guy. Unless he's Chuck Norris or something. Robots are cheaper than clones/soldiers, because you only have to manufacture them. Everything is more expensive.

More Weight: Stuff's heavier.

Fuel for Craft: Using any jet on a craft makes an invisible emitter shoot invisible particles at all the other emitters, damaging them somewhat. They get damaged too much, and you run out of fuel (they break).

Jetpacks can be shot: Your jet pack can be shot off, or else explode and hurt you.

More variation in actors: Blue Clone/Robot 1/Light Soldier are fast but weak, Green Clone/Robot 2/Heavy Soldier are slow but strong. Dummies, Skellies, Crabs and Dreadnoughts are roughly the same.

Stronger Craft: Craft would be much stronger, and would only die (easily) from flak cannon. They would have weak spots (think fuel tanks, emitters) that cause a small explosion, disabling that spot and damaging the craft.

TL;DR: Hardcore mode on CC, makes it more challenging.


Last edited by octyl on Fri Apr 11, 2008 12:44 am, edited 7 times in total.



Wed Apr 09, 2008 11:37 pm
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Post Re: Realistic mod(e) and CTC (Capture the Cortex)
Oh hello completely un-needed little edits. If it bugs you this much, do it yourself, you obviously know how. CC is not supposed to be a realistic game. It's meant to be fun, regardless of realism.

If you want it this bad, you do it. It's obvious the community at large doesn't need it, or this would be the 5th thread regarding realism.


Wed Apr 09, 2008 11:52 pm
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Post Re: Realistic mod(e) and CTC (Capture the Cortex)
I'm not saying its not realistic. I mean, moving by pushing you r feet off the ground. I guess i'll change it to hard core mode.


Wed Apr 09, 2008 11:56 pm
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Post Re: Realistic mod(e) and CTC (Capture the Cortex)
More Recoil: Increase the mass of the bullet.

Realistic Fall Damage: ImpulseDamageThreshold

Fuel For Craft: NO CRAFTS EXPLODE REALISTICALLY WHEN THEY RUN OUT OF FUEL!

Variation doesn't make it realistic. They are Robots... And Clones.

Weakpoints: Heads, shoulders, knees and toe- what?! I mean not possible.
-----------------------------------------------------------------------------------

Thats all I have to comment.


Wed Apr 09, 2008 11:58 pm
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Post Re: Realistic mod(e) and CTC (Capture the Cortex)
Falcon X wrote:
Oh hello completely un-needed little edits. If it bugs you this much, do it yourself, you obviously know how. CC is not supposed to be a realistic game. It's meant to be fun, regardless of realism.

If you want it this bad, you do it. It's obvious the community at large doesn't need it, or this would be the 5th thread regarding realism.


It's a mod. If you don't want to download it, don't. You don't get to decide who does or does not make them.


Wed Apr 09, 2008 11:59 pm
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Post Re: Hardcore mod(e) and CTC (Capture the Cortex)
Oh right because theres a mod-

Wait, I see what he did there, he's simply ASKING for us to make a mod.

Also I'm allowed to make criticism Tim.

He's not asking anyone to do anything. He's going to make the mod, you smelly person.


Thu Apr 10, 2008 12:01 am
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Post Re: Hardcore mod(e) and CTC (Capture the Cortex)
Before, didn't the engines of dropships fail? Maybe we could use that.


Thu Apr 10, 2008 12:13 am
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Post Re: Hardcore mod(e) and CTC (Capture the Cortex)
I always thought clones would be more expensive than Robots.

You have to Grow clones,
Have to engineer and condition them
teach them how to fight
If there is a part of them that is faulty you have to replace the whole clone.
Damaged clones take a while to heal.
Clones need food and eventually sleep.
Clones are physicly weaker.
Clones are limited by muscle to what they can carry.

Robots can be made from scrap
Robots can have experiance downloaded into them.
If a robot part is faulty you can repair it or replace the individual part.
Robots need fuel but can go without sleep.
Robots can Carry heavier equipment
Robots feel no pain
Robots do not dream.... should not dream.....

Thats my thoughts on Clones Vs Robots anyway.
They love each other though because they are both artifical creatures who just want to be free and love.


Thu Apr 10, 2008 12:25 am
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Post Re: Realistic mod(e) and CTC (Capture the Cortex)
More Recoil: How will the emitters activate when you fire?

Stronger Weapons: Sounds reasonable.

Realistic Fall Damage: Legs already reduce damage if you land on them.

No Health Bars: Can't display ammo as a part of the gun.

Realistic Pricing: Robots can be mass produced, while clones and soldiers have to be fed, trained, etc. I don't think robots would be more expensive.

Realistic Weight: I suppose you couldn't carry a flak cannon in real life because they are mounted weapons.

Fuel for Craft: Sounds ok, but what about the dropship jets that are always on?

Realistic Variations in Bodies: This sounds ok.

Weak Points: Legs are one big piece. Blowing the whole thing off already disables it.

Stronger Craft: Fuel tanks and such sound cool. Flak cannons are effective because they cover a large area to have a chance at hitting fast small aircraft. Rockets and dropships aren't moving really fast, so bullets are fine.


Thu Apr 10, 2008 12:32 am
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Post Re: Hardcore Mod(e) and CTC.
I think this sounds sick!


About robots - clones comparison.

Robots would be generally cheaper to produce than clones, but they are significantly less useful.

For every ounce of extra junk you put on a robot, you need to pay extra for more chassis, extra motors etc.
Clones only have tank time and training, plus equipment, you can change everything about them in moments, whereas it costs money to reequip a robot (except the gun).
Even robots need upkeep.

Clones feel no pain, so do robots, but shooting a robot can destroy essential circuitry and chips and such, whereas a clone would just have a less functional limb.

Robots need power, but clones only need food, and don't need sleep as they're mindless, except to heal.

You can give combat drugs to clones.

Clones repair themselves, robots do not.

Robots have more environmental tolerance, they could go into space, and extreme temperatures and such.

Clones would be stronger, it'd have to be a very beefy expensive robot to outmuscle a human, humans are surprisingly strong.
They'd be extensively trained, more so than a conscious human as they feel no pain, cannot be bored etc. and as such would be pretty damned hardcore.

Robots need all sorts of fancy gadgets to balance themselves, and need AI programming and such.
Clones balance themselves, and just need to be taught basic commands.

</list>

I think I just out-logic'd you two.


Thu Apr 10, 2008 1:00 pm
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Post Re: Realistic mod(e) and CTC (Capture the Cortex)
purple wrote:
No Health Bars: Can't display ammo as a part of the gun.

you were saying:
Attachment:
TestDump001.bmp
TestDump001.bmp [ 900.05 KiB | Viewed 4291 times ]

the only other things that do not appear are stats counter, gold funds and delivery timer, everything else- buy menu etc appears as normal.


Thu Apr 10, 2008 6:46 pm
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Post Re: Hardcore Mod(e) and CTC.
So you turned the numbers and hearts of the fatfont pink? Kinda clever.


Thu Apr 10, 2008 7:16 pm
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Post Re: Hardcore Mod(e) and CTC.
Kallemort wrote:
So you turned the numbers and hearts of the fatfont pink? Kinda clever.

I copied the fat font and changed its name, then had all the guis use the real one instead of the one without numbers, because the only thing (?) that is hard coded to use fatfont is health bar, kill counter, gold, and delivery timer.


Attachments:
TestDump002.bmp
TestDump002.bmp [ 900.05 KiB | Viewed 4187 times ]
Thu Apr 10, 2008 8:34 pm
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Post Re: Hardcore Mod(e) and CTC.
I beleive he meant make it so you can't see the ammo bar.
Correct me if I'm wrong.

And about you're fuel and weak point issue:
Have the fuel correspend to a continualy emitting emitter only on the engines. Then, when it runs out, engines are blown off to "preserve cargo".
And for weak spots, on crafts at least, simply make a small attachable such as a fuel tank, and have it gib sharp pixels.

And about sharper bullets. They do not change how damaging it is. It only activates a wound. Perhaps more bullets. And way less bulletcasing strength.

Looking foreward to this.


Thu Apr 10, 2008 9:58 pm
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Post Re: Hardcore Mod(e) and CTC.
Thanatos wrote:
I beleive he meant make it so you can't see the ammo bar.


yes you can see the amount of bullets and jetpack fuel. (see picture above) "30" is the amount of ammunition.


Thu Apr 10, 2008 10:00 pm
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