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 Limited Grenades, unlimited ammo? 
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Post Re: Limited Grenades, unlimited ammo?
Nice job derailing, both of you.
If you took the effort to read this, I would like to say I think cambiogris is the troll, and CrazyMLC is falling for the flamebait.

What the problem is the gameplay balance, not the realism, or either of you two's egos.
Back on topic:
I agree with Grifs idea of stacking nades, combined with more powerful/cheaper nades.
Would make grenades a viable option, instead of kamikaze fuel.


Last edited by mail2345 on Sat Jun 27, 2009 9:06 am, edited 1 time in total.



Sat Jun 27, 2009 8:57 am
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Post Re: Limited Grenades, unlimited ammo?
mail2345 wrote:
What the problem is the gameplay balance

"Infinite" ammo while in bunkers, limited while walking between them strikes me as a good balance. Especially because defenders don't really have an advantage at all in this game right now.

It's also realistic.

I only brought up the subject because it's as much of a problem as limited grenades.


Sat Jun 27, 2009 9:03 am
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Post Re: Limited Grenades, unlimited ammo?
As I said many pages before, I agree.
Stacking grenades would make them easier to cycle through, along with my slot idea maybe, even?


Sat Jun 27, 2009 9:09 am
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Post Re: Limited Grenades, unlimited ammo?
Slot idea?
Nevermind, I found it.
Summary is that buying a grenade buys you a respawning grenade slot.
I'l guess how it would work:
Instead of an ammo counter, it shows the current carried nades, with a separation symbol, then the slots.
Or maybe you have it in the shown name, and the ammo counter shows carried nades.


Sat Jun 27, 2009 9:11 am
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Post Re: Limited Grenades, unlimited ammo?
"When you buy a grenade you should buy a slot, that grenade reappears after around 30 seconds after you use it.
If you buy 3 grenades then you should therefore have 3 slots, and you can use all three and each slot will recharge 30 seconds after it was used, adding the grenade to your inventory."


Sat Jun 27, 2009 9:21 am
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Post Re: Limited Grenades, unlimited ammo?
This is a perfect example of when a) arguements descend into utter trash, and b) when the aforementioned trash should end up going to PM's after the first half page.

Although I agree with Cambiogris points entirely, you just ruined it with the whole "lazors are weeeeek", when a mere google search will find you stuff like:

Quote:
Scientists have switched on the world’s most powerful laser, which for one-trillionth of a second is 2,000 times more powerful than all the power plants in the United States. The laser’s output tops a petawatt, which is a quadrillion (1,000,000,000,000,000) watts of power.


I also like the idea of limited ammo - Lua now allows us to create situations where a base can bestow infinite ammo on a player, it makes sense and allows for new tactics, such as "I need to kill you so I can take your ammo", or "♥♥♥♥! I've run out of ammo, look like I'll have to jetpack-headbutt you until you are nothing but a puddle on the ground."

I like the thought of these new tactics. Besides, we can always try to modify the game if we don't get what we want.


Sat Jun 27, 2009 10:49 am
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Post Re: Limited Grenades, unlimited ammo?
i've got an idea

perhaps if you made a "grenade satchel" or somthing like that,
like the contron ship in the zombie cave mission, it in it's self wouldent do anything like shooting or watever
but you could still pickit up

then you attach a lua code that whilst carrying the grenade satchel in your inventory spawned
frag grenades or stick grenades or a custom grenade into your inventory at a set interval up to a maximum of 4-5 or X or whatever

then you throw the grenades seperately to the satchel so the number of grenades starts going down again
the satchel automaticaly starts spawning the grenades again at set intervals

i however don't know how to do this so don't ask me


Sat Jun 27, 2009 1:31 pm
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Post Re: Limited Grenades, unlimited ammo?
CrazyMLC wrote:
The unrealistic part of brains in jars is the ability to function, get oxygen, and to remotely control other organisms.
This may be possible in hundreds of years, but it is very unrealistic currently.

Well, its a good thing CC takes place hundreds of years in the future.

Everybody, stop arguing about realism. It always manages to be the dumbest subject ever, since nobody can seem to figure context into their arguments except for a select few. The logical points that we all need to consider have already been stated in this thread, and the debate should be over. These points are:

1 - CC takes place far in the future
2 - The technology in CC, taking the state of modern technology into consideration, isn't unreasonable considering the time frame.

And that's all. Talk about something else guys. Like maybe this thread's topic.


Sat Jun 27, 2009 4:20 pm
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Post Re: Limited Grenades, unlimited ammo?
I'm kinda late on the arguing an all, but i'd like to point out something.

On the topic of CC being RTS, i'd like to say that CC IS NOT A ♥♥♥♥ RTS! :cry:
It was never meant to be an RTS and it isn't an RTS so stop referring to it as an RTS, because it ISN'T!

And if you do think/call/believe it is an RTS, then you really need to shut up about 'limited ammo' and 'limited grenades', because i've never played an RTS with those two, ever, and I most likely won't live to the day there would be one.

Also, stop trying to make CC relistic, because CC is not focused on realism, or tactics.

Tactics and strategy in CC only depend on how you play it.
I for an instance, like to make a small bunker, order one troop armed to the teeth and rape as much enemies as possible, and when my troop is dead, I repeat the process.
Others plan out methods of infiltrating bases, using cover and whatnot - that DOES NOT MAKE CC A ♥♥♥♥ RTS.

Stratergy in CC is just creativity.
The only part of RTS in CC is the RT.
END OF STORY.

I'm out of this thread, kthx.


Sat Jun 27, 2009 4:40 pm
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Post Re: Limited Grenades, unlimited ammo?
MaximDude wrote:
I'm out of this thread, kthx.

Good, because you basically stormed in and threw an irrelevant temper tantrum without reading anyone's arguments.


Sat Jun 27, 2009 5:07 pm
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Post Re: Limited Grenades, unlimited ammo?
are we still talking about grenades or has everyone gone off topic?

you could consider that genres are just things that people use to classify games/books/movies
so that they can compare them to another game/book/movie
what could cortex command be compared to that is similar?

damn now i'm off topic.


Sat Jun 27, 2009 6:03 pm
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Post Re: Limited Grenades, unlimited ammo?
I seem to think I read somewhere that Data said CC is meant to be an action game, but I could be wrong.

As for the whole grenade issue, I'm all for having limited grenades. I just use numgun's Solid Snake grenades because I'm sick of my actors randomly exploding. As for unlimited ammo in guns, I'm really on the fence about it. If limited ammo were brought into play, would there be ammo boosters you could buy? Also, I feel like the entire cost list would have to be rebalanced to accommodate the sudden change to limited ammo.


Sat Jun 27, 2009 6:26 pm
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Post Re: Limited Grenades, unlimited ammo?
I believe the limited grenades problem would be solved quite handily if
1. The exploding-in-hand problem was fixed
2. Grenades' effectiveness far outweighed their cost

For #2, something on the lines of "everything without two tons of armor within 20px is now slag" would work nicely.

Oh, and unlimited ammo in guns must stay. They are shot to pieces within a minute anyway, why bother making them even more effectively fragile?


Sat Jun 27, 2009 6:34 pm
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Post Re: Limited Grenades, unlimited ammo?
I agree with everything Duh said. There no reason why a waddling zombie should survive a grenade landing right next to it without at least a limb gibbing, which happens more often than one would think.


Sat Jun 27, 2009 6:39 pm
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Post Re: Limited Grenades, unlimited ammo?
cambiogris wrote:
AGENT15 wrote:
This game has brains in jars, crabs that can carry grenades, spaceships, zombies, and skeletons.

Do not attempt to patronize me when your own understanding of science is severely limited.

Crabs with grenades? I haven't done that in CC. But the ability should be removed. It's stupid.

Uh, spaceships? You mean the same spaceships that have existed since, uh, the 60s? Yeah, totally unrealistic.

Zombies and skeletons... zombies are completely possible, skeletons, well, that speaks for itself. Are skeletons even supposed to be a race in the final game?

Oh, and I got this gem of a PM from SABER15:

AGENT15 wrote:
DDDDDDDDDIIIIIIIIIIIIIIDDDDDDDD DDDAAAAAA PPPPPPOOOOOOOOORRRRRR BBBBAAAAAAAAAAAABBBBBBBBBEEEEEE PEEEEEEEEE POOOOOOOO HHHHHHHIIIIIIIISSSSS PPPPPAAAAAANNNNNNTTTTTTTTTTSSSSSSS?????


Yeah, sounds like the developers should really value your opinion.


If you want me to post your lovely PM's directed at me, in which you swear and act like a complete dolt in an attempt to insult/troll me, I'd love to. Don't act like I started harassing you for no reason.

First: It's a game, it isn't a realistic simulation. Second: There have NOT been dropships and 10 foot rocket ships since the 60's, take a history class.

I'm patronizing you because you're acting like an idiot (starting flame wars) and you're complaining about a video game that is meant to be fun, exciting, action packed, and hilarious (I think).

CrazyMLC wrote:
High powered lazers are not possible right now, the highest powered lazer over can barely pop a kernel of popcorn.
Also note the MAY before the be possible.

Actually, there are lasers that can vaporize steel. However, these take up entire rooms, not including the generators.


Duh102 wrote:
I believe the limited grenades problem would be solved quite handily if
1. The exploding-in-hand problem was fixed
2. Grenades' effectiveness far outweighed their cost

For #2, something on the lines of "everything without two tons of armor within 20px is now slag" would work nicely.

Oh, and unlimited ammo in guns must stay. They are shot to pieces within a minute anyway, why bother making them even more effectively fragile?

But why buy grenades when you can buy a grenade launcher? It has infinitely more use. I kind of like the grenade satchel idea: you can select it, and every once in a while you can throw a grenade from it. When selected, it's like a grenade launcher except with the charging ability. To get rid of it, you need to drop it (so you aren't forever burdened with extra weight, and you can trade it).


Last edited by AGENT15 on Sat Jun 27, 2009 6:55 pm, edited 2 times in total.



Sat Jun 27, 2009 6:44 pm
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