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 Suggestion: More economy (and now wildlife, page 3) 
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Post Re: Suggestion: More economy (and now wildlife, page 3)
Miles_T3hR4t wrote:
long drawn out mechanic that won't work.


That would get boring quickly, not only would it take to long, the entire process would be repetitive and slow. People want missions that will take them ten to twenty minutes to complete, not an hour. The concept of mining is a core mechanic of Cortex Command, and I fail to see how this is a balanced mechanic in the slightest. It takes too long, it's expensive, the enemy can destroy your gold and it's sources, it has to be defended, and in the grand scheme of things the cost vs effectiveness is just not worth it.


Sat Oct 24, 2009 11:21 pm
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Post Re: Suggestion: More economy (and now wildlife, page 3)
shadow wrote:
Miles_T3hR4t wrote:
long drawn out mechanic that won't work.


That would get boring quickly, not only would it take to long, the entire process would be repetitive and slow. People want missions that will take them ten to twenty minutes to complete, not an hour. The concept of mining is a core mechanic of Cortex Command, and I fail to see how this is a balanced mechanic in the slightest. It takes too long, it's expensive, the enemy can destroy your gold and it's sources, it has to be defended, and in the grand scheme of things the cost vs effectiveness is just not worth it.

It lauches every 10 seconds, is a fast flier, and is very fragile, how about that?


Sun Oct 25, 2009 2:43 am
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Post Re: Suggestion: More economy (and now wildlife, page 3)
shadow wrote:
Miles_T3hR4t wrote:
long drawn out mechanic that won't work.


That would get boring quickly, not only would it take to long, the entire process would be repetitive and slow. People want missions that will take them ten to twenty minutes to complete, not an hour. The concept of mining is a core mechanic of Cortex Command, and I fail to see how this is a balanced mechanic in the slightest. It takes too long, it's expensive, the enemy can destroy your gold and it's sources, it has to be defended, and in the grand scheme of things the cost vs effectiveness is just not worth it.

if it flys automatically, how is it slow? you don't have to do anything. and I only gave an example with the smallest rocket. If it was a full dropship it'd probably be 500 to 1K per dropship. also you could just as well make the 'deployment' method indestructable, and use Lua to change teams, IE a control point. it could even be a king of the hill map. hold the base and get more gold than your opponent.

Also if it does it AUTOMATICALLY, with no human element needed, how is it "long and complicated"

Time happens > derp! there's a rocket full of gold > rocket go up WEEEEEE > Profit.
oh yeah, and slight chance of boom.

How is that complicated?

Also i'm sick of this 10 gold / 1 second bull♥♥♥♥, a ONE gold per second (thats 60 per minute for you who don't know math) and absolutely NO miners, buying CRobo and giant 1000 gold robots, I STILL wound up with a 50,000 surplus. also screw your 10-20 minute games, I want 2 hours games. most importantly, I want CC to RUN for 2 hours without crashing! I Like my kill count to be +500. I consider it a challenge to get 1000 kills before the game craps out. I like long missions. it's an RTS technically. name ONE RTS where campaign missions last 10 minutes throughout the ENTIRE GAME. Even starcraft didn't do that, hell there's a "survive for 30 minutes until you get rescued" you would probably be tearing out your hair and rage-quitting before you where half way done, and complain that it was to long.

YOU might want 10 minute gameplay, repeated ad nauseum, but I LIKE my 1-2 HOUR games, and I happen to know that you sure as ♥♥♥♥ don't speak for everyone.


Sun Oct 25, 2009 8:57 am
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Post Re: Suggestion: More economy (and now wildlife, page 3)
Two hours? :oops:

The force is strong in this one.
I can only handle one, max.


Sun Oct 25, 2009 9:20 am
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Post Re: Suggestion: More economy (and now wildlife, page 3)
I'd like the gold-dig AI to work.
So my soldier will automatically dig towards nuggets and around rocks etc.
COME ON DATA PLEASE.


Sun Oct 25, 2009 11:58 am
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Post Re: Suggestion: More economy (and now wildlife, page 3)
Miles_T3hR4t wrote:
Big stupid rant.


Miles: CC isn't optimized, and you bitching about how games are too short, etc, isn't going to fix things, and I don't think you realize that maps get obliterated over the process of two hours. The games that do last that long are riddled with countless problems. Rockets crash on their own, troops kill their squad mates, and defensive procedures are often crushed. I'd rather see the AI fixed before some slow and repetitive concept is introduced

Foa wrote:
It launches every 10 seconds, is a fast flier, and is very fragile, how about that?

The whole concept of time in CC is flawed. The game runs at different speeds for different people, and as such it's very difficult to gauge what's balanced and what's not. For example, the Uber cannon and the heat seaking rocket launchers both have "balanced" reload times when the game runs at a 1.00 timescale, however when things drop to a .50 timescale, the reload takes forever.


Sun Oct 25, 2009 12:32 pm
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Post Re: Suggestion: More economy (and now wildlife, page 3)
Exalion wrote:
I'd like the gold-dig AI to work.
So my soldier will automatically dig towards nuggets and around rocks etc.
COME ON DATA PLEASE.


Actually, I would prefer a better defending AI, that way I would know that if I left a few coalition soldiers with miniguns, they would be able to defend the entrance to my base fairly well for atleast a while. Right now that COULD happen, but it won't. A random dropship piece or randomly thrown grenade or an enemy with a weapon with a slighly large sharp range will completely destroy them.

Also while I'm at it, I'd like atleast for there to be a mode where there is no friendly fire, that way 3 soldiers right next to each other are better than one, instead of 2 just being cannon fodder.[/long rant]


Sun Oct 25, 2009 6:09 pm
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Post Re: Suggestion: More economy (and now wildlife, page 3)
A mode where there isn't friendly fire? Well we kinda have that allready...


Sun Oct 25, 2009 8:58 pm
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Post Re: Suggestion: More economy (and now wildlife, page 3)
Lizard wrote:
A mode where there isn't friendly fire? Well we kinda have that allready...

But it isn't really functional.

Miles_T3hR4t, I do enjoy really drawn out play, just as long as the gold transit is lucrative, and those enemies know where they should land!

Oh, we really need some automation enhancement ( vehicles that actually work at there function ) .
Here is an example, the hoverboards.


Sun Oct 25, 2009 10:02 pm
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Post Re: Suggestion: More economy (and now wildlife, page 3)
shadow wrote:
Miles_T3hR4t wrote:
Big stupid rant.


Miles: CC isn't optimized, and you bitching about how games are too short, etc, isn't going to fix things, and I don't think you realize that maps get obliterated over the process of two hours. The games that do last that long are riddled with countless problems. Rockets crash on their own, troops kill their squad mates, and defensive procedures are often crushed. I'd rather see the AI fixed before some slow and repetitive concept is introduced

Foa wrote:
It launches every 10 seconds, is a fast flier, and is very fragile, how about that?

The whole concept of time in CC is flawed. The game runs at different speeds for different people, and as such it's very difficult to gauge what's balanced and what's not. For example, the Uber cannon and the heat seaking rocket launchers both have "balanced" reload times when the game runs at a 1.00 timescale, however when things drop to a .50 timescale, the reload takes forever.


Actually, If you aren't mining constantly, have a decent sized map that the AI can navigate without having to dig, and occasionally use a concrete sprayer where needed... well, I don't have the 'map gets decimated' problem. now as for rockets crushing there own guys... bigger maps = spread out spawns = less crashed ships. also lower spawn rates with better AI, or at least better weapons... I actually set it to normal or easy because there's less crashes, which actually leaves more surviving AI to fight. since weapons are random, they can use all of them, which makes it WAY harder. especially with snipers, revolver cannons, and... the laser rifle. I can't count how many times i've died from just BOOM! HEADSHOT! or BOOM you explode... or getting turned to mush by a laser.

its quite ironic that Easy, is harder than hard mode. go ahead and try it on say, the HUGE flat map that we got. build a mostly underground base. go ahead, make a -9999 gold grenade... see how long until you finally die. you'll probably have a small tower thing with a tough actor and a pile of guns, but he'll slowly get warn down... a bullet here, shrapnel there, a grenade there... and eventually he'll die. then while your busy buying a new one, the rest of the AI will screw you over, maybe even kill your guy before he lands. while your busy catching up on defending one side, the other side will be just gone.

Your map only gets decimated if you use specific vanilla weapons (napalm bomb, RPCS, or the 2 dummy grenades), and even then, only if you use them constantly. that means your using an over-powered mod.


Secondly, Ubercannon is a 9 second reload. adding a long reload =/= balance. It does not take 9 seconds to drop out a clip, and shove a new one in. it *might* take me 9 seconds to reload an 8-shot revolver, one bullet at a time, if i'm pulling them out of a brand new box of bullets, with shrink wrap. The longest trained reload time I've ever heard of is 4-5 seconds, and thats with a rocket launcher, or artillery. and I don't mean a bazooka, or an RPG, I mean those big metal tubes where you have to pop the thing open remove the back end, fit the thing in, arm it, close it, lock it, and turn it on.

Apparently your idea of 'balance' is 'the stronger the weapon, the more retarded you become'. and by that logic, I buy the doomsday device from 'dr strangelove, or how I learned to stop worrying and love the bomb' and I fire it once, and then DERP for long enough to watch the said movie, while I reload on the win or lose screen (depending on who's brain got hit first)


but you won't change your mind, you probably won't even read this post, and still say your same stale argument. this is what happens when an unstoppable force, meets an immovable object. 9 paragraphs of derp, and a dead joker.


Mon Oct 26, 2009 1:11 am
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Post Re: Suggestion: More economy (and now wildlife, page 3)
Long reload times are stupid, yes.
That is for another time, in another, already dead, topic.

This getting 10 gold a second business is crap.
Maybe for long missions you could get money for completing objectives.
In skirmishes maybe you could get money for kills.
The different game modes will probably work like this.
But the point of a game is that you earn something.
Getting free money for doing nothing but waiting is crap.


Now, how about we all calm down and stop escalating.


Mon Oct 26, 2009 1:24 am
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Post Re: Suggestion: More economy (and now wildlife, page 3)
CrazyMLC wrote:
Long reload times are stupid, yes.
That is for another time, in another, already dead, topic.

This getting 10 gold a second business is crap.
Maybe for long missions you could get money for completing objectives.
In skirmishes maybe you could get money for kills.
The different game modes will probably work like this.
But the point of a game is that you earn something.
Getting free money for doing nothing but waiting is crap.


Now, how about we all calm down and stop escalating.


Escalation is bad.

also gold for kills would have to be low. I can't remember who, but CA$H4KILLS... 100 gold per kill... that doesn't work, I end up with a massive stockpile of more gold than I could spend fast. I made art out of loading a cheap rocket with grenades and crashing it into crowds at a profit. objective based is great, but how do you do that in skirmish... make pre-set waves and after X waves are done get Y gold? thats why I like my idea. it's a few hours of spriting, and 15 minutes of ini edits maybe an hour if you suck at it. then its basically the AEmitter code from the zombie generator, and a basic script to make the rockets and stuff always return, and never drop anything off. you know, to deliver the gold. its all pretty basic, i'm pretty sure data could crap that out into the next patch in less than a day if he wanted. mine is a simple fix for mining, that requires little work. thats the only reason I suggested it. if data doesn't do it, someone else can.


Mon Oct 26, 2009 1:34 am
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Post Re: Suggestion: More economy (and now wildlife, page 3)
I think the rocket launched gold has some merit as a campaign mechanic.
Perhaps it would be not so much the way you get gold, but a mission objective, like in Earth 2150. One of the main objectives throughout the entire campaign was to collect enough money and send it into orbit.
In Cortex, however, there could be two parts:
  • Mining the gold in the first place
  • Delivering the gold safely
Both parts would be stressful, the first possibly more so than the second.


Mon Oct 26, 2009 1:36 am
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Post Re: Suggestion: More economy (and now wildlife, page 3)
bbbzzz234 wrote:
Exalion wrote:
I'd like the gold-dig AI to work.
So my soldier will automatically dig towards nuggets and around rocks etc.
COME ON DATA PLEASE.


Actually, I would prefer a better defending AI, that way I would know that if I left a few coalition soldiers with miniguns, they would be able to defend the entrance to my base fairly well for atleast a while. Right now that COULD happen, but it won't. A random dropship piece or randomly thrown grenade or an enemy with a weapon with a slighly large sharp range will completely destroy them.

Also while I'm at it, I'd like atleast for there to be a mode where there is no friendly fire, that way 3 soldiers right next to each other are better than one, instead of 2 just being cannon fodder.[/long rant]


True, but I'd rather be defending than mining.
So if I have the AI mine I can defend. Having totally flawless AI everywhere would mean you don't even need to play it. Which kind of misses the point.


Mon Oct 26, 2009 9:24 am
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Post Re: Suggestion: More economy (and now wildlife, page 3)
But the AI can't see everywhere, can it? Only within the Actor's field of vision.
Brain controlled actors can see everywhere. Well, everywhere that is exposed with the invention of Fog of War.


Mon Oct 26, 2009 9:33 am
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