Suggestion: More economy (and now wildlife, page 3)
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Suggestion: More economy (and now wildlife, page 3)
Your code has pointless crap, and a good amount of it only works from activities. Code: function Create(self) self.RTimer = Timer(); end
function Update(self) if self.RTimer:IsPastSimMS(500) then ActivityMan:GetActivity():SetTeamFunds(ActivityMan:GetActivity():GetTeamFunds(self.Team) + 1,self.Team); self.RTimer:Reset(); end end
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Thu Jul 23, 2009 8:37 am |
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Raintail99
Joined: Fri Sep 14, 2007 9:52 pm Posts: 304 Location: No.
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Re: Suggestion: More economy (and now wildlife, page 3)
First, putting gold into a rocket/dropship/salvage thing to recieve funds needs to be reimplimented. I ♥♥♥♥ up that spelling I think that gibs shouldn't turn into terrain; rather, they are easy to walk on, like terrain, but can be destroyed. The really small gibs don't apply. Another feature, like in HL, a sort of grab/pull/drag function. It wouldn't go in your inventory, and if shot, you instantly drop it. You could only use a one-handed item while dragging, with hindered accuracy. Pile up the gibs, and have a dropship pick them up Also, more things that gold! Have other minerals & metals with varing values. And, another note, I think you should be able rebuild your bunker, just have the prices doubled.
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Thu Jul 23, 2009 12:58 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Suggestion: More economy (and now wildlife, page 3)
Raintail99 wrote: First, putting gold into a rocket/dropship/salvage thing to recieve funds needs to be reimplemented. I ♥♥♥♥ up that spelling Data got rid of that because it slowed down gameplay waaay too much (?). Raintail99 wrote: And, another note, I think you should be able rebuild your bunker, just have the prices doubled. I was making a mod like this, but IsScrap got in the way.
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Thu Jul 23, 2009 1:38 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Suggestion: More economy (and now wildlife, page 3)
As for economy, I'd like a generator that gives you money slowly, preferably automatically, but a manual system of item is produced, shipped to space would be neat. the neatest would be if it was automatic, but you could interrupt it. So it AUTOMATICALLY produced an item, AUTOMATICALLY loaded it onto a ship and AUTOMATICALLY returned it, allowing for enemies to ♥♥♥♥ ♥♥♥♥ UP without slowing down gameplay.
Also, factories that made soldiers and guns are always cool, I loved the dispensers and clone factory mods while they were around.
Basically, self-sufficient bases are a lot of fun.
Wildlife is fun too, and I can't believe no one has (directly) mentioned DUNE WORMS! Enormous worm, for our purposes ignores terrain, emerges when actors go over certain areas AND EATS THEM!
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Thu Jul 23, 2009 3:57 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Suggestion: More economy (and now wildlife, page 3)
Exalion wrote: Wildlife is fun too, and I can't believe no one has (directly) mentioned DUNE WORMS! Enormous worm, for our purposes ignores terrain, emerges when actors go over certain areas AND EATS THEM! That'd make a good trap bunker module, right there.
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Sun Jul 26, 2009 5:52 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Suggestion: More economy (and now wildlife, page 3)
To eat it would have to be a craft of some kind.
Crafts scuttle.
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Sun Jul 26, 2009 6:55 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Suggestion: More economy (and now wildlife, page 3)
CrazyMLC wrote: To eat it would have to be a craft of some kind.
Crafts scuttle. You can have it constantly moving 1px up/down with lua so it never stays at the same place, thus, no scattle. And that 'self.ToSettle == false' thing might help too. I'm not sure though...
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Sun Jul 26, 2009 9:03 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Suggestion: More economy (and now wildlife, page 3)
self.ToSettle is about it becoming terrain. you can fix autoscuttling by fixing overroatation. and why the ♥♥♥♥ would you need to use a craft? lua does amazing things.
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Sun Jul 26, 2009 10:27 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Suggestion: More economy (and now wildlife, page 3)
MO:EraseFromTerrain() or something.
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Sun Jul 26, 2009 10:32 pm |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: Suggestion: More economy (and now wildlife, page 3)
Raintail99 wrote: I think that gibs shouldn't turn into terrain; rather, they are easy to walk on, like terrain, but can be destroyed. The really small gibs don't apply.
Hellll no. More physics calculations for the engine to deal with? No thank you.
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Mon Jul 27, 2009 3:05 am |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Suggestion: More economy (and now wildlife, page 3)
Fuel : yesChange classic playing mode : NOVarious modes of play : yesSell dead bodies : yesDevelop water : yesWild life : I vote for having ecosistems like star wars, jungle beast for planest with much vegetation: Aklays, Giant Crabs, swarm of flyng carnivores in the most leafy planets. And the biggest and hairy creatures on the most snowy planets, just like it must be.
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Mon Aug 03, 2009 6:13 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: Suggestion: More economy (and now wildlife, page 3)
What about something like that game "Section 8"? Where you can select objectives to be your main goal whilst in the middle of combat. Say, some sort of VIP mode, the team has to make sure a certain actor gets from A to B safely. And if the team succeeds in this task, they get a reward, however, if the other team kills/captures the VIP, they get gold instead (the amount depending on whether the VIP is dead or alive).
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Wed Oct 21, 2009 9:41 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Suggestion: More economy (and now wildlife, page 3)
http://images2.fanpop.com/images/photos ... 24-768.jpgSeriously. A monster to code, but so perfect for Cortex Command.
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Sat Oct 24, 2009 1:18 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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Re: Suggestion: More economy (and now wildlife, page 3)
I would love for the dune worm thing to be a craft, and it swallows actors, which are deleted after a certain amount of time, so you can save them, if you kill the worm before they get digested.
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Sat Oct 24, 2009 5:27 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Suggestion: More economy (and now wildlife, page 3)
you know what. I'm sick of gold generators, and anything that instantly gives you gold for nothing. at the same time i'm sick of mining. I have come up with the solutions.
Gold-mines in the background. you have a mine as a bunker-module, with a DOOR. after X amount of time, the door opens with a rocket, or a drop ship, FULL of gold. it then automatically flies off the top of the screen giving you the gold. the trouble is, it can get shot down, and it's not very fast. like 200 gold profit for a "rocklet" that you could get once every say, 5 minutes. (mine gold, process gold, build rocket, load rocket, deploy). Because it can be destroyed, and interrupted, its balanced. Especially if you could destroy individual mines. Furthermore it adds missions. AI with mines, destroy the AI's Mines, or best yet, invade and take over, then survive long enough to mine X total profit. (if base conquered, and gold > 50,000 then win)
it adds new mechanics, with very little effort. its a freaking pinned AEmitter, and some simple lua, and a couple of gold blocks, and already existing rockets. I was gonna make this as a mod but I'm way to lazy.
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Sat Oct 24, 2009 8:54 pm |
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