View Full Version : Community in Command
Korneel
Dec 14 2011, 13:04
Welcome to the Community in Command forum thread!
http://www.bistudio.com/images/forums/communityincommand5.png
In the upcoming weeks, we're putting you in Command of our Facebook Wednesdays. As such, we'll try to address the questions you might have, feature extraordinary forum/community activities, or let you battle over statements/polls/screenshots.
So if there's anything you'd like answered or featured, please let us know in this thread and we'll do our best to respond!
.kju [PvPscene]
Dec 15 2011, 18:03
How is the plans/status of MP?
MadDogX
Dec 15 2011, 18:19
How is the plans/status of MP?
^^ This. :)
Also, is there any more information on the moddability of the game?
jibemorel
Dec 16 2011, 09:15
Any plan of a map editor or at least randomizing the islands position ?
Will it be possible to crossover data from A2, A3 or TOH with CC:GM?
metalcraze
Dec 16 2011, 16:03
Will the MP feature 2 commanders and the remaining slot filled with either AIs or other players? That should be a pretty good solution.
BFCrusader
Dec 16 2011, 16:14
If/when any future add-ons/expansions are made, will they include even more islands with new terrains?
metalcraze
Dec 18 2011, 22:48
Screenshots show infantry. Will there be infantry in the game (apart from the commander), not just vehicles?
ProfTournesol
Dec 19 2011, 11:20
Screenshots show infantry. Will there be infantry in the game (apart from the commander), not just vehicles?
+1. I saw very early footage with infantry, nothing since.
Screenshots show infantry. Will there be infantry in the game (apart from the commander), not just vehicles?
+1.Could we leave the comfy carrier chair and walk around the island as infantry?Or those humanoid bots?
Another question,if the game will have an editor could we make missions where we can command more than 4 Mantas and 4 Walruses??
resistance-rat
Jan 5 2012, 18:08
From different thread...
We know that Carrier Command is not powered by RV engine. So that's make a lot of questions about sandbox of this game.
So..
Will the game have mission editor included?
Will be the editor similiar to Arma games editor?
Will it have SQS, SQF scripts support?
someBoy
Jan 10 2012, 18:04
Do you plan to release a demo of the game?
Could you give some details on the graphics engine developed for Carrier Command?
Will CC include realistic physics simulation like Arma3 is going to do?
BFCrusader
Jan 12 2012, 16:37
Will one be able to walk around the carrier and interact with the crew, just like one can do in the Silent Hunter series?
Will this game have old school cheats like in some other computer games where you could, for example press "ctrl x" to bring up a console and type in a code such as "you don't deserve it"?
Wow thanks for the reply Bohemia :cool:
Mr Burns
Feb 3 2012, 15:07
Will this game have old school cheats like in some other computer games where you could, for example press "ctrl x" to bring up a console and type in a code such as "you don't deserve it"?
Yes of course, press Alt+F4 for nuclear-bomb ;)
Yes of course, press Alt+F4 for nuclear-bomb ;)
+1 :cool:
DeathAndPain
Apr 4 2012, 13:14
Are you considering dropping the silly linear approach and revive the great strategic experience from the original Carrier Command instead?
Gazzareth
Apr 4 2012, 14:32
Are you considering dropping the silly linear approach and revive the great strategic experience from the original Carrier Command instead?
All the details that they have posted about the game say that it is going to have both (I share your distaste for "linear" campaigns), the alternative to the campaign has been described as akin to the Action/Strategic mode in the original, I believe that you can choose details like tech level and number of islands that are already occupied.. From my understanding that is also the mode (allbeit in a cut-down version) that will be available in the beta. Guess we will find out more on Friday !!
G
Unlike most (all?) attempts to follow up on the original Carrier Command, our game is focused very much on the open style free form gameplay of the original. Even the story driven campaign mode, designed partially as an introduction to Carrier Command, does not limit player's freedom entirely, esp. in its later stages that are fairly similar to strategy mode in its game mechanics.
All the details that they have posted about the game say that it is going to have both (I share your distaste for "linear" campaigns), the alternative to the campaign has been described as akin to the Action/Strategic mode in the original, I believe that you can choose details like tech level and number of islands that are already occupied.. From my understanding that is also the mode (allbeit in a cut-down version) that will be available in the beta. Guess we will find out more on Friday !!
G
Dajunka
Apr 18 2012, 05:23
CONTROL in carrier command is everything.
Why is there no support for normal joypads and sticks?
Why does the key mapping not work?
Why do I have to press a key to start?
I have closely examined my PC and cannot find anything that would suggest that it is a x-box. :p
V3teran
Sep 30 2012, 23:16
Yes i too would like to see joystick support and be able to map my keys,would be nice to get some trackir support but that can come later as there are more important things to fix.
Yes i too would like to see joystick support and be able to map my keys,would be nice to get some trackir support but that can come later as there are more important things to fix.
I think most of the optimizing work for CCGM was done for the xbox first. I think it's a case of waiting for them to get around to dealing with the PC version.
If somebody makes a mod for it that has zombie enemy carriers called Carrier-Z, then no problem, the work will get done as fast as lightning. :D
DrDevice
Oct 1 2012, 20:12
Do you have any plans to revise/modify/improve the current walrus AI/pathfinding?
Scepticer
Oct 3 2012, 08:46
- With the upcoming island editor, can users create islands that other users can import into their Strategy part of the game? Individually add/import islands?
- Will you re-post the Facebook answers here as well for us who do not have an account there?
If somebody makes a mod for it that has zombie enemy carriers called Carrier-Z, then no problem, the work will get done as fast as lightning.
Ohhh... a little bitter, aren't we?
Interjecting to stop a flame war, my views are irrelevant
Ohhh... a little bitter, aren't we?
Ohhh... a little bitter, aren't we?
Oh yes, very bitter, sarcastic and troublesome. But it's only because I care about the game. ;)
In truth....
I adore the game.
The game has by far exceeded my expectations.
Think that, CCGM is better than the original CC.
The developers are my new hero's.
Worry that I may be on the verge of becoming a fanboy.
In short: CCGM has heart and soul, it has atmosphere and immersion, and most of all it has those grab-you-by-the-bollocks moments.
Will you be adding an option to disable the mouse acceleration?
Also more mouse options would be good.
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