Cortex Command

Cortex Command

GWTB Greens
Chiko  [developer] 23 Dec, 2016 @ 9:47pm
Doomed faction or just weak?
As most of us know, the Green Army were completely wiped out prior to the events of the comic due to their incompentence and stupidity. However, they are just a weaker version of the other factions I made for this game.

Should I keep them as a weak faction of rig them so they loose a battle most of the time? Stuff I have in mind are:

-Make all of them carry at least 1 grenade so their deaths will sometimes involve explosions.
-Activate friendly fire so they can kill each other when in groups or just make it so only a number of them spawns with the friendly fire option.
-Remove the grenade launcher and just leave the rocket launcher since they are pretty similar. I could maybe increase the knockback even more so they are thrown backwards a lot when firing it. Players can use this to "rocket jump" like one of them tried to do in one of the comic strips about them.
-Swap their tank with a cheap racing car, which can be used to run people over or for suicide attacks.
-Swap the attack from their planes with a self detonation attack. Increase their explosion size.

Feedback is always welcomed.
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Showing 1-15 of 24 comments
Dinkle 23 Dec, 2016 @ 11:01pm 
Maybe friendly fire and the grenades would be more interesting.
Chiko  [developer] 24 Dec, 2016 @ 9:58am 
I'm just testing the grenades thing and it's working as expected. I made them weaker to damage so they sometimes explode on their own or even when exposed to the harmless particles from jetpacks so Greens grenades work as booby traps. They are really volatile now, actors can actually blow themselves up when picking them up or even when they are just about to throwing them.
Bydlo 25 Dec, 2016 @ 9:02pm 
If LUA wizardry allows it, you could make their guns randomly go kaboom. Making 1 every 5 or 10 recruits have FF enabled sounds good to.
As a side note, I just finished a GWTB-themed metagame where this guys rocked everybody's socks. Do the slightly cheaper guns give them an edge on the metamap or was it pure luck?
Chiko  [developer] 26 Dec, 2016 @ 8:28am 
I'm a bit of a Newb with lua but I think stuff like that is possible. I'll search the lua forums too see how to implement stuff like that.

Also, I have no idea what affects them winning on the metamap. I've also seen them successfully take other faction's territories. I'll do some forum lurking to see if I can find something about it. I hope something can be done about it... it would be kinda dissapointing if it was all luck based.
Bydlo 26 Dec, 2016 @ 5:45pm 
I found a mod that does the 'random kaboom' thing.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=254344701

No idea what's going on scripting-wise, but in-game it works alright. Basically the militia's plasma weapons will semi-randomly (not sure yet what triggers it) act as a mini-grenade and explode in your hands.

It would def. need some fine-tuning if you were to implement it though. Personally I'd rather have the greens be doomed-ish but very much playable, and I can totally see how a heavy-handed implementation of something like this can suck out any joy of going green.
Perhaps you could have their ballistic guns "jam" (randomly empty a magazine) and only explosives and flamers critically malfunction.
Last edited by Bydlo; 26 Dec, 2016 @ 6:41pm
Chiko  [developer] 26 Dec, 2016 @ 5:55pm 
The jamming thing is actually a pretty good idea. I'll take a look at the lua files in that mod for the random chance string to implement the exploding/jamming thing.
Chiko  [developer] 27 Dec, 2016 @ 11:15am 
Well, all 4 factions have been updated. Most of the stuff discussed in here have been implemented for the Greens. Check the Change Notes for more info.
Last edited by Chiko; 27 Dec, 2016 @ 11:16am
Dinkle 27 Dec, 2016 @ 5:18pm 
Thank you man. Thank you.
Bydlo 28 Dec, 2016 @ 3:10am 
Nice little update. The recoil of green weapons feels generally better, though the RPG knockback will still send you flying half a screen away. The green AR seems less accurate than before, but I guess it's appropriate.
Jamming works like a sweet piece of apple pie. Would be cool to have (but not needed) some sort of prompt about the jamming, like an exclamation sign above the head of our dude a-la Metal Gear, or perhaps a rackety sound bite.
Dig what you did to the flammenwerfer. It was really anemic before, specially compared to the vanilla ones.
The new actor descriptions are a nice touch too.
Chiko  [developer] 28 Dec, 2016 @ 4:14am 
Yeah, I could reduce the RPG knockback a bit more. It's so strong it can even gib the units sometimes. It should be strong enough for decent rocket jumping, though. :P

I haven't messed with the AR accuracy stats. Maybe reducing the knockback on it had some influence but that's kinda unlikely.

The jamming prompt is a good idea. I originally wanted the jamming to empty the gun instead, like you originally suggested, because that way the gun would make the "empty clip" sound first and the unit would need to manually reload the gun instead of the forced auto reload thing but I couldn't find a lua command for that. I'll do some lua lurking to see how to implement a prompt like that... It should be possible.
Bydlo 28 Dec, 2016 @ 5:44am 
I suggested emptying the clip as the most easy way to implement it, since that's what one would do IRL anyway (drop mag, rack bolt, check for a stovepipe and load a new mag)..
I guess some people would simply cycle the action and that works too, but considering green engineering I would advice against it...
And I can see peeps thinking the jam mechanic is a bug, that's why I threw around the prompt idea

Can't wait for the medic update by the way. Until then I'll be using the medkits from the Unmapped Lands mod.
Dinkle 28 Dec, 2016 @ 10:50am 
Honestly the guns could just break while firing, snapping in half because of the glorious green engineering.
Chiko  [developer] 28 Dec, 2016 @ 6:53pm 
I've been doing some lua experiments and I have the following options regarding friendly fire:

-All greens can shoot and stomp each other.
-Random chance to get a "friendly fire" soldier when buying them.
-Make it so only the soldier controlled by the player can fall victim from friendly fire.

I'm more inclined for the last one. It's not as crippling as the other options but it's probably good enough to get the "I'm surrounded by idiots" feeling.
It also has the side effect of causing the soldier controlled by the player to harm himself. This is specially noticeable when using a flamethrower against a wall and will allow damage from even a ricochet.
Last edited by Chiko; 28 Dec, 2016 @ 7:47pm
Bydlo 29 Dec, 2016 @ 3:16pm 
I really dig the idea of guns crumbling in your hands. Fits the whole "this rifle has seen better days" tidbit.

Will the AI path through you as if FF were not turned on in the last case? I remember in an old build (pre-27 I think), with FF you were mostly safe from friendlies with regular guns since they would withhold their fire if you were on their fireline. Explosives and jetpack particle ♥♥♥♥♥♥♥ were the main problem.

The second option sounds interesting when fighting against them. Witness the (relatively contained) carnage!
Chiko  [developer] 29 Dec, 2016 @ 4:44pm 
The AI seems to ovoid shooting at you if you are really close to them but not always. If the target or you are moving, the Greens would still shot even if you are right in front of them.

Oh, yeah. I forgot to mention something else about their grenades. The throwing is inverted, meaning that if you hold down the button enough, the grenade will drop or be thrown backwards. The AI usually ends up blowing themselves up but this can be exploited by players. You can just click and the grenade is thrown forward at full strength.
Last edited by Chiko; 29 Dec, 2016 @ 5:18pm
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