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 Cortex Command RPG 
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Joined: Mon Apr 13, 2009 12:27 pm
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: [WIP] Concept: Cortex Command RPG
How about this fellas? Faction-only leveling up. So, use weegee's level up system when using the Ronins and non-clone or non-bot factions. For the clone and the bot, you could put a kind of EXP storage unit, like a AI comp. or something. If this is destroyed, all of your soldiers lose their experience and levels... and you'd have to order a new EXP storage and start all over again. For the Ronins, it would be cool if there's a per-actor EXP, but that'd be too much of a hassle.


Fri Aug 21, 2009 5:59 am
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Post Re: [WIP] Concept: Cortex Command RPG
Correct me if I wrong, but boosting firepower, speed, protection or reload time currently impossible. It's also impossible to determine who killed who, especially when all RPG management is done by a single Lua'd actor who just periodically scans environment for dying actors. Giving a better weapon or spawning a better actor when level up could be nice, but it's not generic. Imagine that you have an MPAM, and it turns into Soldier Heavy on level 4 or receives a free Heavy Sniper. It can use it as a toothpick at most. Health, gold and possible respawn (can't even imagine how I'll do this without PresetName) that heals all wounds are the only values now in CC. Troops get levels fast, gain some usefull advantages and die fast or little slower = skirmish fun. Guess that does not break the original CC concept of having fun at all cost :grin: That's why I don't want any limitations here for only vanilla content or sepcific evolution paths. It's all about having unlimited fun when you kill enemy lvl 9 warboss (and it ressurects with 90% probability).

Going to add some clear level indication cause current implementation seem to suck.


Fri Aug 21, 2009 6:56 am
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Post Re: [WIP] Concept: Cortex Command RPG
Btw, please use the death counter instead.
EDIT:
Compare to an internal counter
EDIT2:
Include the old presetname in the new presetname :P


Fri Aug 21, 2009 7:04 am
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Post Re: [WIP] Concept: Cortex Command RPG
mail2345 wrote:
Btw, please use the death counter instead.
EDIT:
Compare to an internal counter


Thought about that and it seems more predictable, but how can I determine which of my experienced actors currently dying to ressurect them?


mail2345 wrote:
EDIT2:
Include the old presetname in the new presetname :P


Yeah this might be the only way, I'll have to deal with some string parsing :cry: . Any way to determine actor modue? .ModuleName or something?


And badges. If somebody could rip original badges from Cannon Fodder that would be epic.


Fri Aug 21, 2009 7:19 am
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Post Re: [WIP] Concept: Cortex Command RPG
weegee wrote:
Thought about that and it seems more predictable, but how can I determine which of my experienced actors currently dying to ressurect them?

Good point.


Fri Aug 21, 2009 7:23 am
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Post Re: [WIP] Concept: Cortex Command RPG
what an amazing idea!!! :0

I don't know what to do... I love this RPG improve but I fear changes...


Fri Aug 21, 2009 9:59 am
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Post Re: [WIP] Concept: Cortex Command RPG
Calling this an RPG seems a bit silly since there's no role playing involved. But it's a nice concept anyways.


Fri Aug 21, 2009 10:45 am
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Post Re: [WIP] Concept: Cortex Command RPG (Updated: 21-aug-2009)
weegee wrote:
Imagine that you have an MPAM, and it turns into Soldier Heavy on level 4 or receives a free Heavy Sniper. It can use it as a toothpick at most.

Which is why I suggest rpg-specific actors so that the leveling isn't as messed.

weegee wrote:
It's also impossible to determine who killed who, especially when all RPG management is done by a single Lua'd actor who just periodically scans environment for dying actors.

Maybe exp should be distributed amongst everyone on the team, but with slight deviations (of 1-3 points?).


Fri Aug 21, 2009 3:22 pm
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Post Re: [WIP] Concept: Cortex Command RPG (Updated: 21-aug-2009)
I could see a hero system where you have one guy that can level up. Allowing that for the grunts/NPCs would require a lot more book keeping.
--
TAZ


Fri Aug 21, 2009 6:45 pm
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Post Re: [WIP] Concept: Cortex Command RPG (Updated: 21-aug-2009)
Maybe he could create a hero actor, with a custom gun, like a revolver, or a grenade launcher, that gains power as he levels up, through use of lua?


Fri Aug 21, 2009 8:30 pm
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Post Re: [WIP] Concept: Cortex Command RPG (Updated: 21-aug-2009)
I am speechless, Weegee. Nice work once again! :grin:


Sat Aug 22, 2009 11:24 am
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Post Re: [WIP] Concept: Cortex Command RPG (Updated: 21-aug-2009)
So... Do you need any other mods for this or this is solo?

I can't see any RPG Brain bots or Controller brains in the Catalog thingy.


Sat Sep 05, 2009 5:46 pm
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Post Re: [WIP] Concept: Cortex Command RPG (Updated: 21-aug-2009)
On the topic of heroes... It probably isn't possible to do Defense of the Ancients in Cortex Command? (but that would be awesome)


Sun Sep 13, 2009 2:14 am
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Post Re: [WIP] Concept: Cortex Command RPG (Updated: 21-aug-2009)
... would it be possible... to go super saiyan?... (all you need to do is glow and have longer hair)


Tue Sep 15, 2009 10:28 pm
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Post Re: [WIP] Concept: Cortex Command RPG (Updated: 21-aug-2009)
^Should I even begin with all the things wrong with that? Way to necro a thead with a completely irrelevant and just generally dumb suggestion.

User warned for this post.


Wed Sep 16, 2009 12:13 am
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