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 Suggestion: More economy (and now wildlife, page 3) 
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Post Re: Suggestion: More economy
ProjektTHOR wrote:
Azukki, I don't understand what is so hard for you to understand about what I said, but I am glad you at least read the wikipedia article on it. Bravo on being a WP scholar

If you have a device that gives you relative information on the source of a signal, you can triangulate using signal strength. You have three plotted points on a graph. These points are representations of absolute location, and relative received signal strength. Its easy enough to use those points to locate the source.


I understood what you said clearly. My point was that I had pretty much already said what you said, alongside that I was restating that finding the source of the signal using a device that reads only your proximity to the source would specifically be a matter of trilateration.
Showing off knowledge was not my reason for restating it, but I was rather trying to clarify so anyone interested in actually doing it would be on the right path.


Last edited by Azukki on Sat Jul 04, 2009 12:12 am, edited 1 time in total.



Fri Jul 03, 2009 11:50 pm
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Post Re: Suggestion: More economy
Fair enough, problem solved.


Sat Jul 04, 2009 12:11 am
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Post Re: Suggestion: More economy
Having that dealt with, does anyone actually think a mission where you're supposed to navigate to randomized, hidden, underground locations to collect artifacts with a device that reads your proximity to them would be any fun?

Of course there would have to be obstacles, maybe terrain material you can't dig through, burrowing enemies, puzzles, etc.


Sat Jul 04, 2009 12:21 am
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Azukki wrote:
burrowing enemies

There needs to be some kind of underground wildlife.
Some kind of mole with really sharp teeth.


Sat Jul 04, 2009 12:23 am
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Mammalian lifeforms don't sound like they would fit well with CC's wildlife.
They're just not weird enough, from a human perspective.

Maybe something like Tremors' monsters?
A Mongolian Death Worm?

This is getting a bit off topic, though.


Sat Jul 04, 2009 12:26 am
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Post Re: Suggestion: More economy
Azukki wrote:
Mammalian lifeforms don't sound like they would fit well with CC's wildlife.
They're just not weird enough, from a human perspective.

Maybe something like Tremors' monsters?
A Mongolian Death Worm?

This is getting a bit off topic, though.

♥♥♥♥ it. My original thread sucked ass, let's talk about giant underground monsters.

I suggest burrowing spiders, that can jump out, grab you, and pull you into their layer before injecting you with spider babies.


Sat Jul 04, 2009 2:17 am
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Post Re: Suggestion: More economy
Alright then, "more biology" it is. Even though there's a kinda old thread that is actually for that.

Hmm... I was initially thinking that spiders would be a bit too cliche and predictable, but then I thought of how well it could implemented. :ccevil:

A Lua script could make them grab and hold you while disabling your weaponry, and then after they've brought you back in their burrow they start webbing you up. They'll start spinning you, and you flash white on and off, gradually longer each time. When done, you stay white.
After this, the momma injects the egg. This deals an initial blow of 15 damage, and it staying inside you deals 1 damage per second, for thirty seconds, until the spider hatches. Then, as it eats away at your organs, you begin to lose 3 health per second. After a total of sixty seconds has passed and you're dead, (an initially healthy soldier would be at that point) you gib, along with a newly born spider. What's left of you is a meal for the whole family.

If you are rescued by a friendly, who likely had to slay the mother, you regain all your abilities and movement, but the egg/spider is still in you. A good bottle of Bug-Be-Gone solves this problem. You should probably have a bottle of it at the ready in your bunker if spiders are detected in the area, perhaps even on your soldiers, for the quickest administering, saving you units and money. It's not like it's expensive or significantly encumbering.


Now for the hatchling...

If it's a male spider, it will grow up in the nest. After maturing, it will be incredibly strong, it will make it's own small obvious burrow that to live in and heal to maximum, for when it's not out looking for prey, generally crabs. They occasionally visit nearby mature female spiders that don't have an egg ready for injecting to prey to, y'know, help her solve that problem. If it meets another male on it's way to do the same on the way, they fight to the death, which is the usual natural means of their death. Second is starvation because it entered an empty crab nest and ate it's 'reproduction blob', killing its source of food.

It will flee from hearing gunfire, but attack when hit by it. It attacks with a mauling jump that pins prey down, defenseless, as it eats them. [like l4d's hunter's pounce]
If you're gonna piss it off, make sure you've got the distance and firepower to take it down before it gets someone. [like killing floor's fleshpound] The manpower to be able to get it off a pinned victim would also be reassuring. [like l4d] Counter-mauling it, a technique involving a particular shotgun, is extremely effective, as it cancels out the spider's attack while injuring it.


If it's a female spider, it will similarly mature in the nest. Afterward it will make a hidden burrow, like its mother's. It will pop out of this burrow to nab prey, and hatch an egg in it if it's got one ready. If not, it just eats the prey. While it isn't nearly as resilient to damage as a male, it has the advantage of surprise, making it similar to a landmine. After five children she can't make more. Naturally, she dies of old age or starvation.
I'm not entirely sure how one would go about making a hidden burrow that could only be seen when you've got a victim inside, but it's likely somehow doable without needing any changes to the engine.


While this isn't all accurate to real earthen spiders, these aren't earthen spiders. They're probably not even spiders, it's likely that they would be made with only four limbs. [ACrab]

I kinda want to make these now, not only as a part of the artifact idea, but in general. But I'm sure I would get demotivated by the work required in scripting their complex behaviors as described and give up on it.


Last edited by Azukki on Mon Jul 06, 2009 1:50 am, edited 1 time in total.



Sat Jul 04, 2009 10:44 am
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Post Re: Suggestion: More economy
Usually, I don't read long posts.
But I read that one.
And I thought it was awesome.

So spiders for CC have been thought out.


Sat Jul 04, 2009 7:04 pm
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Post Re: Suggestion: More economy
A Deathworm from that Deathworm game might be cool, but the trouble is the terrain regenerating isnt really possible and just after a few seconds the worms will have the whole level eaten. :P

Maybe flying deathworm?


Sat Jul 04, 2009 8:07 pm
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Post Re: Suggestion: More economy
Well, they could leave a trail of pinned emitters that could patch up the terrain behind them, but I'm not sure how well that could work out.
Or they could be designed to burrow without displacing terrain. If they were also an irregular team, not green/red, they would be able to surprise with their surfacing.

Flying death worm, ehh, not a lot of reason to even be a worm anymore.
Maybe something like a chinese dragon? Y'know, serpentine and elongate.
There was some boss in a spyro game that was a flying chinese dragon that shot fireballs, and you had powerups to do the same.
I think you had to kill it segment by segment?
Something like that could be cool.
And so would a gun that shot them.

Man I wish my playstation still worked.


Sun Jul 05, 2009 10:26 am
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Post Re: Suggestion: More economy
Hmmm... harvesting... harvesting...

How about making a kind of plant that could 'grow' and be harvested? You'd need either special ACrab harvesters or make the plants pickable so that dropships can suck them from the sky... Maybe a fungal garden of some sort. My idea is to make a pinning MOSRot fungi-thing with AEmitters that spray spores at long intervals. These MOPixel spores then use lua to make them 'grow'. After settling on the ground the spore could 'grow' like how you build a DS turret (using lua that is) and turn into a MOSRot fungi like the first. Over time (after it 'matures') use lua to turn it into a HDevice, which could be picked up with dropships. Or simply have it settle into gold.


Sun Jul 05, 2009 11:45 am
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Post Re: Suggestion: More economy
This'd make the game too complicated.....
i wouldn't want CC to become a "tycoon" game or somethin'.

good ideas though....


Sun Jul 05, 2009 2:07 pm
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Post Re: Suggestion: More economy
WeirdowsXP wrote:
This'd make the game too complicated.....
i wouldn't want CC to become a "tycoon" game or somethin'.

good ideas though....

They don't need to be complicated. I'm just suggesting that CC needs a combat oriented economy. Some way to make money that isn't boring. That's how I came up with the resource thing and whatnot. If you have a better idea please share.


Mon Jul 06, 2009 8:51 pm
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Post Re: Suggestion: More economy (and now wildlife, page 3)
How about making guns a little lighter and more durable so there are more guns to salvage and you can carry more guns.

Maybe there could be a way to loot a body. Like pressing a button when you are next to a dead body, and you loot stuff and instantly gain gold?


Last edited by CrazyMLC on Mon Jul 06, 2009 8:55 pm, edited 1 time in total.



Mon Jul 06, 2009 8:54 pm
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Post Re: Suggestion: More economy (and now wildlife, page 3)
Bounties would be cool too. Kill a guy, step into some range around his body and you get money for him.


Mon Jul 06, 2009 8:55 pm
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