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 Build 23: COMING SOON! (as of 12/1/2008) 
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
Exalion wrote:
For build 24, or b23 if it isn't too chokka-block with new features, I want a serious look at player movement. constant jetpacking is just ridiculous.


Theres nothing bad about constantly flying or just boosting since you do that in soldat too.
And as you know, CC's constantly deforming terrain with its holes and hills its just necesary and better to jet around.
But yeah, something like a double tap left or right and the actor would start sprinting instead of walking, that could be cool.

But what did you have in mind when you say "player movement"?


Mon May 04, 2009 10:23 am
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
numgun wrote:
Exalion wrote:
For build 24, or b23 if it isn't too chokka-block with new features, I want a serious look at player movement. constant jetpacking is just ridiculous.


Theres nothing bad about constantly flying or just boosting since you do that in soldat too.
?


That's actually a pretty good point. Now that I think of it, I don't know a single game with a recharging jet pack in it in which one doesn't constantly use it for getting around, or at least for augmenting running speed.

Still, some improvement would be nice, but I'm not picky.

I don't know about "sprinting", though. Isn't the walking physics based? It'd be kinda hard to do physics based running, wouldn't it?


Mon May 04, 2009 1:02 pm
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
It'd essentially just be an increased walkspeed with slightly more force. Of course you'd have to do some weird crap with momentum to make sure they didn't explode but stayed on the ground anyway. At the moment if you increase walk speed most of the time you just end up bouncing due to the weird way CC handles momentum on actors for running.


Mon May 04, 2009 1:04 pm
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
As much as I love soldat, I don't like seeing everyone jetting around in CC. CC's feel is...Erm...More slow paced and realistic (the physics). It better to have the actors stick to the ground more often in my opinion.

Also, ordering stuff takes a considerable amount of time, especially when using keyboards. I fear that the ordering cannot catch up with the incoming enemies if you allow them to sprint. Consider you lose a guy so easily in CC. Maybe a slight increase in walk pace.


Mon May 04, 2009 1:06 pm
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
Walking has needed improvement about as long as the game has existed.

That said, it's still surprisingly functional; it's just that once you learn how to use a jetpack it becomes entirely obsolete.


Mon May 04, 2009 2:16 pm
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
Grif wrote:
Walking has needed improvement about as long as the game has existed.

That said, it's still surprisingly functional; it's just that once you learn how to use a jetpack it becomes entirely obsolete.


Ok cool, you all say walking needs improvement but what is it?
What exactly do you want? Suggest the improvements since "walking needs improvement" doesnt tell me whats wrong with it.

Whats the problem? :P


Mon May 04, 2009 3:22 pm
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
It needs to be much, MUCH faster, less getting stuck on small hills... Such.


Also, crouching could be much cooler, instead of sitting, they could kneel on the ground in a firing position.


Mon May 04, 2009 3:25 pm
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
3POK_PHALE wrote:
It needs to be much, MUCH faster, less getting stuck on small hills... Such.


Sounds understandable, but you didnt realize what it could do to the skirmish enemy? If the skirmish enemies would almost run instead of walking, you'll be pretty busy trying to keep up with it. What I could do is cut your jetpacks to disallow flying too often, but thats one of the fun parts in CC. And alot of bunkers have vertical shafts that require jetpacking and the inability to reach it might become really annoying.

I'd say walking is fine as it is, but climbing is something I'd make better.
Unfortunately, those limbpaths are completely alien to me and I dont fully understand how the climbing works. :/


Mon May 04, 2009 5:28 pm
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
I would say walk paths are pretty good as is, but yeah, climbing over obstacles needs work. At the very least actors should be able to easy navigate up to a 45 degree slope, and then only suffer moderate slowdown until it's a near vertical wall. >80 degress and climbing should be slow and methodical.


Mon May 04, 2009 11:47 pm
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
first
Flammablezombie wrote:
I do not mean he trolls, I mean he was trolling.

wtf?

second
numgun wrote:
And alot of bunkers have vertical shafts that require jetpacking and the inability to reach it might become really annoying.


ladders should be the way you get up those shafts. Ladders or stairs. Or elevators. Jetpacking indoors? gimme a break.
walking needs to be faster, the bumps aren't as much as a problem because even in fps you have to jump from time to time, it would make sense to have to do that in cc too.


Mon May 04, 2009 11:58 pm
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
numgun wrote:
3POK_PHALE wrote:
It needs to be much, MUCH faster, less getting stuck on small hills... Such.


Sounds understandable, but you didnt realize what it could do to the skirmish enemy? If the skirmish enemies would almost run instead of walking, you'll be pretty busy trying to keep up with it. What I could do is cut your jetpacks to disallow flying too often, but thats one of the fun parts in CC. And alot of bunkers have vertical shafts that require jetpacking and the inability to reach it might become really annoying.

I'd say walking is fine as it is, but climbing is something I'd make better.
Unfortunately, those limbpaths are completely alien to me and I dont fully understand how the climbing works. :/


Meh, the skirmish is pretty easy as is though, even on the highest skill level. Even if it wasn't, though, having the enemy walk at an absurdly slow speed should not be handicap which makes fighting AI possible. I mean, in terms of making a game exciting, that'd be about the last thing I'd turn down.

I totally agree about the climbing, though, particularly when it comes to ladders, as Aspect pointed out. They're pretty much entirely useless. Even if your actor is too loaded down to use his jetpack to get somewhere, he'll most likely end up breaking the stairs when he attempts to use them.

All of this, of course, is ridiculous to be talking about, though, because we're playing an ALPHA. Not even BETA.


Tue May 05, 2009 12:35 am
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
i think what everyone is talking about nummy is that the actual engine side of things behind walking needs to change. currently, the paths are static, and because crawling and climbing are kind of dysfunctional, you cant get up steep hills without jetpacking, and its fiddly getting under short ceilings (which makes crawlunders far too effective. they would be effective anyway (youd either need to slide under and get your legs blown off before even getting a shot at the enemy, or poke your head under and get that shot), but it shouldnt take upwards of 5-10 seconds to scooch under a small obstruction). moving around in CC is just cumbersome rather than fluid. sprinting would be good (especially if actors had "stamina", with robots having much higher stamina than normal actors but moving generally slower), but you'd need to be able to rotate the body and have proper momentum, which currently is impossible with the way pathing works.. being able to run across a room, dive into the corner and flip around to shoot a guy jumping across the gap in the bunkers above you would be epic. if you can get data to do it, real jumppaths would be great, so you could launch yourself into the air, and jet from there.

sorry this is so confusing to read, im rushing and musing. it just seems like its the biggest current flaw with CC.


Tue May 05, 2009 5:43 am
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
I completely agree with the notion that a run should be added. Sprinting sounds a bit too fast though. But there should either be fatigue,
OR/and you could nerf it like COD4 did iirc and make it so you can't use guns while running.
A DisableFirearms boolean on limbpaths would be great, then you could make some actors require a complete stop to use their gun (a la RE4/5). Or require movement to use guns for some crazy rushers.
A new shakerange on HDFs for when you're running would also work. Whatever the nerf is, it should be changeable through modding, for special stuff.


What is the deal with jumping? It's disabled from use, but you can modify other limbpaths to jump.
In fact I made a little one-legged wildlife creature who has locomotion by means of constantly jumping, and in the direction you walk. It more than proves that the current limbpath system supports jumping. I'll upload it to this post sometime.


Also there should be separate walk and run limbpaths for when a leg is missing (generally slower with short strides). And maybe occasionally falling over too? I certainly can't hold a two handed weapon and hop around on one foot, much less also be shooting the thing.

Rawtoast wrote:
All of this, of course, is ridiculous to be talking about, though, because we're playing an ALPHA. Not even BETA.

hurr yeah it's dumb to talk about improving on something unfinished hurp durp


Tue May 05, 2009 7:04 am
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
geti is right, numgun.
moving around in cortex command is clunky, so we jet everywhere to avoid the nasty collision physics in Cortex Command tearing our actors up. Jetpacks should be nerfed, but only once walking around is fixed.
Compare moving around in soldat to moving in CC. in soldat, you JUMP, RUN, LAND, RUN, JUMP, RUN, RUN, RUN, JUMP. in cortex command you 'hobble along like grandma, jetpack. continue to jetpack. fly everywhere'
It's like comparing a cougar to a pidgeon.


Tue May 05, 2009 8:52 am
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Post Re: Build 23: COMING SOON! (as of 12/1/2008)
I'll second that there should be a HDUsable/DissableHDevices boolean for paths, and like exalions analogy.
it would be good if some of the more advanced actors (Coalition heavies, Dafred and Gorden, and the robots maybe) could shoot while running.


Tue May 05, 2009 9:51 am
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