View unanswered posts | View active topics It is currently Thu Jan 16, 2025 1:15 pm



Reply to topic  [ 51 posts ]  Go to page 1, 2, 3, 4  Next
 NEW CONTENT THREAD 
Author Message
User avatar

Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
Reply with quote
Post NEW CONTENT THREAD
So, what new stuff do you want to see in Cortex Command? It could be anything (possible), like a new Lua function, a certain variable, this type of gun, that kind of actor, whatever.


Sun May 16, 2010 2:11 pm
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: NEW CONTENT THREAD
Probably just a bunch of incorporations regarding various things the forums have created. Mainly the Lua shenanigans. Also just getting the rest of the factions would be nice.


Sun May 16, 2010 2:50 pm
Profile WWW
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: NEW CONTENT THREAD
Ok santa, this is what I want for christmas:
Heavy caliber automatic firearm for coalition.
Barret .50 cal sniper for ronin.
Healing station placeable in bunker builder.
More blackbots.
A heavier dummy actor.
An industrial robot arm that can hold weapons n such for dummies.
Fast air transport for one unit.
Gunships (hind for ronin possibly?).
Orbital strikes where you have to buy a one-use handheld designator computer.
Parasitic faction.


Sun May 16, 2010 3:17 pm
Profile
User avatar

Joined: Mon Jun 15, 2009 4:02 pm
Posts: 905
Reply with quote
Post Re: NEW CONTENT THREAD
I want IsScrap to not suck.


Sun May 16, 2010 3:27 pm
Profile WWW
User avatar

Joined: Tue Oct 13, 2009 4:23 pm
Posts: 915
Location: Blighty
Reply with quote
Post Re: NEW CONTENT THREAD
YES. PARASITES.


Sun May 16, 2010 3:38 pm
Profile
User avatar

Joined: Mon Aug 17, 2009 3:00 am
Posts: 242
Location: The Great White North
Reply with quote
Post Re: NEW CONTENT THREAD
Petethegoat wrote:
I want IsScrap to not suck.

This.

Greater variety in craft, more bombs, some type of artillery maybe. Some creative digging devices cold be cool. Giant doors.


Sun May 16, 2010 6:29 pm
Profile
User avatar

Joined: Wed Feb 10, 2010 4:06 am
Posts: 1294
Location: Comox, BC, Canada
Reply with quote
Post Re: NEW CONTENT THREAD
That would be stuff for the CONTENT TWEAKS thread.


Sun May 16, 2010 6:30 pm
Profile WWW
User avatar

Joined: Mon Mar 16, 2009 10:50 pm
Posts: 2175
Location: Neverwhere
Reply with quote
Post Re: NEW CONTENT THREAD
Generally a better mix of units in each faction. Frankly I don't want whitebots until they've fleshed out the Vanilla units. We need a sort of Rock Paper Scissors going on here.

Think of StarCraft. How fun would that be if each race had only one unit, or even if the had several but they were all pretty much equal to each other. Or CCs system of light and heavy where one simply is better than the other in every way. I suppose you could argue that we have this to some extent with the weapons, but not really.

We need one unit which beats another which beats the first one. Some obvious things could be slow rate of fire and high damage being bad against swarms but good against strong units and weak area of effect attacks being the opposite. Or charge up moves being good against slow strong units while not good against fast. Slow ranged units being good against slow strong melee which are good against fast weak melee which are good against slow ranged. Etc.

There is also damage types. Right now we have Sharpness and Mass, as well as the number of bullets you fire for each actual bullet (there is also velocity, but that is irrelevant with the next sentence). On the other side of things we have wound limit and impulse limit. One could have units that do a lot of impulse but very few bullets per shot or very little impulse and a high number of bullets. And their counters or intended prey would have either high impulse/low wounds or low impulse/high wounds. The high impulse would be able to circumvent the high wounds by simply doing a lot of damage/instagibbing. Same for the reverse etc etc.

There are also more abstract variations like flying vs melee or burrowing or units with shields or units that have to deploy like a siege tank or drop mines or units that are invisible or invincible unless a detector or counter is nearby, or what have you.

This is mainly for PvP but it could be an interesting challenge for single player as well. In either case the player has to scout and prepare efficient counters ahead of time- in groups instead of one man armies, the player also has to manage the units in the middle of the fight, making sure they are attacking the units that are weakest to them. In player to player there is even more. Both players also have to prevent scouting, and they have to fake out their opponent, change tactics once they've scouted, change they've been scouted. They have to read them, like in a game of poker.

I'm sure different unit types wouldn't be that hard to think up, but here's some off the top of my head anyways. Coalition power suits, flying Dummy Dreadnoughts, a Ronin helicopter, mobile Dummy factories which spit tiny little worker drones, Coalition digging machines that can dig out the floor underneath enemies, Ronin dogs.

Another thing you have to remember is that the counters must be very very effective against those who they hold an advantage over. That's what makes StarCraft so exciting. A Protoss player may dominate earlier with an army of Zealots, but if a Zerg player can rush up to Mutalisks, what's the Protoss player to do? Firebats against zerglings is just as overwhelming.

Another source of RPS in strategy games is attack-defend-tech up, which could be incorporated into the metagame some how.


Sun May 16, 2010 6:46 pm
Profile
User avatar

Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
Reply with quote
Post Re: NEW CONTENT THREAD
When it comes to actors, there shouldn't be a clear choice in the matter of who is better and who is worse, it makes strategy totally useless when you can just order the same units over and over and win.

Every actor needs an obvious weakness and an obvious strength.


Sun May 16, 2010 7:21 pm
Profile WWW
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: NEW CONTENT THREAD
Dreadnoughts should totally have hte weakspot be at the back.
Attack weakspot for massive damage.


Sun May 16, 2010 9:09 pm
Profile
User avatar

Joined: Wed Feb 17, 2010 12:07 am
Posts: 1545
Location: That small peaceful place called Hell.
Reply with quote
Post Re: NEW CONTENT THREAD
Moar Wildlife.....

Also for weakspots? That could be easy for .ini coding.. just make an attachable with a custom Wound that does more damage than usual..


Sun May 16, 2010 9:25 pm
Profile
User avatar

Joined: Fri Oct 17, 2008 9:46 pm
Posts: 5212
Location: The Grills Locker.
Reply with quote
Post Re: NEW CONTENT THREAD
Frankly, I hope for some actor-specfic skills. I actually like the big actor variety the Ronin have, it makes them feel more like real people rather than mindless meatbags, but there should be some bigger reason for you to choose this actor over that one for a specific situation. Sure, we do have those things like "walks faster", "can take more bullet damage" and so on, but they end up making so little practical differance that they aren't even noticed. For example, Dafred could get a damage bonus with shotguns, while Mia would have double ammo for pistols, and so on.

Other than that, I really do want heavier units. Coalition tanks, heavy dummies, makeshift Ronin mechs, you name it.


Sun May 16, 2010 9:50 pm
Profile WWW
User avatar

Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Reply with quote
Post Re: NEW CONTENT THREAD
This becomes more absurd the further down you go just so you know.

Petethegoat wrote:
I want IsScrap to not suck.

and settle material for particles, pixels, and MOS.

and for Fire not to become scrap.

using lua in every class.

creating classes with lua (new actors mainly)...

A new actor class pre-defined with said lua as an example.


Sun May 16, 2010 10:00 pm
Profile YIM WWW
User avatar

Joined: Mon Jun 29, 2009 2:40 am
Posts: 610
Location: Deep below The Map of Mars
Reply with quote
Post Re: NEW CONTENT THREAD
Things that are possible now, but nice if made base content:

Go-To navigation for dropships.
A class of actors with rollers rather than legs.

Removal of the auto-gibbing "features" on the ships (seriously wtf we have things more advanced than crates now!).


Mon May 17, 2010 2:03 am
Profile

Joined: Sun Oct 11, 2009 7:47 pm
Posts: 132
Reply with quote
Post Re: NEW CONTENT THREAD
No, no hard counters. Counters to specific kinds of units take skill out of the game and replace it with having the right kinds of units. Soft counters are okay since they can be overcome with skill but those already exist. I do think that certain units should have strengths and weaknesses, more than they do now, but nothing like hard counters. Just look at RA3 where people can take tank shells to the chest and walk away just fine.

Anyway, maybe sprinting should be added? I messed with the game files to make the Ronin soldiers be more specialized, and Mia walks quite fast now without trouble.


Mon May 17, 2010 4:11 am
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 51 posts ]  Go to page 1, 2, 3, 4  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.084s | 14 Queries | GZIP : Off ]