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 Cortex Command

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_Shadowcat_
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PostSubject: Cortex Command   Wed Nov 07, 2012 2:17 am

This idea is based off of the game the title is named after, If you dont know what it is, Google it lazy.

Anyway the idea is your not going ot able to be everywhere at once, So why not create robot humanoids that you can control?
You would walk into some sort of Cryogenic chamber where you could "upload" your "mind" into a robot you own then move that robot around, A robot humanoid would have difrent meters, You would have External damage (somewhat like armour), Internal damage (Circuits and shit), and energy (Your a robot, duh).
You could also put armour on to protect yourself even more.

Robots would be unaffected by poision and potions, However you could upgrade the roobot with better gear (EG night vision, batteries) so it would function better.

Then when you are done with your robot you could take it back to some sort of charging station (Or have it set so when you leave it goes to the nearest avible charging station) where it would stay charging untill called upon again.
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Burnttoaster
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PostSubject: Re: Cortex Command   Wed Nov 07, 2012 2:23 am

I kind of had an idea like that where you would take control of a drone so you be any where on the battle feild in say a fighter, tank, or a ground soilder
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Grand Imperial Thunder
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PostSubject: Re: Cortex Command   Wed Nov 07, 2012 3:33 am

Okay, well differing levels of bot would be useful, some form of limited range of control, differing means of control based on the bot, and some bots that are npc's and can be taken control of.
Bots could really replace people in any situation too, So having a highish cost would make them more reasonable, and maybe the ability to outfit bots for certain task, ie miner bots, which are player controlled, for asteroids that act as commanders for the npc bots around them. This way players can directly interface without being in any danger, but the cost would keep this form being a massively used thing. In addition, make some way to disable the single from the player to the bot as a weapon, so you can steal bots, and people don't just bot rush.
Also, different bots could be used differently so a certain style maybe the best for the task, but others can be outfitted to complete just not to the same level.
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_Shadowcat_
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PostSubject: Re: Cortex Command   Wed Nov 07, 2012 6:26 pm

Well this could also work with units, Would make it more realistic to take over a tanks AI directly for Spec Ops missions (What you dont use a tank for spec ops?)

And robots would be affected by various things, Such as tempurature, Gravity, Job, Etc.
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Captain stufuzzycat
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PostSubject: Re: Cortex Command   Wed Nov 07, 2012 7:57 pm

Sounds cool, a good way to fight without losing all your stuff.
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Grand Imperial Thunder
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PostSubject: Re: Cortex Command   Wed Nov 07, 2012 11:00 pm

Captain stufuzzycat wrote:
Sounds cool, a good way to fight without losing all your stuff.
and it still makes death costly.
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torrentialAberration
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PostSubject: Re: Cortex Command   Wed Nov 07, 2012 11:04 pm

This should be VERY limited. Player should still do most work and be more powerful than remotely controlled things.
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_Shadowcat_
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PostSubject: Re: Cortex Command   Thu Nov 08, 2012 12:22 am

No, It should be very useful and expandable, The potential of using suped up robo-terminators to battle is epic.
Besides we would obiously balance the costs in a way that you cant just "punch wood and get robot".
ANd how the hell would a robot not be more powerful then a player? It doesnt experiance fatiuge, It has no mucles just motors that churn out a constant power. If that doesnt make the robot better then the average player, What dimensions physics are you using Dr.Who?
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Commander Kobialka
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PostSubject: Re: Cortex Command   Thu Nov 08, 2012 11:32 am

tacoking had the idea of robot assassins but I think it was trashed, and incinerated.
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