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 Suggestions for Cortex Command. 
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Joined: Sat Jun 30, 2007 4:39 am
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Post Suggestions for Cortex Command.
Just a quick topic. Some of this stuff can probably be achieved via Lua, but I don't know at this point.

Device Recoil
Currently, recoil translates to the entire actor being pushed backward. Instead, why not have the recoil affect your aim? Have recoil translate to the arms of the actor being pushed back, and jump your sharp aiming recticle a bit. This would call for more careful bursts of SMG fire than the usual reckless spray.

Actor Limb Sway
Current actor limbs are pretty stiff. While this works for small humanoids and other various organisms, it makes large mechs and such seem like paper and plastic.
Give bodies/limbs the ability to move a bit from their attached position when given force or weight. This allows larger organisms/machines to sway and seem more life-like as they strut across the map.

Actor Limb Ragdoll
Not asking for complete collision detecting physics ragdolls here.. but at least free arms and legs from their upright constraints when the actor dies. Currently, the body spins and the arms and legs stay in a stiff position. "HWEH".

I had like a dozen other suggestions, but then realized they'd be pretty feasible with Lua.


Mon May 19, 2008 1:13 am
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Post Re: Suggestions for Cortex Command.
I like these. I also want light (shadow's and stuff). Don't flame me for that, like you did roadkill...


Mon May 19, 2008 1:25 am
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Post Re: Suggestions for Cortex Command.
As of right now, CC runs pretty slow on an average computer with glows active. Data would need to optimize the hell out of it, to get dynamic lightning to even run.


Mon May 19, 2008 1:28 am
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Post Re: Suggestions for Cortex Command.
More intelligent AI.


Mon May 19, 2008 2:54 am
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Post Re: Suggestions for Cortex Command.
1. Terrain soft body Physics. Like in Blast Miner. It would be a fairly low resolution mesh.
And tunnels could cave in or deform, rather than just displace when it gets hit by a large rocket.

2. Terrain Gibbing. Like a variable for the amount of gibs that come out of the terrain every few pixels.
So our concrete bunkers can shard and not just turn into ugly pixels.

3. GPU Physics Processing. Its currently not being used, and it is a wealthy well of extra speed as shown here.
http://www.iii.u-tokyo.ac.jp/~takahiroharada/


Mon May 19, 2008 4:30 am
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Post Re: Suggestions for Cortex Command.
Is this the new wishlist?


Mon May 19, 2008 4:55 am
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Post Re: Suggestions for Cortex Command.
Yeah, seriously.

Stick to the OP.


Mon May 19, 2008 5:23 am
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Post Re: Suggestions for Cortex Command.
Wait, so what was wrong with the old wishlist topic?
Or was that some sarcastic remark with the misunderstanding that you explained the topic in OP?
Or is this for serious suggestions for the short term, rather than the sometimes far off and impossible wishes?

Anyways,
- Full TDE implementation (picking them up to throw, and not just if they're inactive)
- JointAngularStiffness/JointAngularStrength/JointBendFactor on attachables
- Pinned MOs collide with multi-atom MOs as if it were terrain, as long as it's pinned. Still gets wounded by single-atom MOs, and still can break loose or gib from impacts with multi-atom MOs.

Onto the more "long-term suggestions"...

- Crafts more like vehicles and capable of
- - Picking up stuff only by them touching the door's general area
- - Picking up actors (armed enemies would fight from inside)
- - Mounted Guns
- - Positions for AHumans and maybe later actor types
- - - Passenger, just along for the ride. Can only look around.
- - - Driver, required middleman for craft control if the position is defined. Can also use one handed weapons within own inventory.
- - - Mounted Gunner, middleman for control of a mounted gun, required for control of the gun if the position is defined for that gun
- - - Gunner, uses weaponry within his inventory
- ACWheeled Actor Craft type, based upon limb attachables that rotate

Too late to say goodnight, gotta go get some sleep, and write more of this later.


Mon May 19, 2008 7:20 am
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Post Re: Suggestions for Cortex Command.
I'd quite like to see turning animations... If the aforementioned attack dropships of doom were to appear, it'd make a really nice touch.


Mon May 19, 2008 11:41 am
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Post Re: Suggestions for Cortex Command.
Is it possible to have 4 legged actors?


Tue May 20, 2008 1:40 am
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Post Re: Suggestions for Cortex Command.
Yes Crabs are four legged already.


Tue May 20, 2008 1:43 am
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Post Re: Suggestions for Cortex Command.
Parachutes.


Tue May 20, 2008 9:58 pm
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