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 CORTEX COMMAND GAMEPLAY SURVEY - RESULTS ADDED 
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Joined: Wed Mar 03, 2010 11:29 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Your opinion: Current speed is fine. Any slower and things would be too drawn out, and any faster means that things would get too hectic.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Your opinion: Weapons and tools should be more resilient, especially the larger, heavier ones. Grenades, on the other hand, are fine as-is.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Your opinion: Items and objects would be priced according to how well they do their job. A heavy digger would cost much more than a light digger, and an assault rifle should cost much more than a pistol.


4.) How should weapon range work?

Your opinion: Bullet velocity. More powerful, high-speed weapons like a sniper rifle would have a very long range, while something like a pistol would have a short one.


5.) Should craft/transport be expensive instead of cheap?

Your opinion: Dropships and rockets should be more expensive, but something like the drop box would be dirt cheap.


6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

Your opinion: Bunker concrete is really not quite as tough as I would like it to be. I think that diggers should take longer to dig into bunkers.


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Your opinion: Coalition equipment would be named like the weapons of today. Ronin weapons would be less formal and use nicknames a lot more. Dummy weapons would be a few letters followed by a serial number, like BST-392 for the Dummy Blaster. Coalition guns would look like the guns of today, but with a few armor plates and frills attached. Ronin guns should look kind of worn-out and patched together. Dummy weapons would look highly functional with little, almost no decorations.


8.) In what style should item descriptions be written?

Your opinion: Item descriptions should probably be written through the eyes of the faction that uses them. Coalition weapons would be described in a straightforward manner with a few opinions dropped here and there, like "Great for just about anything." Ronin descriptions would be very opinionated, but still quite descriptive. Dummy equipment would be described in a very to-the-point manner, and in a cold, logical tone.


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Your opinion: Personally I think the current bullets are fine, although the trails could be shorter.


10.) What resolution is Cortex Command made to be played at?

Your opinion: Default resolution is fine.


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Your opinion: Diggers dig. They should always do damage to units/objects. If you had a jackhammer and tried to kill someone with it, it would do some serious damage, like pulverizing their skull. It would be quite strange if our energy-based diggers that can outright vaporize dirt simply passed around living beings.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Your opinion: Over-the-top is the way to go, seeing as Cortex Command is already pretty over-the-top. Huge explosions are what we want.


13.) Should soldiers collide with each other?

Your opinion: Soldiers should only collide with soldiers from the opposite team. I've accidentally crushed my brain robot quite a few times.


14.) Should jetpack emission be deadly/harmful to others?

Your opinion: Yes. If you had a jetpack, and had all the smoke and flame from the jetpack be blasted in somebody's face, they aren't likely to get away unharmed.


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Your opinion: Bursting should be disabled, and jetpacks should be made much stronger. There should still be an option to activate bursting, so that we can still have jumpjets.


Sun Jul 04, 2010 1:47 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
===========
FORM START
===========
Participant: Culthero
Location: Turkey
Age: 29

1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

My opinion: I don't know anything about timescaling but it should optimize between realistic and "slower than realistic so that we can see what is going on." It shouldn't be as fast as Soldat nor as slow as Worms. The current default pace of the game that is played in Tutorial Bunker and Zombie Cave is OK with me.

2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

My opinion: Weapons and tools should be as durable as four factors allow:
a) Size,
b) price,
c) firepower,
d) material they're made of (this not really a factor but you can justify the resilience of an item by telling this)
Let's say an actor has an alien laser gun which is a small arms, costs 220 creds, disintegrates light to medium armored enemies in one shot, and is made of alien plasti-crystal. Now here firepower is too big and so it has a big price tag, too. We should make this gun as resilient as a desert eagle now that price and firepower cancel each other out. But let's say there is this big gun that costs 400 creds, is made of alloys, and packs serious firepower over time. This should be more difficult to destroy as it is 400 and packs the same kind of damage over time, so it means it should be in your hand for a while to deserve the 400 creds you spent on it. Basically, balance the size, price, firepower, and estimate the resilience of said item then name what it's made of according to the resilience.

Grenades in general should be less resilient. But specially designed ones can be exceptions to this.

3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

My opinion: Similar to above. Should be priced according to:
a) Size,
b) firepower,
c) resilience/durability.

4.) How should weapon range work?

My opinion: The current one (B23) is really good. Keep it that way.

5.) Should craft/transport be expensive instead of cheap?

My opinion: Teleport cost should be not cheap or very expensive. But transport that can damage the enemy by scuttling or other means should be more expensive than teleport. But teleport should charge an extra for each actor beyond the first. Weapons teleport should always be the base teleport price however much they are. For example, if teleport is 100 creds then it charges 100 for an actor. If there are 2, it charges 120. if three, 140, and so on. A basic dropship transport should cost 140 or around.

6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

My opinion: This may change from faction to faction. Some faction may not have a great variety of firearms and battle specialist actors but may be successful in creating tools to gain immense strategical advantage and thus balance the gameplay while adding depth to the game. Therefore, this more strategic faction’s tools may well include diggers designed for various purposes which can eat, pulverize, or disintegrate different kinds of bunker modules. What I mean is making the bunker modules a little more resistant but never impervious to diggers while tuning up diggers of specific factions according to the roles they will play in the game. Same goes for the modules if each faction will have faction specific modules. "Reinforced concrete" for Coalition and "Polyalloy Upgrades" for Dummies, for example, may be resistant to some diggers. They should be upgraded throughout campaign along with the diggers.

7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

My opinion: Acronyms, that are both fun and serious, are cool. e.g. “T.O.A.D. (Turbo Orbital Arc Drive)” for a rocket. Also naming things by faction is also cool e.g. “Coalition Pulverizer.” Mk or Model + # is also a good way: “Mauler Mk.2 – makes your day...twice.”

8.) In what style should item descriptions be written?

My opinion: Fun and serious at the same time. Fallout 1 and 2 are two good examples on how item descriptions should be written following the fun and serious principle. For example, “Mauler Mk.2 – Following in the steps of the original in easy disemboweling now fires faster and more to make your day...twice.” Robocop style dark humor included.

9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

My opinion: I have no idea. I like the projectiles in Crobotech, the original content and all mods. Actually keep it like it is now. I like it the way it is. Trails should be visible. If possible, not as visible but more like in the District 9 mod (Wrap gun and Assault Rifle).

10.) What resolution is Cortex Command made to be played at?

My opinion: 800x600

11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

My opinion: They shouldn’t be harmless against soldiers if we are keeping it realistical. A drill is a drill and a chainsaw is a chainsaw, a jackhammer is a jackhammer. If you want you can use all three as weapons.
But if everyone rules them out because they cause significant imbalance, which I doubt they do, you can add a failsafe to them if it won’t cause lag problems: If another actor/object is directly before the digger’s reticle/aiming dots, digger not fires.

12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

My opinion: Not outrageous explosions like in most Hollywood films but realistical effects that won’t let the player’s focus sway away from what is actually happening.

13.) Should soldiers collide with each other?

My opinion: Yes and No... I can’t decide on this. Sometimes it’s hillarious to see actors randomly squish each other and sometimes it is disastrous. I just can’t decide, hmmm...let’s keep it the way it is. More sterile and hygenic (shouldn't collide) is less healthy for the game in this issue; much to the actors' dismay.

14.) Should jetpack emission be deadly/harmful to others?

My opinion: Yes. For the sake of realism they should burn the other guys hair off and give Dafred a jarhead haircut.Unless it is some magnetic repulsor induced anti-gravity system (you name the tech e.g.http://tvtropes.org/pmwiki/pmwiki.php/Main/SchizoTech) of course.

15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

My opinion: Different actors, different styles/powers of jetpacks and uses/action.

===========
FORM END
===========


Sun Jul 04, 2010 11:17 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
13.) Should soldiers collide with each other?

It would be nice if soldiers couldn't collide with teammates, but can collide with enemies (and disable friendly fire for that matter would be nice).


Thu Jul 08, 2010 9:39 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
akblabla wrote:
disable friendly fire


...Or at least have it be an option (cuz I occasionally like to execute incompetent clones)


Fri Jul 09, 2010 6:10 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Your opinion: I think the current speed of the game is good but it would perhaps be a bit better if it were a bit slower.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Your opinion: I think they should be more durable. From my experience, a lot of campaign missions have ended in disaster because the guns broke too easily.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Your opinion: I think they should be based on effectiveness and power. Example would be an AK-47 costing more than an SMG since the AK is more powerful.


4.) How should weapon range work?

Your opinion: I think that the range is pretty good so far. I think that the non-sniper, non-mortar weapons (AK-47, SMG, etc...) should have a longer sight range since in real life, it is possible. Maybe there should be a comparative scale between real life ranges with CC ranges.


5.) Should craft/transport be expensive instead of cheap?

Your opinion: It should be more expensive because it forces the player to use the resources at hand to its limits.


6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

Your opinion: Yes absolutly. It destroys the gameplay when the AI digs through the ground and through your bunker while ignoring the routes inside the bunker. It also feels too easy in campaign missions to win.


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Your opinion: Well, it shouldn't be names like "Coalition Heavy Sniper". It should just be "Heavy Sniper" because the exterior design of the weapon should indicate to the player which faction it comes from.


8.) In what style should item descriptions be written?

Your opinion: I'm not sure what you mean by style and I don't really have any opinions on this.


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Your opinion: I think it would be nice to have the bullets slightly bigger and the color should just be as it is now. The tracer round trails I think should be slightly shorter. Also, if the bullets don't curve and go at faster speeds, that would also be a good thing.


10.) What resolution is Cortex Command made to be played at?

Your opinion: Well, I'm able to play on the HD resolution and in terms of weapon sighting, I think it would be better on the wider screens but CC should probably be played on a resolution bigger than the standard and the HD screen. Although my opinion might be bias since I use HD.


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Your opinion: I think the diggers should be doing something to the actors.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Your opinion: I think the Crobotech explosions should be the base for explosions and what not. It is the MOST realistic and does not lag as much. It is perfect.


13.) Should soldiers collide with each other?

Your opinion: Well it would allow actors to not kill each other accidentally and fix problems in hallways. I think that would be good. But I think they should collide if it is the enemy. Only collisions with enemy actors.


14.) Should jetpack emission be deadly/harmful to others?

Your opinion: I think it should be harmful but only causing VERY minimal damage. Actors shouldn't kill actors but cause more of slight damage to actors.


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Your opinion: I think they should be limited with delay but should be more powerful overall in terms of being able to handle actors carrying more things.


Sun Jul 11, 2010 4:07 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Your opinion: On a timescale of one to ten, ten being long and one being short, I would say 5-8


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Your opinion: Heavy weapons, such as a Gatling Gun, should be hard to break. Medium weapons, such as a Coalation Assault Rifle, should take around 4 hits. A pistol should only take around 2-3. A tool, such as the digger should take only a few shots to break. Grenades should be a one shot break, resulting in an explosion of course.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Your opinion: Their price should be based off Accuracy, Rate of Fire, and Damage.


4.) How should weapon range work?

Your opinion: It should be easier to aim with smaller weapons, harder to aim with heavier weapons.


5.) Should craft/transport be expensive instead of cheap?

Your opinion: No, this would make the gameplay seem like a ''quick game'' or something of that sort, because the more funds it takes to bring men to the field, the faster your funds are used, the faster it makes the game end.


6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

Your opinion: There should be a specific digger for this kind of thing. Regular diggers shouldn't be able to.


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Your opinion: I think the names are fine.


8.) In what style should item descriptions be written?

Your opinion: Give real stats, not just things you see on commercials like ''BUY ME I AM THE COOLEST TOY''


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Your opinion: They are fine currently.


10.) What resolution is Cortex Command made to be played at?

Your opinion: It shouldn't really have a certain resolution.


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Your opinion: They should be only effective against terrain, I am tired of AI using them against my soldiers as a real weapon, not a digger.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Your opinion: They are excellent currently, but explosions should have a smoke trail coming out of the explosion, something along the lines of the S.A.W. explosions, or Crobotech.


13.) Should soldiers collide with each other?

Your opinion: No and Yes, I want them to collide and not collide, it all depends on the situation for me.


14.) Should jetpack emission be deadly/harmful to others?

Your opinion: Yes.


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Your opinion: Kept the same.


Sun Jul 11, 2010 6:45 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.) How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

Your opinion: It seems like the game could go both ways.
On one hand, the current timescale seems fine.
But, when the game gets more complex, a slowdown might be needed.


2.) How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

Your opinion: As it stands now, weapons are much to fragile.
There needs to be some sort of middle ground, between "Breaks on one hit,"
to "Cannot break, ever."
I think that it's could use more work, but it's not a major problem.


3.) How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

Your opinion: The general use of the objects.
They should have a base cost, plus a increase for higher grade stuff.
I.E; All tools cost 100 base, but a heavy digger adds +150 to this price.
Thus, making a balanced, yet easy cost system.

4.) How should weapon range work?

Your opinion: It seems fine to me.
Although, it seems like the AI has unlimited sight, thus sniping me before I even see them.


5.) Should craft/transport be expensive instead of cheap?

Your opinion: Yes.
Making them harder to get will not only cut down on lag, but also make player consider the risks of deployment.
It will stop the rush of cheap crafts suicide bombing, as well.


6.) Should bunker concrete be impervious/invulnerable/resistant to diggers?

Your opinion: I think that at the current level of power, even the best bases will fall.
They should be effected, but hardly at all.
I mean, a digger only digs, does it not?


7.) How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Your opinion: I have no qualms with the current name system, although, you could spice them up a little.


8.) In what style should item descriptions be written?

Your opinion: Practical, yet workable.
Tell the players what they are getting, and add some flavor.


9.) What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

Your opinion: The current bullets are fine, but the same 'ol yellow trails are a tad bland.
You could make the bullets really cool, with a little work.


10.) What resolution is Cortex Command made to be played at?

Your opinion: Somewhere around 1024 X 768.


11.) Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Your opinion: I think that the best course of action is to make diggers push back soldiers, not kill.
As it stands, even the worst digger can kill any soldier in a matter of seconds.


12.) What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

Your opinion: They seem fine to me, if not a little underwhelming.


13.) Should soldiers collide with each other?

Your opinion: Yes. Realism is always good.


14.) Should jetpack emission be deadly/harmful to others?

Your opinion: No. I've had many a soldier die from my jets.


15.) Should bursting with jetpacks be kept the same or limited with delay between bursts?

Your opinion: As the current system stands, flight becomes trival.
Bursting will allow even the worst jets to go far.
So, a delay would be nice.


Mon Jul 12, 2010 6:34 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
1.How fast should the game go? If you're familiar with the term "timescale", then tell what value would work the best?

I think the timescale is good at x1.00 with 60 FPS and 0.0167 Deltatime. Runs smoothly.
____________________________________
2.How resilient should weapons/tools/grenades be? How many hits can they take before breaking?

I think weapons should be able to take a beating, but not too much of a beating. The smaller the weapon, the easier it should be able to break (or get knocked out of your hand). The bigger the weapon, the tougher it is.
____________________________________
3.How should items and objects be priced? How to determine the cost of objects (guns, units, bunker pieces/modules)?

The more advanced weapons (such as laser technology and super-advancements) should be priced pretty big (around 200+ [Depending on what weapon it is])
____________________________________
4.How should weapon range work?

Well, the faster the bullet goes, the farther it goes.
____________________________________
5.Should craft/transport be expensive instead of cheap?

Considering that rockets have to have lots of fuel to move something: ships, rockets and other transports similar to that should be partly expensive. Fuel is not cheap.
But, if it is crate or containment unit transportation, then it should be cheap since crates and such are mass produced. (Unless it's some weird futuristic containment unit).
____________________________________
6.Should bunker concrete be impervious/invulnerable/resistant to diggers?

No, it shouldn't be so easy to break through. Concrete is a very hard mineral (even if the digger is futuristic).
Now if you are digging with lasers, then it should be able to break through pretty easily, considering lasers are mechanisms for Light Amplification by Stimulated Emission of Radiation.
____________________________________
7.How should we name stuff? Should we use serials/code/type/acronyms/other conventions within the names of units, weapons and craft? If so, how would they look like? Any cool ideas on naming? Share!

Yeah, I guess we could use letters and numbers to name weapons.
Example: AMR 352 (Anti-Matter Rifle 352)
Another Ex.: WWM SR (Whitty's Wonderful Mods Sniper Rifle) :D
____________________________________
8.In what style should item descriptions be written?

I think the person who created it should be able to put the description as whatever they want really.
____________________________________
9.What would the best visual style for projectiles be? Especially bullets. Like what colors and how long the trails should be if visible at all?

I think they should have a decently long trail with around 85% visibility, since some bullets go about 2,000-22,000 feet per second. Light travels around 186,287 miles per second! From a side view, you can see a bullet fly a good distance.
____________________________________
10.What resolution is Cortex Command made to be played at?

Default resolution. Some people have bad eyes so they increase the size of their desktop length and width to see better. Let people customize the resolution themselves.
____________________________________
11.Should diggers be effective only against terrain, but do nothing to units/objects? Should they be harmless against soldiers?

Since flesh is matter, just like everything else, you should be able to cut through it just as you cut through the ground.
____________________________________
12.What would be the best style for explosions and fire? Minimalistic and realistic effects or over the top smoke and flames? Or somehow else?

You could have it as animated explosion, or you could just have lots of effects like smoke and fire. Your choice really.
____________________________________
13.Should soldiers collide with each other?

Your own team should not be able to collide with you, but the enemies should be able to collide with you and your teammates.
____________________________________
14.Should jet-pack emission be deadly/harmful to others?

Considering jet-packs produce fire as excess, it should be deadly to others. (Because I'm pretty sure fire burns!)
But your jet-pack shouldn't be able to collide with your teammates, so you can't burn your friends!
____________________________________
15.Should bursting with jet-packs be kept the same or limited with delay between bursts?

As I said before, Fuel Powered Objects should have a FUEL BAR. You can't have infinite fuel. :D
I kinda like the bursting.
Still, We need a fuel display bar above the F.P.O.
____________________________________
Hope my answers helped!


Mon Jul 19, 2010 1:21 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
okay people pending further notice I think you can all shut up and stop posting fifteen paragraph long posts

thanks


Mon Jul 19, 2010 8:41 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
Uh...isn't that the entire point of the thread, Grif?


Mon Jul 19, 2010 10:53 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
considering that in four pages numgun has yet to even acknowledge anyone's posts I don't see this thread as having an real purpose

hence the 'pending further notice'

if numgun suddenly comes along and says 'yeah all that stuff was great, please continue' then by all means continue


Mon Jul 19, 2010 11:00 pm
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
Hell yes, please continue sending these. You people, who have contributed, gave us a whole better perspective how to set things up for the next release. Thanks and continue!


Wed Jul 21, 2010 12:01 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
I still feel sorry for whoever has to sift through all of this.


Wed Jul 21, 2010 12:06 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
Hyperkultra wrote:
I still feel sorry for whoever has to sift through all of this.

Nummy.


Wed Jul 21, 2010 12:44 am
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Post Re: CORTEX COMMAND GAMEPLAY SURVEY
numgun wrote:
Hell yes, please continue sending these. You people, who have contributed, gave us a whole better perspective how to set things up for the next release. Thanks and continue!

Oh man nummy you are doing it sooo right. I can't wait for the next build.


Wed Jul 21, 2010 3:02 am
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