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 Reviewing Cortex-Command itself 
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Post Reviewing Cortex-Command itself
Hello,
seeing as every mod gets a Review tenfold by anyone, Im almost wondering why thats not the case with CortexCommand itself. A Bugreport is not a Review of the game, exactly.

Well. Let me start of with the board, though. I stumbled upon CC somehwere in February. I believe it was the 4th. I somewhat fell in love with that game then and played the zombiecave over and over again till I got a call that I am late for a date ... put the phone down, played for another 15 minutes before I ran to get my jacket and hop into my car. Two days later I bought the game and another 2-3 days after that I found this very board. I quite like getting into projects like this as I am even part of a nice C&C:TS-mod since 2005 and so I immediatly tried to register.

Well - guess what - didnt work. My GMX-mailacc wasnt accepted and as it is quite hard to get any other Mailaddress than those public ones - it took me 3 months up till now to get myself access to that board. I dont really get why it has to be that hard to get registered here. Data, you made me sad - how can you bear that? :(


Well now - so much for the forums - but about the game itself:
After some time it became a little dull. Why you ask? Because of the very same reason that was aroused only once, by my surprise, and even that one time it needed some newb like meh to ask: Why do the actors have to be so slow? It sometimes takes ... ages to get into position to land one single shot/blast.
Someone said that the actors arent stable enough - constantly trying to keep the torso up and stuff - well - is that really a reason? I can only guess - but shouldnt it possible to give any actor enough strength for his spine to make him able stay upright more easily? Or even if not - does that really matter? Another reason I could think of is that any actor would bounce of the ground by walking faster, which would look just silly and/or force them to kind of "acclerate" to reach full-speed (as their feed would at first hang in the air when bouncing). But even then this could be bypassed by increasing gravity, no?
Okay, more gravity would make it necessary to rise the gib-limits and Jetpack/truster-strength, true, but yet it should be considered as the gravity, as it is right now, is far from realistic anyways. You should be able to double any stat concerning gravity.

People may or may not agree with me, but I think CortexCommand could gain some more atmosphere by doubling the gravity as well as the Jetpack-strength and the Gibbing-limits. The result would be a more feasible gravitational physics and a little improvement on the Gameplay. Dont get me wrong - I prefer my games to be more tactical and slow like "Hidden & Dangerous" instead of "Quake" - CCs pendant "Soldier" I even deem un-playable. But even to me CC sometimes just gets too slow. Especially when it comes to crawling through vents.

nuff said for now. Further critics may follow.


Thu May 28, 2009 8:06 pm
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Post Re: Reviewing Cortex-Command itself
Keep in mind, this game is far from being done and actor's speed could be increased by making some adjustments. Also, the game is not supossed to simulate any type of real life war, so it does not have to be realistic. The planet could just have decreased gravity because it obviously is not earth. The game being too slow might just be your computer.


Thu May 28, 2009 8:59 pm
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Post Re: Reviewing Cortex-Command itself
RyaWolf wrote:
Keep in mind, this game is far from being done and actor's speed could be increased by making some adjustments. Also, the game is not supossed to simulate any type of real life war, so it does not have to be realistic. The planet could just have decreased gravity because it obviously is not earth. The game being too slow might just be your computer.

Hello,
an actors speed that could be increased is an actors speed that is just not yet increased - thats why its still a good reason to suggest that.
Furthermore, even if a game needs no realism, it still is of great importance. Realism up to a certain grade settles the rules of physic and gameplay around the battlefield - and even if there would be a sufficient explanation like "the Planet could have decreased gravity", that would not guarantee the gameplay to be more fun. In my opinion, increased and therefor improved gravity would benefit the way, CC is played for some reasons.

One would be the, as said, faster movement :)



Well, noone needs to share my opinion, yet, this is no just half-assed Idea I had spontaneously. Even if you, the devs, are in doubt that this would be a good idea - maybe you should give it a try in a testmatch anyways. Dont forget to increase things like the explosions strength as well when a Dropship or rocket gibs, though, as all the gibs would probably just drop right next to the crashsite, which would destroy the image of realistic gravitation or make the crash look more like a falling apart than an exploding...


Thu May 28, 2009 9:35 pm
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Post Re: Reviewing Cortex-Command itself
But then what's the point in the AAL Runner?


Thu May 28, 2009 10:40 pm
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Post Re: Reviewing Cortex-Command itself
Well, let's just try this out then.

I gave an actor [ronin gordon] doubled walk speed, doubled gravity, and doubled impact resistance.
His walk was faster, but very clunky.
So, I doubled his walk force as well.
Well, his footprints are about a half foot deep on sand now.
Let's double walking speed again.
Now he's doing some crazy galloping jumping run,
fairly quickly, still leaving deep foot prints.
Well, let's just get ridiculous, and 10X everything.
He doesn't move, he just cuts downward into terrain.


Basically, the faster you make an actor, the more terrain he shreds. To counteract that, you have to raise the structural integrity of materials. To counteract that, you have to make everything with sharpness sharper. Right now, all is at a moderate balance. Just about everything would have to be redone to make actors faster with the current system. There would likely be problems with this, and those problems have probably been encountered and solved near the beginning of the retro terrain engine, by coming up with the current balance.

tl;dr there's more to it than you're seeing and just about all the game content would need redoing to fix it, and even then, that would probably screw something up.

Instead of redoing everything around walking, walking could be redone, but I assume this is the best walking system data cares to make, as he would have fixed it already otherwise.


So I suggest you just put up with it and spam jetpacks to get anywhere.


Thu May 28, 2009 10:51 pm
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Post Re: Reviewing Cortex-Command itself
OP, I really don't see how you had such a problem with a registration email. The only email adresses that don't work are ones from common spam sites; did you try anything like hotmail, gmail, or yahoo mail?

Also, insisting your idea is correct is not the right way to go about things. Suggestions are perfectly okay, but don't absolutely insist that there can be no reality other than your own, especially given a relatively harmless contradictory post.


Fri May 29, 2009 3:52 am
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Post Re: Reviewing Cortex-Command itself
audiopulse wrote:
Hello,
seeing as every mod gets a Review tenfold by anyone, Im almost wondering why thats not the case with CortexCommand itself. A Bugreport is not a Review of the game, exactly.

Well. Let me start of with the board, though. I stumbled upon CC somehwere in February. I believe it was the 4th. I somewhat fell in love with that game then and played the zombiecave over and over again till I got a call that I am late for a date ... put the phone down, played for another 15 minutes before I ran to get my jacket and hop into my car. Two days later I bought the game and another 2-3 days after that I found this very board. I quite like getting into projects like this as I am even part of a nice C&C:TS-mod since 2005 and so I immediatly tried to register.

Well - guess what - didnt work. My GMX-mailacc wasnt accepted and as it is quite hard to get any other Mailaddress than those public ones - it took me 3 months up till now to get myself access to that board. I dont really get why it has to be that hard to get registered here. Data, you made me sad - how can you bear that? :(


Well now - so much for the forums - but about the game itself:
After some time it became a little dull. Why you ask? Because of the very same reason that was aroused only once, by my surprise, and even that one time it needed some newb like meh to ask: Why do the actors have to be so slow? It sometimes takes ... ages to get into position to land one single shot/blast.
Someone said that the actors arent stable enough - constantly trying to keep the torso up and stuff - well - is that really a reason? I can only guess - but shouldnt it possible to give any actor enough strength for his spine to make him able stay upright more easily? Or even if not - does that really matter? Another reason I could think of is that any actor would bounce of the ground by walking faster, which would look just silly and/or force them to kind of "acclerate" to reach full-speed (as their feed would at first hang in the air when bouncing). But even then this could be bypassed by increasing gravity, no?
Okay, more gravity would make it necessary to rise the gib-limits and Jetpack/truster-strength, true, but yet it should be considered as the gravity, as it is right now, is far from realistic anyways. You should be able to double any stat concerning gravity.

People may or may not agree with me, but I think CortexCommand could gain some more atmosphere by doubling the gravity as well as the Jetpack-strength and the Gibbing-limits. The result would be a more feasible gravitational physics and a little improvement on the Gameplay. Dont get me wrong - I prefer my games to be more tactical and slow like "Hidden & Dangerous" instead of "Quake" - CCs pendant "Soldier" I even deem un-playable. But even to me CC sometimes just gets too slow. Especially when it comes to crawling through vents.

nuff said for now. Further critics may follow.



Hit Ctrl+O during gameplay and it should speed right up. its this little thing called lag because the game uses this stuff called physics and it takes a lot of processing power to calculate it all.

Everything takes forever because your game is lagging.

It took you forever to register because you are a retard and dont know about Gmail/Yahoo mail/MSN/AOL are both free and take like 30 seconds to make a valid email, unlike your MONTHS.

and lastly, If you don't like the gameplay, take this topic to a forum that isn't in SUPPORT of it. Everyone on this forum LIKES cortex command, if you think the gameplay is wrong, you should say it on a different website, make a mod that adds missions that are of a gameplay you like, or make your own damn game. this FORUM is not the place for this.





Now I'd like to say, you sir are a wonderful troll who has gotten us all. Why do I think your a troll?

audiopulse wrote:
My GMX-mailacc wasnt accepted and as it is quite hard to get any other Mailaddress than those public ones - it took me 3 months up till now to get myself access


Look at me, i'm a troll I refuse to use a free email address and then brag about it by complaining that i can't actually do it.


Fri May 29, 2009 8:54 am
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Post Re: Reviewing Cortex-Command itself
Troll accusation? This again? Seriously? :roll:

And this is the exact place to discuss this, he's annoyed by how slow and fumbly CC is, and that is a major flaw with the game that he wanted to bring up. While I certainly don't think this thread will bring about any change, I applaud the OP for trying to suggest a resolution to what he sees as an issue, despite his misunderstandings as to how it could be fixed.


However, I entirely disagree with the idea of doubled gravity in general. I like my airtime.

But yeah, fumbly actors that only walk slowly is an aspect of cc that could use improvement. But that probably won't happen, since Data sees the engine as being more or less done.


Fri May 29, 2009 10:26 am
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Post Re: Reviewing Cortex-Command itself
Miles_T3hR4t wrote:
audiopulse wrote:
Hello,
seeing as every mod gets a Review tenfold by anyone, Im almost wondering why thats not the case with CortexCommand itself. A Bugreport is not a Review of the game, exactly.

Well. Let me start of with the board, though. I stumbled upon CC somehwere in February. I believe it was the 4th. I somewhat fell in love with that game then and played the zombiecave over and over again till I got a call that I am late for a date ... put the phone down, played for another 15 minutes before I ran to get my jacket and hop into my car. Two days later I bought the game and another 2-3 days after that I found this very board. I quite like getting into projects like this as I am even part of a nice C&C:TS-mod since 2005 and so I immediatly tried to register.

Well - guess what - didnt work. My GMX-mailacc wasnt accepted and as it is quite hard to get any other Mailaddress than those public ones - it took me 3 months up till now to get myself access to that board. I dont really get why it has to be that hard to get registered here. Data, you made me sad - how can you bear that? :(


Well now - so much for the forums - but about the game itself:
After some time it became a little dull. Why you ask? Because of the very same reason that was aroused only once, by my surprise, and even that one time it needed some newb like meh to ask: Why do the actors have to be so slow? It sometimes takes ... ages to get into position to land one single shot/blast.
Someone said that the actors arent stable enough - constantly trying to keep the torso up and stuff - well - is that really a reason? I can only guess - but shouldnt it possible to give any actor enough strength for his spine to make him able stay upright more easily? Or even if not - does that really matter? Another reason I could think of is that any actor would bounce of the ground by walking faster, which would look just silly and/or force them to kind of "acclerate" to reach full-speed (as their feed would at first hang in the air when bouncing). But even then this could be bypassed by increasing gravity, no?
Okay, more gravity would make it necessary to rise the gib-limits and Jetpack/truster-strength, true, but yet it should be considered as the gravity, as it is right now, is far from realistic anyways. You should be able to double any stat concerning gravity.

People may or may not agree with me, but I think CortexCommand could gain some more atmosphere by doubling the gravity as well as the Jetpack-strength and the Gibbing-limits. The result would be a more feasible gravitational physics and a little improvement on the Gameplay. Dont get me wrong - I prefer my games to be more tactical and slow like "Hidden & Dangerous" instead of "Quake" - CCs pendant "Soldier" I even deem un-playable. But even to me CC sometimes just gets too slow. Especially when it comes to crawling through vents.

nuff said for now. Further critics may follow.



Hit Ctrl+O during gameplay and it should speed right up. its this little thing called lag because the game uses this stuff called physics and it takes a lot of processing power to calculate it all.

Everything takes forever because your game is lagging.

It took you forever to register because you are a retard and dont know about Gmail/Yahoo mail/MSN/AOL are both free and take like 30 seconds to make a valid email, unlike your MONTHS.

and lastly, If you don't like the gameplay, take this topic to a forum that isn't in SUPPORT of it. Everyone on this forum LIKES cortex command, if you think the gameplay is wrong, you should say it on a different website, make a mod that adds missions that are of a gameplay you like, or make your own damn game. this FORUM is not the place for this.





Now I'd like to say, you sir are a wonderful troll who has gotten us all. Why do I think your a troll?

audiopulse wrote:
My GMX-mailacc wasnt accepted and as it is quite hard to get any other Mailaddress than those public ones - it took me 3 months up till now to get myself access


Look at me, i'm a troll I refuse to use a free email address and then brag about it by complaining that i can't actually do it.

GMX is a free email address, plus, I never really bragged about CC, Data or the board - otherwise I wouldnt have been joking around how and if data could bear it to make me sad. Furthermore:

audiopulse wrote:
Well, noone needs to share my opinion, yet, this is no just half-assed Idea I had spontaneously. Even if you, the devs, are in doubt that this would be a good idea - maybe you should give it a try in a testmatch

Where did I insist on my Idea to be the right way? I asked someone to actually try it before deniing. Azukki did and told me the results - Im happy with that.
Well then, id also like to know why Idnt be allowed to post here if Id be all against CortexCommand. Just tell me, id really like to know even though it wouldnt affect me as I think CortexCommand is awesome - well - I just skipped the "OLOL, CORTEXCOMMAND SO AWSUM!!!!!!1!!11elevenlol"-part and got straight to thinks that may actually help by pointing out what I THINK that might help. People sometimes do that: Constructive Criticism.

Well now, you insulted me to be a retarded Troll - I think youre not even worth a proper responce the way you welcomed me.


If I angered anyone else by the way I posted, Im sorry, and to set things straight in advance: CortexCommand is an awesome Game with a unique Gameplay - and so far Im pleased every answer I got and accept them.


Fri May 29, 2009 2:15 pm
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Post Re: Reviewing Cortex-Command itself
The OP is far from being a troll so calm down. He's just new to the forums.

Well audiopulse, you ain't the first one to complain about this. In fact, handicapped walking, retarded AI and self-destructing crafts are the top running gags in this forum. Read more threads before you post a new topic next time.

Now about the problem. I also hate walking in CC coz it's almost useless in most situations. And yes, the game is very slow-paced which made many people turn it down. But I don't want to mess with the whole physics thing to justify walking. Perhaps some other unknown but more simple ways.

Hopefully AI would be better in future builds, so you can assign actors commands which they can SAFELY, yes, safely execute. Then you will have more time minding other business while your actor do the job right. Hopefully this will increase game pace.


Last edited by The Decaying Soldat on Fri May 29, 2009 3:09 pm, edited 1 time in total.



Fri May 29, 2009 3:07 pm
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Post Re: Reviewing Cortex-Command itself
Slow paced my ass, CC is ♥♥♥♥ frantic. Apparently you guys are playing it wrong. The jetpack is for moving around, walking is for precision positioning of your dudes


Fri May 29, 2009 3:09 pm
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Post Re: Reviewing Cortex-Command itself
p3lb0x wrote:
Slow paced my ass, CC is fudge frantic. Apparently you guys are playing it wrong. The jetpack is for moving around, walking is for precision positioning of your dudes


Well, yes, but still slow paced compared to other games. Your actors die pretty quickly which makes you switch from actor to actor, and issuing commands almost only result in death of the actor or it getting stuck. All these little things slow the game down. Oh yea, and long waits between deliveries and your ship easily getting shot down is also an issue to many people.


Fri May 29, 2009 3:13 pm
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Post Re: Reviewing Cortex-Command itself
The Decaying Soldat wrote:
Your actors die pretty quickly which makes you switch from actor to actor, and issuing commands almost only result in death of the actor or it getting stuck.

I don't suppose you use dropboxes full of grenades to clear the top of your base? :grin:


Fri May 29, 2009 4:32 pm
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Post Re: Reviewing Cortex-Command itself
OP - Just to let you know people here aren't very friendly and quite argumentative, try not to rise up to their baiting.


Fri May 29, 2009 5:12 pm
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Post Re: Reviewing Cortex-Command itself
Realised that and spared myself the hassle to even add to the flamewar. Thanks for the advice, though :grin:

Well - about the walking thing: P3lbox is kinda right - CortexCom can be frantic - depending on the way you play it. See - i use the jetpacks myself. Repeatidly tapping the jetpack or boost-button lifts any actor or rocket, no matter how laden it is, in no time. Thing is - I dont need to walk, but I want to.

And - reading the answers - Flammable Zombie remindet me of the Runner. There was something like that, yup. Why could that Unit move so fast by walking again?

Ah, and on another sidenote - if the walkingspeed will ever stay like this - you might consider adding slightly bigger bunkertiles. As of now most actors just fit inside the floors leaving not much space above them to jetpack along. Well - I can, but it would be more comfortable not to mention some bigger actors which dont fit in at all. There is a set of large bunkertiles already on the last page in the ModRelease-forum, that might just be used.


Fri May 29, 2009 5:31 pm
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