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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: So, official orders from devs
Geti wrote: you have no idea how much work it is to make bunkermodules. Well, almost all of that work is in the spriting, and it's probably easier for Prom just because he's awesome like that. If we got that whole category of bunker stuff for just the tutorial bunker before it has even been expanded to decently cover half of what new players need to know to play the game, getting a few times that to come by the final build would be fairly reasonable. This one may have been mentioned before, but here I go elaborating anyways. Impact detonation explosive projectiles need less bouncy materials. I keep hitting crafts with cannon shells and launched rockets, and the projectile first collides and bounces, then gibs. The gibs then inherit the velocity after the bounce, and some times the explosion bounces off entirely, not harming the target. A bounce of 0 negates this effect, while a bounce of -1 gives the opposite of this effect, making a nice shaped charge effect. I'm thinking the shaped charge would fit with the rocket launchers, whereas the launched/impact grenades and cannon shells would have 0 to just explode without velocity lost by bounce. Grenades that don't detonate on impact need their usual bounciness though, having even more may be an improvement. Also, the coalition grenade launcher grenades should stick to nonterrain targets properly, and have a manual detonation instead of timed. That would be sweet. It could be triggered by a separate device, but triggering it at the end of reloads might tidy things up.
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Sun Sep 20, 2009 8:57 am |
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Rook_PL
Joined: Mon Sep 21, 2009 9:52 am Posts: 24
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Re: So, official orders from devs
1. Make a list of ideas taken into account by developers and those rejected - this thread is kind of time consuming to read. 2. Falling shells hammer into concrete instead of making piles. 3. Heavy actor can destroy floor by walking continually on it. 4. Actors should have melee attack (punch, like in Soldat), especially zombies and crabs. 5. I've read the thread "THERE IS NEVER GOING TO BE ONLINE PLAY", may I ask WHY? 6. Optimize the game engine for better performance.
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Sun Sep 27, 2009 11:06 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: So, official orders from devs
Rook_PL wrote: 5. I've read the thread "THERE IS NEVER GOING TO BE ONLINE PLAY", may I ask WHY? 6. Optimize the game engine for better performance. 5. BECAUSE DATA DOESN'T WANT TO. Simple as that, really. 6. For the love of god, please make this one on the top of the list of to-do's Data.
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Sun Sep 27, 2009 2:50 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: So, official orders from devs
Rook_PL wrote: 5. I've read the thread "THERE IS NEVER GOING TO BE ONLINE PLAY", may I ask WHY? LLLLLLAAAAAGGGGG.
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Sun Sep 27, 2009 8:04 pm |
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weasel
Joined: Wed Sep 16, 2009 6:22 pm Posts: 491 Location: Victoria, BC
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Re: So, official orders from devs
Online play is very difficult to implement. There is a lot of data in this game and the only easy way for multi would be to restrict it to LAN comms, or wait for everyone to have FTL internet. Pixel perfect precision is required for everything and the game is so fast paced, having your screen update too slowly would be death. It's even harder to "insert" multiplayer into a game after the game is already half finished; it's something that has to be coded into the framework from day 1. It requires a whole other set of knowledge than most programmers have. That is why "network programmer" is a common job title; it's a very specific, precise, and intense field of work. From my limited knowledge of the source code and the game's abilities, and being a programmer myself, I would say multiplayer is only possible in this game if: (1) deformable terrain was removed, thus making the biggest feature of the game irrelevant, or (2) if the game was played in a turn-based method, which could be fun. But data said no, so I guess Not
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Sun Sep 27, 2009 8:33 pm |
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Skiv
Joined: Sat Mar 03, 2007 11:20 pm Posts: 789 Location: Location: Location
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Re: So, official orders from devs
We have talked about this in about 4 threads. Every time there were 'smart guys' who said "this ♥♥♥♥ is easy as 1,2,3. You just need to do this *insert useless rambling*" Every time we thought this topic has finished another guy pops out with "please implement multiplayer in CC"
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Sun Sep 27, 2009 10:15 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: So, official orders from devs
Closest we got is Zalo's Remote Desktop workaround. And that's pretty much the closest we're going to get beyond things incredibly similar but using other applications.
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Mon Sep 28, 2009 2:13 am |
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Rook_PL
Joined: Mon Sep 21, 2009 9:52 am Posts: 24
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Re: So, official orders from devs
Kind of weird to start making game without multiplayer these days...
Few other things: 1. Friendly fire on/off. 2. Make a way to be able to win skirmish game with AI, like if he depletes given gold amount and my brain still lives - I win. 3. Will vehicles other than ships be added?
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Mon Sep 28, 2009 11:28 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: So, official orders from devs
1. Is kinda impossible without lag. 2. This is on the list, but i don't think it has a that high priority. 3. The community has made some pretty good vehicles already, so i don't see why not. Also: Grif wrote: What content do you want tweaked/removed/fixed, AND WHY.
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Mon Sep 28, 2009 12:50 pm |
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Rook_PL
Joined: Mon Sep 21, 2009 9:52 am Posts: 24
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Re: So, official orders from devs
mmm' kay: 1. BECAUSE it's a way to diverse difficulty AND prevent current super-dumb AI form ruining the gameplay form time to time. Also, it's possible in many other games and is quite useful. 2. BECAUSE every time I hit Esc from skirmish I feel like deserter. 3. BECAUSE it would be cool.
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Mon Sep 28, 2009 2:47 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: So, official orders from devs
That is still off-topic. This isn't about what we want new, it's about fixing problems with existing content. Also, there was a discussion about friendly fire somewhere, it was abandoned around the weapon team-checking the target vs its wielder idea from what I can recall. Damn, I'm off-topic too.
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Mon Sep 28, 2009 3:00 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: So, official orders from devs
1. Gold dig AI. 'nuff said. 2. Combat AI. They always shoot me from behind. My own troops! 3. Better "campaign". The "campaign" we have now is too short and too easy to beat. I assume they are working on this? 4. The skirmish. Sometimes (in singleplay) it gets boring, because even at death the enemy cannot get through my defences. Muahahahaa!
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Tue Sep 29, 2009 2:01 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: So, official orders from devs
Natti wrote: I assume they are working on this? Nope, those 5 missions are all that are planned. /sarcasm
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Tue Sep 29, 2009 2:33 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: So, official orders from devs
Rook_PL wrote: 3. Will vehicles other than ships be added? Why would there be? The main premise of Cortex Command is that you can control anything with your brain. What would be the sense of having, say, a tank that could only be controlled by an actor? Why not just put the control chip right in the tank?
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Wed Sep 30, 2009 8:57 pm |
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Rook_PL
Joined: Mon Sep 21, 2009 9:52 am Posts: 24
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Re: So, official orders from devs
I didn't say I'm assuming that control system would be different from ships'. Actually I had in mind vehicles similar to those from mods but official, with makers blessing. After all in their intention CC can be infantry only game.
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Wed Sep 30, 2009 9:17 pm |
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