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 A well-meant critique to consider 
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Post Re: A well-meant critique to consider
Grif wrote:
except for first signs where you have to dig to finish the mission
We have a winner.
On that note, i want me some fog of war >_<


Tue Mar 02, 2010 8:03 am
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Post Re: A well-meant critique to consider
Geti wrote:
Grif wrote:
except for first signs where you have to dig to finish the mission
We have a winner.
On that note, i want me some fog of war >_<

And then there is that large layer of topsoil underground, the fact that there are digging supplies on both sides, and that the layer goes into those two underground entrances.

Then there is Tutorial Mission, it says " Grab dem diggars, and dig this pile to get dems monies" .


Tue Mar 02, 2010 9:58 am
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Post Re: A well-meant critique to consider
Ah whatever. At least I wasn't calling zerglings wormlike this time.


Tue Mar 02, 2010 11:06 am
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Post Re: A well-meant critique to consider
411570N3 wrote:
Ah whatever. At least I make more sense than foa.
fixed & such.
Ontopic, i think the nodal point defense type mode could be worked into vanilla content fairly easily, though again, It'd be more fun if walking were better, as PvP play is apparently not the norm (sadly), and games are generally only fun if you have a chance of losing.
I also agree with the whole shallow maps are more fun thing, however in generally I prefer small maps (both short vertically and horizontally, maybe 1:2 ratio H:W, as it means you have less of a chance to pick off the bots before they swamp you. This is especially true with the latest crobos activities.
I feel that prom grounds would strike a key with you somewhat, does anyone have a link to it? My copy isn't on this computer, and I have no idea why it isnt still vanilla.


Tue Mar 02, 2010 12:46 pm
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Post Re: A well-meant critique to consider
I wish Miles were here to not read any of this.


Wed Mar 03, 2010 2:06 pm
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Post Re: A well-meant critique to consider
Someone might have already said this, but I haven't read the whole thread. I think Napalm's ideas would be good for making Cortex Command a typical, commercially successful game, but I think Data was more interested in making a game that he enjoyed which filled a niche, uncovered by typical games, which would satisfy a small number of devoted fans.

I don't know very much about computers, but I'm not even sure if cortex command could ever run smoothly enough to be commercially viable, due to its physics an modability , two factors which define the game.


Sat Mar 06, 2010 3:58 am
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Post Re: A well-meant critique to consider
If you think about it this game is basically worms only real time and mod-able.

Think about it, its a side scroller, fully destructable, classic slightly cartoon style, physics based. Worms was hugely popular too so I think cc could do vary well.

Its like taking all your favorite parts of games and making a super hybrid.


Wed Mar 10, 2010 10:38 pm
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Post Re: A well-meant critique to consider
You won't see gold digging in Worms.

Or bloody explosions with brain pieces.

I wouldn't say that CC were classic slightly cartoon style, compared to WA.

Just... Look at this. Does WA look anywhere like CC? No? http://wormsarmageddon.team17.com/images/screenshots/shot_6_lrg.jpg


Wed Mar 10, 2010 11:25 pm
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Post Re: A well-meant critique to consider
You took me a little too literal, I meant they are very similar. Not that they are in anyway the same thing but fall in similar categories.

(that being said I think this no longer needs discussing)


Last edited by salt_1219 on Thu Mar 11, 2010 4:28 am, edited 1 time in total.



Wed Mar 10, 2010 11:39 pm
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Post Re: A well-meant critique to consider
I leave my testimony about the above very simple and ridiculous.
It is the following:

"Very" ?


Thu Mar 11, 2010 2:36 am
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Post Re: A well-meant critique to consider
While I agree that digging for gold can be troublesome, and that specialized units would be appreciated...

1. You can use mods for faster digging- Ever heard of the Coalition Punisher and the Eviction? I mean, if you don't like the current vanilla diggers use modded ones or edit their properties.

2. Specialized units already exist... Well, at least an AAL unit exists for it. And it's quite effective.

Debris already do half the things that you tell us could be done. For example, certain pieces in positions won't become terrain and can be shoved out of those positions, like dropship doors stuck between an opening of two columns. And once they become part of the terrain, you can easily blast through them with any weapon, really.


Thu Mar 11, 2010 2:45 am
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Post Re: A well-meant critique to consider
I was exited when the OP started with the idea of strategic points. But From there on seemed to become a massive flamebait thread. I like the gold digging because it gives me a nostalgic liero feeling :D. I need to learn some lua coding asap, as I want to make strategic points that function like science outposts (Start out with basic unit/weapon options then as you capture more points the buy list opens up!).


Mon Mar 15, 2010 8:06 pm
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Post Re: A well-meant critique to consider
Loving the idea of capturable bunkers that extends dropship zones - shoving an oil derrick in and a capture reward reminds me of the oil derricks in CnC. I think with lua you could potentially make things switch teams, so capturing a bunker is possible, and machines that make money have been around since forever.

I've always loved the idea of being able to expand your base to include science/weapons research divisions and a power supply to power said modules. Making bunkers tougher but not indestructable would also make things slightly more rugged - I like the idea of having a pounding artillery barrage shake dust off the ceiling but nothing more. Dan's had stuff in mind for in game base building for a while - the pie menu has something like "propose cease fire" in it still so I'd assume that's going to be kept in.

You mentioned all we have to do is get a digger and we can get through anything - same holds for a shovel, I'm sure given enough time and back breaking work I could carve my way through the pyramids.


Tue Mar 16, 2010 7:18 pm
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Post Re: A well-meant critique to consider
Seraph wrote:
You mentioned all we have to do is get a digger and we can get through anything - same holds for a shovel, I'm sure given enough time and back breaking work I could carve my way through the pyramids.


This is the real problem. I think that there should just be a value you can turn on/off for bunkers or really solid terrain objects (dense earth, ancient ruins/artifacts, w/e) to just be indestructible. That way if you still want a level raping bomb, or a gun that pierces bunkers and everything, the gun/bomb itself could turn on/off this value on the material its hitting.

While otherwise you could have a lasting bunker that could be used and protected for tactical purposes such as gold advantage, unit advantage, extra special guns, etc.

I just don't think the bases in CC have any real reason to be protected if you don't actually have your brain in them. And honestly with how flimsy they are, it's more sound to have your brain be a mobile unit that can defend itself vs. a stationary case in a 'paper' bunker.


Wed Mar 17, 2010 7:39 pm
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Post Re: A well-meant critique to consider
dude, materials are going to be way tougher in the next release, its a redundant argument.


Wed Mar 17, 2010 8:02 pm
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