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View Full Version : Core Combat Thoughts


BadAsh
2004-01-11, 08:45 AM
I think core combat could be more fun for all if several changes were made. I�d first allow everyone to enter the caverns and grab modules. I�d limit the use of AT vehicles and weapons to users who paid for CC. I�d then add a few more AT weapons and vehicles and modify the ones that currently exist.

Weapons: Maelstrom and Spiker I�d leave alone. The Radiator I�d change so that the radiation damage globe would be smart and only injure enemies. I mean the Ancients made a Pain module that can tell friend from foe. Why can�t the pain radiator weapon do the same? This would make it a valuable weapon indeed! For all 3 I�d like to see them �recharge� themselves without needing an equipment module. Players in the SOI of a base with an installed equipment module would have their AT weapons recharge much faster. Currently they don�t recharge at all and it makes them disposable weapons like the decimator. Having them recharge at a reasonable rate would increase their value and use. You�d still need an equipment module installed or be in a cavern base to get them from terminals, but now players might stuff their lockers with them and use them more regularly.

Currently you have heavy assault, medium assault, and special assault covered. I�d like to see an AT AV weapon that was effective.

Vehicles: Switchblade and Flail: I�d leave these alone. Personally I�d like to see that Flail just go, but that won�t happen so� we are stuck with it.

AT Tank: I�d add a cool 2 man AT hover tank. This would be the equivalent of empire tanks but hover and would have a deployable mode. In deployed mode the main weapon would fire faster and the driver would get a smaller faster firing weapon.

AT Light Assault: This would be the equivalent of the Lightning but would hover and have a deployable mode. In deployed mode this vehicle would fire faster but be much more effective vs. air then against ground targets.

All of these vehicles would slowly recharge and self-repair and would do so faster if within the SOI of a friendly base that has an installed vehicle module. This and the deployable modes would separate them from other empire and common pool vehicles. Also, I�d give all the AT vehicles distinct empire specific skins. Currently they all look the same, the only way to tell them apart is by pointing at them and seeing if the users name is green or red.

Finally, I�d offer an award in CEP for capturing a whole cavern. Have it calculated just like for a normal surface base with adjustments for more or less fighting, etc. Many SLs won�t visit the caverns because there is no CEP gain possible while down there. Adding this I feel will bring many more visitors and lead to many more fights.

DeadTeddy
2004-01-11, 08:56 AM
read the in concept, a link to a locked friendly cavern will give all linked facilities all modules. sounds pretty good to me wouldn't you say? solves the recharging problem.

EVILoHOMER
2004-01-11, 10:19 AM
personally id love them to make corecombat a primary place to go! battles wud be amazin!

EVILoHOMER
2004-01-11, 10:20 AM
im tellin everyone to go buy it but then u get sum twats who say no its shit! but it wudnt be shit if they didnt put it down and let more ppl buy it

JakeLogan
2004-01-11, 11:22 AM
Homer Why do I always have no idea what the hell your talking about? :huh:

Firefly
2004-01-11, 11:27 AM
Homer Why do I always have no idea what the hell your talking about? :huh:
One word: English.

Because some assclown in California decided to try and make ebonics a language, and then kiddies on the internet obviously need to do their English homework instead of powergame for the NC after school.

I Hate Pants
2004-01-11, 11:36 AM
Core Combat hasd plenty of potential. Its just that people keep saying its shit and than no one goes down there. I personally love it. I hope these new plans that they are releasing for core combat will increase the number of players who go down there.

00AgentDuck
2004-01-11, 11:44 AM
AT Tank: I�d add a cool 2 man AT hover tank. This would be the equivalent of empire tanks but hover and would have a deployable mode. In deployed mode the main weapon would fire faster and the driver would get a smaller faster firing weapon.

I like your other ideas, but this one sounds two much like the magrider accept for the deployable part. I would like it better if they added a differenet kind of tank very different from the magrider or else there would be no point in VS people certing in it.

EVILoHOMER
2004-01-11, 03:28 PM
cus i make no sense

ZjinPS
2004-01-11, 03:35 PM
One word: English.

Because some assclown in California decided to try and make ebonics a language, and then kiddies on the internet obviously need to do their English homework instead of powergame for the NC after school.

Amen.

Cryptica
2004-01-11, 04:23 PM
Well I dunno Core Combat is neat but I don't see it being so big that it needs a bunch of changes. I've never played it before and I enjoy the game fine. If it were free I'd probably use it but I wouldn't pay for it, going by what people tell me about it.

shadow58
2004-01-11, 05:39 PM
When CC first came out and there was loads of people in the caverns it was great fun, then after a few days of slowly decreasing numbers they became completely empty like they pretty much always are today.

Tssha
2004-01-11, 10:16 PM
The real reason why there's no one in the cavern is no one has a reason to be there. Sure, you can get modules down there, but you're not gonna be there long. Plus, you don't need a lot of people to run a module, and you can fight over it all you like when it hits the surface. In short, people don't have a reason to stay, and ownership means nothing.

I hope the changes they're proposing will improve the population down there. I loved CC combat in the Beta, and I can't wait for people to fill the caverns again.