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Cogmind => Ideas => Topic started by: Kyzrati on February 03, 2017, 06:38:13 PM

Title: Challenge Modes
Post by: Kyzrati on February 03, 2017, 06:38:13 PM
One of the new features coming in Alpha 14 is a framework within which I can add new "challenge modes" to Cogmind. Basically these are optional settings which change one or more aspect of the game/world, usually making a run more difficult in exchange for extra points.

I don't have a lot of time to be adding these now, but there could easily be more in the future so feel free to use this thread to drop any suggestions you have for these challenge modes. If a lot of people show support for a certain idea it's more likely to be added (as long as it makes sense and I think it will work in the context, and mechanically; also, I will prefer to stick with ideas that work thematically as well, rather than off-the-wall crazy stuff :P).


The first challenge mode I've added is called "Unstable Evolution," whereby you no longer have control over your slot evolution--they are selected at random!

Random slots chosen due to UNSTABLE status shown in the log:
(https://i.imgur.com/CU10gan.png)

Examples of random slot evolution from beginning to end:
(https://i.imgur.com/4DAOyPp.png)
The first there actually looks to be a fairly normal composition, although of course the order could be odd--not evolving what you need when you need it, forcing you to adapt; the second is kinda crazy due to that large number of power slots! This should lead to some interesting runs, and enable more types of replayability. (Note that selection is weighted towards what players most often want--e.g. not a ton of power slots, so it's not necessarily that terrible, but you could get unlucky and have to deal with it... Adapt or die, such is evolution!)

Active challenges listed in score sheet (and also appended to score history record):
(https://i.imgur.com/uy8qPEp.png)


To give another idea, possibly the second mode I'll be adding is called "Scavenger," wherein there are no part stockpiles and any solo randomly available items are damaged--everything else must be taken from other robots, or stolen from haulers! (Fabrication would be another option, but that has its own limits.)



Edit 170204: Okay, added that mode, too.
(https://i.imgur.com/CHsZu6Z.png)



Edit 170420: Alrighty, challenge modes are fun, so I wanted to add some more for Alpha 15. I went through these posts to pick out some of the all-around best, considering implementation requirements and the challenge+fun potential, and ended up adding six more :D. We'll now have... (manual excerpts:)

Devolution: Start with 20 slots chosen randomly (from a weighted distribution), and lose 1, also randomly, at each new evolution. Base integrity never changes, always resetting to 800 with each evolution, and inherent heat dissipation (20) is also static throughout the run. If there are no free slots of the type that devolves, a random excess part is dropped to the ground. Bonus points are applied at each evolution: (500 * ([# slots you'd normally have at given depth] - [slots you actually have - 2])), meaning large negative modifiers in the early game and even larger positive modifiers in the late game. Incompatible with Inhibited Evolution and Unstable Evolution (Devolution takes precedence).

Sample devolution build starting out on -10/Materials :P
(https://i.imgur.com/CqdgDcH.png)

Gauntlet: All branch access is blocked, as are all main access points except the furthest from your entry location. Waste is still accessible, as are Garrisons, but both always bring you back to the same depth. Incompatible with Super Gauntlet. (Gauntlet takes precedence.)

Inhibited Evolution: Only evolve half as many slots as usual.

No Salvage: Destroyed robots leave no salvageable parts, only matter (and inventory items, for special events that include those).

Pure Core: No inventory slots for the entire run. Storage utilities are instead converted to matter when stepped on.
(https://i.imgur.com/IwaK9Fr.gif)

Super Gauntlet: All access points are locked, as are all but one garrison access. The only way to advance to the next depth is to find that one garrison and pass through it. Hacking open the entry is guaranteed, and leaving a garrison always takes you upward rather than back to the same map. Waste is still accessible. (I did one of these runs in Beta 1.2, with a full writeup here (http://www.gridsagegames.com/forums/index.php?topic=798.0).)
(https://i.imgur.com/SuMH4sx.png)

Also, all active challenges will now be listed in the log at the start of your run, lest you forget what you've set yourself up to face :P
(https://i.imgur.com/vRj8sPY.png)

As usual, you can combine pretty much any number of challenges for mega points (and maximum pain!).


Edit 171216: More challenge modes coming with Beta 4!

Simple Hacker: No indirect or manual hacking of any kind.
(https://i.imgur.com/QzraaBS.gif)

Fragile Parts: All parts are destroyed on removal, mimicking the standard behavior of processors.
(https://i.imgur.com/4xIkWEy.gif)

Sticky Parts: No parts can be removed or swapped out manually, and must be destroyed to free their slot(s).

Trapped: All non-garrison 0b10-controlled maps that have any traps multiply that number by 10. Also a +20% to trigger traps.
(https://i.imgur.com/WPCTNqo.png)

There's still no menu for selecting these in game, but we'll get around to that. It needs to wait for the general menu redesign to accommodate Achievements.
Title: Re: Challenge Modes
Post by: zxc on February 03, 2017, 07:33:46 PM
Looking great!

Scavenger sounds like a way to force me to play combat... Unstable evolution also encourages combat.

Other challenge suggestions (hope you can mix and match compatible challenges):

* Only utility slot evolutions
* Only propulsion
* Only weapon
* Only... power

* Pacifist mode
* Nudist mode
* Scrapyard leads directly to -3
* Melee only
* Every time you are spotted, a squad is dispatched
* No items from enemies (reverse of Scavenger)
* Fragile (items have 20% their usual integrity, and/or perhaps apply to core integrity)
* Start with 10% corruption (or gain corruption slowly over time). Corruption cannot be purged
* Hyper-sensitive alert (Alpha 11 but a bit meaner)
* Cored (Core has 100% coverage at all times), maybe apply to enemies as well
* Abandoned (complex has very few items or enemies, like the caves, everyone has fled, perhaps running away from some greater threat?)
* Inferno (ambient temperature gradually rises over time, needs new mechanic for bots to get refitted with extra heat sinks when ambient temperature rises) alternative: Cogmind is experiencing gradual core meltdown and only Cogmind's heat level is rising
* Trapped (5x more traps)
* Devolution: Start with max evolutions and with each floor you must lose 2 slots
* No inventory! Storage units do nothing, storage AA does nothing / doesn't generate
* Guarded (no patrols, but all exits have impressive defenses) (riffing on ideas from Dark below)

Will keep adding to this list with edits
Title: Re: Challenge Modes
Post by: Kyzrati on February 03, 2017, 07:40:11 PM
(hope you can mix and match compatible challenges):
Absolutely! Only outright incompatible options (if there even end up being any) wouldn't be allowed at the same time.
Title: Re: Challenge Modes
Post by: DDarkray on February 03, 2017, 10:23:19 PM
I love the challenge mode idea! I better start thinking a few.

* All maps have no walls! Inspired by your debug post. :)

* All main complex maps (Materials, Factory, Research, Access) have only one exit. And that exit is always at the most opposite side of the map!

* You must enter the Garrison before taking the stairs... :P

* All weapons are explosives, for those not getting enough of it. :D

* All enemies are Behemoths! Now I'm really getting out of hand...  ;D

* More recyclers per floor! And their propulsions are upgraded to flight units! Raise the next bar of annoyance!!  Yeahhh!!! 8)

* Boss enemy per floor, guarding each of the stairs (extra powerful Sentry?). Must be destroyed before proceeding.

I know they're all off-the-wall crazy stuff, but I'm sure they can be fun!

* Every time you are spotted, a squad is dispatched
* No items from enemies (reverse of Scavenger)

Very thematic! The "no items from enemies" can also be thought of "dropped items from enemies are fried up immediately". Pair this one with Scavenger mode and you'll end up with *almost* nudist mode.


EDIT:

* Bigger map size, possibly 2x bigger or more.

* Programmers are dispatched more frequently. (Food clock ticks faster)

EDIT 2:

* A side-story about a war between your ally robots and enemies. The tile where you enter the map becomes an entry point for your allies to continuously spawn and attack. Hostile robots will also continuously spawn and attack as well, but toward the direction of the entry point. (Similar to how enemies spawn and attack in the Warlord map) Enemies will continually grow stronger over time, and if they manage to reach the entry point, it will be sealed and will no longer produce ally robots anymore (in other word, you're screwed).

EDIT 3:

* No inventory challenge! (perhaps no storage unit as well!) :P
Good-bye indestructible backpack with unlimited mass support!

* Every terminal contains an operator (perhaps also nerfing the chance of assimilating trojan and hackware drop)
Feel the pain of endless reinforcements!

EDIT 4:

* No hacking at any machine! (Or if that's too restrictive, then separate it into "No hacking at terminals" and "No hacking at non-terminals")

* All exits leading to the next floor are sealed off (unless that's the only kind of exit left)
a.k.a. You must go through branch exits whenever possible!

* You only gain 1 evolution point whenever you evolve.
Title: Re: Challenge Modes
Post by: Raine on February 09, 2017, 06:02:10 PM
Maybe a mode where your parts cannot be destroyed? I know this totally ruins the balance and a can't think of a good drawback to balance it out, but it might be a good "super easy casual mode". I guess maybe this kinda direction is gonna be covered in the difficulty levels you are implementing? (I think I heard something about easy mode parts having much more integrity)

Another idea would be some kind of mutations (dcss style) challenge mode where when it's active, there are consumable items or special terminals spawned that can be used to give you a mutation that can range from devastatingly bad to amazingly good and everywhere inbetween. If you think this is a possible good idea I can brainstorm up a mutation set that could be drawn from.

Some kind of mode that makes acquiring an army of allies much easier? Perhaps if you take out most of a squad the remaining bot would surrender? Or you're equipped with a permanent datajack that has a much higher chance of assimilation?
Title: Re: Challenge Modes
Post by: zxc on February 09, 2017, 08:49:46 PM
Maybe a mode where your parts cannot be destroyed? I know this totally ruins the balance and a can't think of a good drawback to balance it out, but it might be a good "super easy casual mode". I guess maybe this kinda direction is gonna be covered in the difficulty levels you are implementing? (I think I heard something about easy mode parts having much more integrity)

Yeah I don't think that by itself will work because it'd be impossible to lose. However, it relates to one of my suggestions:

* Cored (Core has 100% coverage at all times), maybe apply to enemies as well

With this, parts will never take damage. Your core will take it all. I suspect it would be more difficult rather than less difficult, though. Cores don't have much integrity.
Title: Re: Challenge Modes
Post by: Raine on February 09, 2017, 10:37:57 PM
Oh yeah that's a much better way of implementing it  ;D

I also particularly like the idea of these
Quote
Melee only
Guarded (no patrols, but all exits have impressive defenses) (riffing on ideas from Dark below)
* All main complex maps (Materials, Factory, Research, Access) have only one exit. And that exit is always at the most opposite side of the map!
Title: Re: Challenge Modes
Post by: Amphouse on February 14, 2017, 07:04:48 PM
Personal thoughts:

I like the general idea but I prefer modifiers that are not strictly handicaps, but rather make you play differently. It's okay if they make the game overall harder, but they should do something good IMO.  For example, what if Unstable Evolution gave you an extra (randomly distributed, can get double something) evolution point every other level? (every level would make it too easy. you are still limited by max number of slots too) As for scavenger, what if you took it all the way: there are no floor drops at all(except on -11), but enemies always drop everything they have(damaged by the amount you damaged it though, and part frying would still be a thing). If that's too much, keep the current scavenger but give all weapons/the player an innate salvage boost.

Now, with that said, if you do want these to be strictly handicaps meant to challenge the best players, then at least have them give score boosts?

Also, I really like the "stair boss" challenge idea that darkray had. It should be possible since stair locking is already a thing in garrisons. (Or you could use the red locked branch stairs, not sure what's easier) It doesn't always have to be a sentry either, although it should scale in strength inversely with depth. (and if it drops good loot than it's not strictly a downside either :P)
Title: Re: Challenge Modes
Post by: Kyzrati on February 14, 2017, 07:34:37 PM
I prefer modifiers that are not strictly handicaps, but rather make you play differently.
While yes these are handicaps, they do make you play differently, fairly significantly so with the two cases already given! That's certainly how I intend for them to be.

Now, with that said, if you do want these to be strictly handicaps meant to challenge the best players, then at least have them give score boosts?
Hm, I seem to have left that out of the OP, but yes, there is a rather significant score boost for each challenge you apply! That was part of the point, oops xD (okay, no, now that I look at it it's in the second sentence, I just didn't go into detail)

For example, as I have it now you get an extra +500 points each time you evolve when Unstable. Or +1000 in Scavenger mode alone.

(And note: I'm not really commenting on the other ideas at the moment because I'm not ready to implement more yet, but just wanted this to be a place where we could gather concepts for future discussion!)
Title: Re: Challenge Modes
Post by: DDarkray on February 14, 2017, 08:00:37 PM
Are the challenge modes unlocked at the very start (when you first play Cogmind), or are they unlocked after attaining certain achievements (like after reaching the surface)?
Title: Re: Challenge Modes
Post by: Kyzrati on February 14, 2017, 08:04:45 PM
All can be used immediately (I don't see any real reason to gate access like that). For now they're not going to be accessible from within an in-game menu, though--you have to set them in the config. I wouldn't want to implement a menu until there are more of them and we know how they'll all work (and interact with one another), to avoid wasting effort on something that might change later.
Title: Re: Challenge Modes
Post by: Kyzrati on April 20, 2017, 07:51:09 AM
I've edited in a new batch of challenges to the OP. Check them out and keep adding any ideas to the thread and they might get picked up some day :)
Title: Re: Challenge Modes
Post by: Wer6 on April 21, 2017, 11:07:34 AM
XOM mode
(Or Chaos, something like that if you don't want to infringe on DCSS)
Absolutely everything is random.

Random items of all ratings appearing everywhere, an assassin digging out rooms with a gun, a recycler squad dispatched to investigate player activities...

Each bot would have different roles than normal. Crushers in place of recyclers? Alien Artifact stock pile? Anything goes!

The AI could react to different things differently. Send in death squads and increase alert level to max for things that are normally mundane.
Sounds chaotic.
Title: Re: Challenge Modes
Post by: zxc on April 21, 2017, 11:21:27 AM
Collapse: Slowly, all of the complex is collapsing. Hallways, rooms, everything. You might suffer impact damage at any moment, or get trapped.

Another, similar one: Every time you evolve, you suffer an EMP which wipes out 20% of your items (including your inventory).
Title: Re: Challenge Modes
Post by: DDarkray on June 06, 2017, 11:43:00 AM
Here are some more new Ideas:

Part Deterioration: Cogmind has a strange reaction with other parts. As a result, all of your parts take 1 damage per turn while they are equipped.

Edit: I'm starting to realize that this kind of challenge can be too difficult to do, especially since it's anti-processor, so I want to propose the following idea: 1) The deterioration rate occurs only 50% chance per turn. 2) Or the deterioration occurs only on X number of randomly selected items per turn, where X is based on the number of floors ascended. 3) Or the deterioration occurs only on propulsion parts, since it's universally important for all builds.

Slow Recovery: Cogmind finds little rest while ascending each floor. Everytime you ascend, you recover only 25% of your core health. Corruption is only partially removed, reducing by only half of its total percentage.

Unstable Reaction: Cogmind has a major bug in its system. Everytime you attach a part, there's 50% chance you'll gain 1% corruption.

Enhanced Extermination: The central AI is highly aware of Cogmind's presence and capability, and will relentlessly pursue to exterminate it. Whenever you're not being tracked by an enemy, the central AI will dispatch a random squad against you with perfect tracking. Fast robots like programmers and swarmers are preferred to take down fast-moving Cogmind.
Title: Re: Challenge Modes
Post by: Kyzrati on June 06, 2017, 05:52:40 PM
Ooh these are some pretty good ideas, and easy to implement (my favorite :P), thanks.

Part Deterioration:
Because Cogmind's item destruction game is just not serious enough for some people ;). That mode would definitely be pretty hard in your base suggestion, but making the effect random and somewhat less often could definitely be interesting.

(I like lots of ideas from the last several posts, actually. Man we could add challenges forever...)
Title: Re: Challenge Modes
Post by: Sherlockkat on June 08, 2017, 05:36:28 PM
Some possibly hard to implement challenges:

Golem: Play as a Golem. Every evolution, you get to pick from the list of golem parts that will generate. You cannot attach any of the complex parts.
Pursued: Instead of the regular extermination, you are tracked by a lone prototype programmer (or hunter) which has infinite tracking and will disengage at 50% core health by warping away and will restart the pursuit after healing. It evolves alongside the cogmind and gains new abilities every floor.
Berserk: Corruption doesn't heal across ascension. Weapons do +5 damage per corruption point.

 
Title: Re: Challenge Modes
Post by: DDarkray on October 17, 2017, 07:19:47 AM
Challenge Mode.........reactivated!

The Key Hunter
Alert! Alert! Central A.I. has determined to lock down all the stairs in the main complex to slow down the derelict movement. Fortunately, you have discovered that a secret key is usually kept safe in one of the haulers "in case of emergency." Find this key, break open the haulers, and advance to the next stairs. Will you be able to escape on time?

This challenge can be modified to further increase difficulty. Here are some of my suggestions:
1) Increase the number of keys required per floor (perhaps incrementally after every few floors).
2) Increase the number of haulers on the map (perhaps with no item or very weak items stored) to dilute the chance of finding the right one.
3) Increase the number of escorts for each hauler. (It doesn't have to be all grunts!)
4) The key can be either akin to operator's data core (move to instantly grab), or a special item that must be stored in your inventory, thus taking up space. This could be fun because it makes inventory management a lot more interesting. For extra hair-pulling experience, make each key a 2-slot item! Lots of extra burden specifically for flight build.
5) Make haulers harder to kill by increasing damage resistance against all types. (As well as increasing the difficulty of overloading/assimilating it, to make it harder for combat hackers)

Best played with the Gauntlet challenge!
Title: Re: Challenge Modes
Post by: zxc on October 17, 2017, 10:28:47 AM
Quite like this key idea. Hunting haulers is fun.
Title: Re: Challenge Modes
Post by: Kyzrati on October 17, 2017, 07:38:57 PM
That does sound good, even better than when first proposed on the chat--extra escorts! :D
Title: Re: Challenge Modes
Post by: Kyzrati on December 16, 2017, 08:11:05 AM
Added four new challenge modes to the OP, most of them player suggestions. The implementation count is up to 12 now, and I'll definitely be adding a bunch more in the future (trying to add a few with each major release).
Title: Re: Challenge Modes
Post by: DDarkray on December 16, 2017, 01:10:15 PM
Hooray!! More challenge modes!! :D

Simple Hacker: No indirect or manual hacking of any kind.

That doesn't really sound much of a challenge. It's something that even beginners can do without realizing. ;D

Fragile Parts: All parts are destroyed on removal, mimicking the standard behavior of processors.

A pretty dangerous challenge for combat runs, I think. Flight build will probably have a better time with this.

Sticky Parts: No parts can be removed or swapped out manually, and must be destroyed to free their slot(s).

Now that's a real challenge. Trying to get rid of mediocre processors will be a lot of fun.  ;D

Trapped: All non-garrison 0b10-controlled maps that have any traps multiply that number by 5. Also a +20% to trigger traps.

WOAH, this is more like a huge BUFF to trapper build! I would totally try this out!  :D
Title: Re: Challenge Modes
Post by: Kyzrati on December 16, 2017, 05:28:01 PM
Simple Hacker: No indirect or manual hacking of any kind.

That doesn't really sound much of a challenge. It's something that even beginners can do without realizing. ;D
Haha, yeah and I play without doing too much hacking myself... but the scoring for this challenge also reflects that--you don't get many points for this at the beginning and it scales up exponentially with depth ;). No hacking exit locations, no trojans, and no Zion.

Sticky Parts: No parts can be removed or swapped out manually, and must be destroyed to free their slot(s).

Now that's a real challenge. Trying to get rid of mediocre processors will be a lot of fun.  ;D
This is one of the things I was thinking--you might really have to think about the future before attaching anything which has low coverage!

Trapped: All non-garrison 0b10-controlled maps that have any traps multiply that number by 5. Also a +20% to trigger traps.

WOAH, this is more like a huge BUFF to trapper build! I would totally try this out!  :D
For sure, this is not necessarily a huge "challenge" but more like facilitating a different way to play :P. Could be a really fun mode for a number of reasons.
Title: Re: Challenge Modes
Post by: DDarkray on December 16, 2017, 06:11:34 PM
Have you thought of giving extra bonuses depending on the number of challenge modes being used? That way, players are encouraged to use multiple challenge modes if they want to have super high score. Since the sum of multiple challenge modes is more difficult than its individual parts, my idea is that the score for challenge mode could be multiplied based on the number of challenge modes (e.g. having 1 challenge mode on will have x1 multiplier, 2 challenge modes will have x2 multiplier, etc.).
Title: Re: Challenge Modes
Post by: Kyzrati on December 16, 2017, 06:20:19 PM
That's a possibility, but it's kinda hard to get right because each challenge mode has its own scoring system, and their calculations aren't at all comparable to most other modes. The best approach would probably be a separate bonus rather than anything to do with the selected challenge modes (or their bonus points) themselves. It still wouldn't be perfect, though.
Title: Re: Challenge Modes
Post by: zxc on December 16, 2017, 09:35:54 PM
I think Trapped will be hilarious. Just imagine someone trying to speedrun it :D
Title: Re: Challenge Modes
Post by: Kyzrati on December 17, 2017, 03:40:07 AM
I am already imagining you trying to speedrun it--you were the one who suggested it, after all :P
Title: Re: Challenge Modes
Post by: zxc on December 17, 2017, 10:25:26 AM
What if it activated very rarely in the regular game...

You know, add even more proc gen by having unpredictable and rare events/mutations. Like when I got an infestation in the main complex (I assume that was meant to be for the Mines only, since I never got it since, nor heard about it in the main complex).

I'm sure it's high on your list already.
Title: Re: Challenge Modes
Post by: Kyzrati on December 17, 2017, 05:29:50 PM
Small-scale infestations have always been possible in the main complex under certain conditions, they're just fairly rare. That said, the point has always been to keep the complex relatively predictable, so not too much special area RNG or wild adjustments. That's why there are almost no special rooms like those seen in branches. As we've discussed I'll consider adding more, but am moving slowly on that since I'd prefer to make the branches more interesting instead, as they're more flexible. The Beta 4 Materials update does make some significant changes, though... the first to the main complex in a long while.
Title: Re: Challenge Modes
Post by: zxc on December 17, 2017, 10:04:28 PM
That is fair enough. It makes sense.

It's always really interesting when you have mutually exclusive choices. Extension and Armory tend to provide that. More branches (especially at midgame) really pile up the strategic depth and replayability, so you have an awesome system for extending the game.
Title: Re: Challenge Modes
Post by: b_sen on February 07, 2018, 10:19:45 AM
Riffing off DDarkray a bit, for those who want more of an attrition game while still using branches.

challengeBranchGauntlet: All main access points blocked on main Complex maps (to you - Complex bots can still use the main access points); at least one branch access point is guaranteed to be present on every main Complex map.  Garrisons do not count as branches for this purpose, and will always bring you back to the same depth.  Incompatible with challengeGauntlet and challengeSuperGauntlet. <affects_seed>

challengeBranchSuperGauntlet: All main access points blocked on all maps that have other exits; at least one branch access point is guaranteed to be present on every main Complex map.  Garrisons do not count as branches for this purpose, and will always bring you back to the same depth.  Incompatible with challengeGauntlet and challengeSuperGauntlet.  Overrides challengeBranchGauntlet as a strict extension thereof. <affects_seed>
(No turning back early!)

Both of these would have to affect the seed in order to force every Materials level to have an available branch.
Title: Re: Challenge Modes
Post by: Joshua on April 24, 2018, 04:49:39 PM
Idea: challengeHighSecurity: High Security is activated as soon as you enter any Complex 010b floor/branch.

Like Trapped, this might have some upsides in the nature of special equipment coming to you in the assaults that are dispatched.
Title: Re: Challenge Modes
Post by: Joshua on June 01, 2018, 03:55:39 AM
Maybe this belongs in the bad ideas thread, but:

Challenge: Deteriorating Parts. All equipped parts deteriorate over time. The ultimate in forcing you to move quickly and have an adaptable build.
Title: Re: Challenge Modes
Post by: Kyzrati on June 01, 2018, 04:20:09 AM
Hahahahaha... and most people are already surprised by the rampant part destruction as it exists now xD

I like that idea though! I think it'd probably be more interesting if based on movement rather than time, otherwise you have the huge difference between speeds and the significant advantage that gives to faster builds.

That said, this mode would also probably come with a significant bonus to kill score anyway (like some of the challenges do) to offset that particular flight advantage. Still, it'd be better if it remains interesting for flight to participate in the base challenge as well.
Title: Re: Challenge Modes
Post by: Joshua on June 01, 2018, 04:40:42 AM
Corollary: Super Deteriorating Parts. Parts in inventory deteriorate, too. Not compatible with Pure Core since that would give you bonus points for doing nothing more than Pure Core + Deteriorating Parts. I'd like to see someone get a w6 with this :D

Possible achievement names: Zombiemind, It's Only a Flesh Wound, There's No Way They Could Have Survived That
Title: Re: Challenge Modes
Post by: zxc on June 01, 2018, 06:15:47 AM
Proximity Mine / Haywire:
All interactive machines explode when you get close enough.

Sitting Duck / Lethalmind:
Hostiles never miss you.

Red Alert / Shakedown:
Permanent High Security lockdown. (ah, didn't see it was basically mentioned above)

Regeneration / Integrity Siphon
Equipped parts slowly regenerate (faster with higher alert) (this would give negative score bonus) (mutually exclusive with all other challenges)
Title: Re: Challenge Modes
Post by: zxc on June 01, 2018, 06:28:15 AM
Edited above post a few times
Title: Re: Challenge Modes
Post by: b_sen on June 01, 2018, 06:28:48 PM
Regeneration / Integrity Siphon
Equipped parts slowly regenerate (faster with higher alert) (this would give negative score bonus) (mutually exclusive with all other challenges)

If they siphon from your core, that could actually be quite dangerous in Materials... but yeah, if you manage to set up a good flight stealth build despite that you're basically set to win.

Another idea:

challengeLoudAndClear: The Cogmind constantly emits IFF bursts, alerting nearby bots to your position.
Title: Re: Challenge Modes
Post by: Kyzrati on June 01, 2018, 08:36:20 PM
Short Circuit: Random attached parts are randomly disabled for a while every so often.
Title: Re: Challenge Modes
Post by: Joshua on June 02, 2018, 03:03:13 AM
Short Circuit: Random attached parts are randomly disabled for a while every so often.

That sounds similar to just starting with 50% corruption.  :D
Title: Re: Challenge Modes
Post by: Kyzrati on June 02, 2018, 03:09:45 AM
Ha sort of, only I'm thinking pretty rampant, and also for a longer duration than you normally have to deal with, like 100-200 turns or some number that makes you consider whether it's worth keeping the item around or getting rid of it completely in exchange for something else.
Title: Re: Challenge Modes
Post by: bugsniper on June 17, 2018, 11:15:18 PM
No starting analysis: You actually have to hack terminals in the same game to get the accuracy and damage bonus from analysis. That, or just disable the bonus altogether.
Title: Re: Challenge Modes
Post by: Kyzrati on June 19, 2018, 03:20:07 AM
Not sure what you mean, there's no such thing as a "starting analysis"--you always have to hack them in the same run to get the bonuses! (allowing bonuses like that to last between runs would be very un-roguelike :P)

Maybe this misunderstanding came about because analyses were later added as an element of lore collection, and so you see that '!' indicator until you get it, but lore and in-game benefits are unrelated. You can tell whether you have an analysis bonus by examining the robot and you'll see the text and modifier at the bottom. These don't carry over between runs so you'll see nothing there unless you've hacked it on the current run.
Title: Re: Challenge Modes
Post by: bugsniper on June 21, 2018, 07:56:20 AM
Yeah, my misunderstanding.
Title: Re: Challenge Modes
Post by: Kyzrati on July 05, 2018, 06:53:31 PM
Search and Destroy: Each main 0b10 floor has some powerful bots on it which you must destroy before you can leave the map. They may be automatically shown on your map in real time, as if you had sensor knowledge.

These bots could be unique--more powerful than what you normally face, kinda like bosses and force combat throughout a run, getting harder towards the end of course.
Title: Re: Challenge Modes
Post by: DDarkray on July 05, 2018, 09:37:17 PM
I like that idea! We've always been hunted left and right by the complex, so it's a nice change of pace that we get to be the hunter. :D
Title: Re: Challenge Modes
Post by: zxc on July 17, 2018, 05:42:31 AM
Exiles?!

Exiled derelicts... causing mayhem and giving zionites a bad rep.
Title: Re: Challenge Modes
Post by: Kyzrati on July 17, 2018, 06:57:07 AM
Exiles?!

Exiled derelicts... causing mayhem and giving zionites a bad rep.
Is this in the wrong thread? Feels like you meant to put this in a certain other thread :P
Title: Re: Challenge Modes
Post by: Raine on July 18, 2018, 10:32:00 PM
Still sane, exile?

I really like the search and destroy idea. Perhaps branchless with a singular exit in the centre of each map but you must defeat the 4 garrisons strong enemies stationed in the corners of the map before it unlocks. Plenty big pool of bots already designed to choose from... would be fun to get a chance to fight heroes and protovariants and certain other bots that are not normally hostile or not accessible by a lot of players.

My most wasted challenge mode would be something akin to worshipping Xom in DCSS. The negative effects and mechanism are already there via corruption etc., there justs needs a suite of positive of positive effects to balance it out (items falling from the sky, robots suddenly getting confused and doing strange things, mutations and general mischief when it comes to Cogmind's physical and mental state etc. etc.) and also a capricious godlike figure to taunt you and encourage you throughout the run
Spoiler (click to show/hide)
Title: Re: Challenge Modes
Post by: bugsniper on December 05, 2018, 12:53:08 AM
* Outnumbered - squads are twice as large and launchers are more likely to spawn for you.
* Noisy - Shooting alerts nearby enemies to your position. Active sensor arrays do too so you don't just stealth your way out of the handicap.
* Strategic enemies - Enemies wait outside doors they know you're behind. This may prevent certain chokepoint strategies but may give you time to adjust your build.
Title: Re: Challenge Modes
Post by: bugsniper on May 03, 2019, 11:15:14 AM
Jump Start/Super Jump Start/Endgame Start: Immediately after leaving the scrapyard, you come to the first level of factory/research/access with nothing but the slots you've selected and the scrapyard parts.
Title: Re: Challenge Modes
Post by: Kyzrati on May 04, 2019, 06:32:07 AM
Mm, this could be fun. Actually heck this'd probably be a way that some people would like to start the game anyway :P

I mean you can generally get up to speed by grabbing local stuff pretty easily, you'd mainly just potentially be missing out on special parts or long-term help you could've gotten before that point.
Title: Re: Challenge Modes
Post by: seanawesomness on July 24, 2019, 08:30:23 AM
How about

Unstable relationships: all robots are hostile
Title: Re: Challenge Modes
Post by: GJ on December 20, 2019, 07:36:01 AM
While it is still fresh in my thoughts, I would like to suggest a challenge mode where all of those Main C (mapwide) alerts indicating squad dispatches are hidden from the player. Enumerate hacks should still work and probably also messages that require direct line of sight, like I think there's a log message similar to distress signals when you attack a hauler and it calls for reinforcements, or maybe that was replaced when the mapwide alert for it was added? I imagine all the non-squad stuff like T-100 and the unique R events should also be displayed, even if assault messages aren't.

I would also like the Alert: Activating Garrison message to be hidden, I'm not sure if that's technically a squad alert, I imagine the stuff that comes out of the flashing garrison is the squads you see on enumerate, just the timing of the alert is preemptive. Regardless it is against the idea of this mode for a mapwide alert to immediately and with certainty spoil you of the presence of a nearby garrison and that enemies are coming for you, that knowledge should require line of sight on the flashing garrison or the other ways there are to know that, e.g.
Spoiler (click to show/hide)

Alternatively add this stuff to roguelike mode so that the hardest difficulty of the game has some actual challenge and excitement now that even treads have an easy time dealing with the complex.

Due to the fact that the idea of this mode is for dispatches to have less certainty attached to them, perhaps remove access to sensor arrays similar to how the player can't grab storage units in other modes. It's possible the mode would be fine as is given there's some natural degree of shame in playing a challenge mode and going for the exact type of build that completely bypasses the unique element of the challenge, though I feel like removing access to sensors is clean and consistent. I've ran it through my head and this mode is completely playable even without sensors, and probably more fun without the incentive to "cheat".

The challenge mode could be called something like... 'Reticent' or 'Secretive', or take the funny route with 'Surprise!'
Title: Re: Challenge Modes
Post by: Kyzrati on December 21, 2019, 05:33:11 AM
Hey GJ, sounds interesting! Also... very scary? :P

Although harder, I guess this sorta limits the tactical nature of the game, eh? I mean the various forms of intel, including what's coming for you "at some point" (because even then you really may not have an idea of whether it'll be sooner or later), are important for keeping the game more about planning for possibilities, and in this case you simply know fewer of them, are more... in the dark.

Anyway, just thinking through it to help brainstorm ideas for names and further expansion of the mechanics.

Seems like to make this one more interesting there should be a kill requirement. Like say you have to take out at least X enemies before exits are accessible, or something like that.

Alternatively add this stuff to roguelike mode so that the hardest difficulty of the game has some actual challenge and excitement now that even treads have an easy time dealing with the complex.
GJ, you're still the gold standard when it comes to difficulty, but even Rogue really shouldn't be balanced against your ability because then almost no one would ever win xD

The combat balancing was mainly to bring it closer to flight capabilities (even though it's pretty much impossible to totally catch up in that regard...), but I'm sure we'll eventually be seeing more challenges in the regular game. For example the planned expansion(s). I'm certainly hoping to add some very difficult ones, too.
Title: Re: Challenge Modes
Post by: GJ on December 22, 2019, 05:04:55 AM
The main tactic that gets restricted is holing up in a room to wait for a squad. As you may remember from our discussions during Alpha I've always found Exterminations to be kinda boring, alert decay decay was introduced I think partially to combat "Extermination cheese" but while that mechanic is great and has interesting incentives it's kinda for other reasons i.e. you're still supposed to just wait for an Extermination once you get that alert, the small nuance that got added to that is maybe don't hole up immediately if you can push forward for a few turns after the notification. I think these will just be more fun/exciting in this mode, and you can still play for preemptive tactics in dangerous terrain, like in the floors after Factory there will still be occasions to wait for an Extermination before going through an open area or whatever, there's just a real cost to it with potentially letting the decay timer tick for longer than you'd want it to, though it also gives some time for adv. terscan processor to work. Given Hcp currently makes it easy to always stay below alert 4 with treads, what with NC couplers or just picking up hackware in conjunction with Hub, I think this is nice. I haven't really felt any time pressure in all of Research since the introduction of RIF, that's also partially due to figuring out (around this time) how much better hackware/terscan is than sensors for slow combat.

Assaults kinda have similar incentives as Exterminations, especially now that Saboteurs will satisfyingly suicide on multislot parts I think it's a bit boring that 98% of them won't even reach you if you position yourself for the assault. Even without the notification you'll have an idea when assaults definitely can't happen and there's ways to modify your active loadout to be resilient against a slapfight with Saboteurs and Brawlers (even with good processors attached), I can't fully predict how this'll affect mass assaults à la high-sec but I'm inclined to say it'd be nice for high-sec to be actually scary, the addition of Executioners and Strikers alone doesn't really do that, feels a bit more like "fuck yeah, Helical Railguns and Plasma Lances!" in some way. Either way whenever high-sec has been at its scariest e.g. Access, the play has been to furiously move forward whenever not shooting makes any sense, so there might not be much of a difference here. You always had to look for the briefest moments of relaxed pressure to move and they didn't correspond strongly with the dispatch timings, as in they would happen during a wave too and the wave-end moment is something you always needed your eyes for.

With Investigations and Reinforcements the decision to either wait and clean up or attempt digging away is actually interesting, but these are the type of dispatches where you can still know that it's coming and if you merely suspect it there can be interesting ways to confirm it in this mode. Shooting through walls to spot a locked terminal, enumerate(squads)... and garrisons used to be silent in Alpha so we know how that plays out, it'll be less of an issue than it ever was, even the very recent Siege mode helps here. You can always just... guess, when dealing with some situations.

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Seems like to make this one more interesting there should be a kill requirement. Like say you have to take out at least X enemies before exits are accessible, or something like that.
Yeah, that could be good. Some small amount that disincentivizes the type of fast build that doesn't really trigger dispatches, in practice I think those builds will just launcher a few patrols and combat builds that quickly encounter the branch they want can just stand there and wait, but a small amount of necessary killing can contribute the right kind of flavor for this type of run.

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almost no one would ever win
So I think Cogmind has a fairly pronounced skill floor relative to its actual difficulty, specifically learning the game is very complex but once you're no longer in unfamiliar territory it's not that difficult to be consistently unstoppable, I'd say typically this has applied to around or more than half of the people in the top 5 of the leaderboards. I suppose I can understand that hushed Exterminations would be extremely tilting to people still in the learning stages, but have you considered a difficulty above roguelike to e.g. target players abusing the static aspects of the game? Abuse here doesn't even have to be as specific as say, Damper Plating and EMDS, just knowing exactly what the map-typical mobs have and how good it is makes it very hard for the complex to break you in any seed, like the game changes when you know that e.g. Flak Guns have nutty DPS relative to their depth but Helical Railguns don't, that adv. target analyzer is notably better than adv. core analyzer, that Hvy. Autocannons exist, that Adv. Phase Shifter is aight but Imp. ain't, that Q Guards are chumps and have nice loot... not asking for flak gun or target analyzer nerfs, btw, though maybe Q being the easiest branch in the game just ain't right. The introduction of locate prototypes has made this even more pronounced and part of me misses the times when at least Testing felt potentially scary, or scarier than the average main floor Research.

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The combat balancing was mainly to bring it closer to flight capabilities (even though it's pretty much impossible to totally catch up in that regard...)
And if you'd like some feedback on that, regardless of what the specific hierarchy is I would consider flight, hover and treads to share tier-1 prop status at this point. If players are still struggling with treads then I think that's just similar to when players don't yet know how to properly abuse play flight or hover. Hcp is a big boost and relative incentive to playing treads, the prop itself is much more armour-y than it used to be so carrying treads is easier and makes more sense, whatever genuine matter issues used to exist don't really anymore, crit gunslinging is really good, it's even easier to play for hoarding hackware and dropping/discarding it for more combat potential when necessary then picking up hackware again... and you can chew through some Colossi for multirails if you need endgame DPS. Salvage targeting computers are good now: Sentries have good weapons (though they kinda get worse with every upgrade?) and can supply extra treads if needed, potentially double hackware from sniping Operators, and killing Behemoths with kinetic guns can sometimes be nice, it'll get you injectors and 2-slot treads at the very least. I suppose treads are still #3 in the hierarchy due to the fact that knowing whether and when your treads build needs to transition into Exp. Biometal Legs and start mixing in Neutron Cannons is more challenging than flight/hover ++.

Also if you're wondering how to counteract the playerbase's inevitable complaints about how there's no reason to play legs despite the fact that the prop is still pretty good (looks worse with Hcp existing though), then I'd like to suggest upping the max range of ramming to 200 to truly incentivize the kick build when adv. force boosters are found, what could go wrong?  <--- Unbiased player who never abused this mechanic.  :)
Title: Re: Challenge Modes
Post by: Joshua on December 23, 2019, 04:24:12 AM
Hey GJ, sounds interesting! Also... very scary? :P

Although harder, I guess this sorta limits the tactical nature of the game, eh? I mean the various forms of intel, including what's coming for you "at some point" (because even then you really may not have an idea of whether it'll be sooner or later), are important for keeping the game more about planning for possibilities, and in this case you simply know fewer of them, are more... in the dark.

Anyway, just thinking through it to help brainstorm ideas for names and further expansion of the mechanics.

"Fog of War" comes to mind. Cogmind currently has lots of ways to get extremely reliable information at a distance. Even corruption only affects sensors if you don't have a signal interpreter. If the Complex took Cogmind (and/or NPCs) seriously as a threat, it wouldn't have so much info be unsecured on its network. "Super Fog of War" could remove, or make unreliable (e.g. sometimes they give false info) all ways of getting map and enemy information at a distance: e.g. you can't always trust what sensor or terrain scanner shows or it might be scrambled by installations even starting in Research, access(*) and enumerate(*) hacks don't work, trojans that show you where robots are or let you know when they've been dispatched don't work. RIF should probably be disabled too. 010b decoders should maybe remain as thematically the idea is they are able to access the encoded transmissions in the Complex.

Not sure whether this should apply in caves or if sensors / terrain scanners should work there -- because the Complex installations aren't there - could also be fun if outposts in the caves had a local scrambling installation so as you get near them (within 50 tiles?) your sensors / terrain scanners stop working. They would be maybe a little harder to avoid then.
Title: Re: Challenge Modes
Post by: Kyzrati on December 23, 2019, 06:52:44 PM
So I think Cogmind has a fairly pronounced skill floor relative to its actual difficulty, specifically learning the game is very complex but once you're no longer in unfamiliar territory it's not that difficult to be consistently unstoppable, I'd say typically this has applied to around or more than half of the people in the top 5 of the leaderboards.
By "above roguelike" I take it you meant above Rogue, and yep, I have been considering that occasionally! There would actually be some nontrivial technical problems there, but yeah it would kinda be nice in some ways since it's true that winning becomes relatively easy once you really know what you're doing.

That is the goal, though, to create a roguelike which is reliably winnable every run when you're good. And that said, the situation is also a little more complicated with Cogmind because there are multiple endings and the hardest extended endings are not reliably winnable for almost anyone! By design you can still always "win," of course, by backing out when you need to, but only a small handful of people can actually repeatedly overcoming the hardest challenges.

I do like the idea of a mode that's harder across the board in fundamental ways, though, just to, you know, "make the entirety of 0b10 hard again" once you're a great player, yeah? (Since at that point it can possibly become more of a slow-prep slog for people who are just using the early game to build up for the late game, rather than trying to survive. That said, in doing this it could theoretically make the extended late game far too hard for almost anyone to complete due to attrition...) Anyway, this could be something to introduce purely as a challenge mode instead of a regular difficulty mode, at least to test it out and see what happens. I mean... just an outright Nightmare challenge? :)

And if you'd like some feedback on that, regardless of what the specific hierarchy is I would consider flight, hover and treads to share tier-1 prop status at this point.
Thanks for the confirmation, I agree! As you say though, treads still have their difficult areas and are more challenging, but when they're played the best they can be, they do shine well.

Also if you're wondering how to counteract the playerbase's inevitable complaints about how there's no reason to play legs despite the fact that the prop is still pretty good (looks worse with Hcp existing though), then I'd like to suggest upping the max range of ramming to 200 to truly incentivize the kick build when adv. force boosters are found, what could go wrong?  <--- Unbiased player who never abused this mechanic.
Hahahahaha xD
Title: Re: Challenge Modes
Post by: GJ on December 25, 2019, 08:00:12 AM
To be more specific re: winning at all vs extended wins, I believe Ascended+ is hyperconsistent for every major playstyle. Such a win is in some ways skewed towards what one might call "spoilery" knowledge rather than "playing well", there's not really a strong demand for more general skills there, just some strong nuts to crack towards the lategame, but it's always the same nuts and once you know how to crack 'em it's very risk-free even with less shiny loadouts. Navigating Research and Access are the semi-nuts where's there's also actual significant variance and "skill" involved, at least on slow combat. And while Command is the main just-crack-it nut, I also think that's fine and don't think it should change much if at all as the map currently works very well with the rest of the game, it's a part of the whole Research-->Access-->Win++ transition so of course you can't just look at the challenge presented by that one map on its own. The high-sec arcs resulting in more core attrition and that approach being a bit less attractive was however a minor but welcome change to how this map can play out.

Ascended++ feels rather different in this regard, mainly due to the second + on slow combat, it has a level of challenging variance that will often require you to actually play well relative to the situation you find yourself in. The degree of attrition you encounter here feels pretty good in terms of excitement and how punishing it can be. For slow combat it's a fairly complex game of numbers and it's nice how integrity redistributor isn't outright great due to the Exp. Core Analyzer, both core and part integrity can make the difference between failure/success, and I think the difference between a standard++ and w6++ is something like the more fragile one of those lasting 20%-30% longer. Several w1/w2/w6 ++ runs finish with low remaining integrity, so that works out nicely. Fast builds do feel like they have some rather trivial solutions for ++, in particular a fast and fighty build doesn't really have any major attrition threat attached to it, assuming even just coming in with mundane items like adv. phase shifter(s) and 1x imp. weapon shielding (weapon loadout needs to be a bit non-mundane), and these fast builds become particularly easy with access to redistribution.

Ascended+ is consistent to a point where the fun of it suffers and personally I think the biggest issue here is that some of the skill in playing Research has disappeared. Initially the reason I disliked garrisons announcing their presence so clearly is that playing around "there might be a garrison here and that's why I'm getting stuck" was the main skill aspect of Factory and the main way those floors ever went out of control and became fun, but the issue of Factory depths being a slog has kinda been solved in other ways, some additional challenges and more importantly some real and common reasons to not just do every Caves branch, that feels good, just Factory depths going by faster is nice regardless of challenge/variance. But Research I think has just fallen into being much easier while (thus) becoming less varied, struggling to keep things under control was always the main variance/fun of R. If we split Research maps into two initial outcomes depending on whether you quickly encounter Operators or not, they kinda reach the same outcome: if you don't see them, there's no reinforcements, terminals don't get locked, easy going. If you see one, it represents an opportunity to dump NC couplers into purging and you can potentially grab 2x hackware off it, that completely makes up for the reinforcement it might call on you, the impact of Hcp on this sort of playstyle is probably bigger than one would expect. And RIF means you don't get into fights near garrisons, and of course R branches are much easier, even something kinda niche like exiting an R branch via a garrison is at times relevant. I dunno if the playerbase still scoffs at RIF but any claim that the RIF choice itself is too weak (rather than combat couplers specifically) has been pretty much the opposite of the truth since RIF was introduced.

I'd like to put out the notion that every run being reliably winnable has some anti-synergy with designing around rebuilds from scratch or very little being explicitly possible, in the sense that the more emphasis there is on the former the less likely the latter is to ever happen. And I assume you're not actually putting a hard emphasis on "every" and "reliably" and are in fact referring to such things as the game having been designed to allow for rebuilds into wins. At the same time these sorts of exciting rebuilds don't even happen if things don't go out of control and whether you can escape a horrible situation into a successful rebuild is always going to be (and should be) a little bit inconsistent. Currently the game is hyperconsistent mainly due to a lack of things ever going wrong, I think more so than infowar items it's just the general difficulty of the game at this point. To some extent it's the info you get for free which is why I'm suggesting this challenge mode (and I really think this info has a big impact on ensuring that you're always relatively safe as long as you don't misplay part attrition management), to some extent it's RIF mechanics and to a small extent it's machine hacking still feeling a bit easy. Given what I'm actually interested in playing these seem more impactful to me than sensors, though I'm sure fast builds still abuse sensors like crazy even with jamming, I probably still hold the position that that has more to do with fast speeds being inherently abusive rather than sensors themselves.

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That said, in doing this it could theoretically make the extended late game far too hard for almost anyone to complete due to attrition...)
I'm inclined to believe this isn't very likely to happen, w.r.t. great players harder 0b10 is probably mostly just going to make main floors more exciting. Many branches offer the possibility for a complete rebuild into something rather good from scratch and this isn't often taken advantage of due to it not being necessary. The design of -1 is such that you can often punch your way to the endgame with the straightest possible route and/or there's some limit to how nightmarish it can be even when you have alert issues. There are also good/great items to acquire in Command and if core integrity becomes clearly the main issue then Core Shieldings do exist and are kind of readily available. The main thing to worry about is probably alert being nightmarish in S7 for slow combat, to some extent this doesn't even need to be possible as the map isn't outright necessary for ++ though you'd like it to be possible sometimes if you're running an impressive control+combat hybrid. And I guess S7 being harder to control would give you reasons to actually plant a node there which I haven't been doing due to all them sec-1 terminals.
Title: Re: Challenge Modes
Post by: Kyzrati on December 26, 2019, 01:24:29 AM
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I dunno if the playerbase still scoffs at RIF but any claim that the RIF choice itself is too weak
For sure not the case these days. Many people rely on it now as part of major strategies, even into extended. According to the latest stats (https://www.gridsagegames.com/forums/index.php?topic=205.msg8949#msg8949), 14.6% of winners had RIF installed in Beta 8.

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I'd like to put out the notion that every run being reliably winnable has some anti-synergy with designing around rebuilds from scratch or very little being explicitly possible, in the sense that the more emphasis there is on the former the less likely the latter is to ever happen.
Right though I think this also depends on whether you're insistent on getting a particular type of win, because when I think "reliable" I'm thinking it was designed such that you can generally bail out of a given target and go for an easier win if your goal is just "to win in some way." After all, the basic win is so much easier than the others, and sticking to common effective strategies and possibly with support from a branch or two you can probably fairly easily win via Access, even rebuilding from scratch some times along the way. The design goal of allowing for significant rebuilding is not meant to apply once you're headed into extended or doing any of the more challenging endings. In this way I think they're separate concerns.

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though I'm sure fast builds still abuse sensors like crazy even with jamming, I probably still hold the position that that has more to do with fast speeds being inherently abusive rather than sensors themselves.
I agree, sensors are more supplementary here, and quite useful while not being absolutely essential because speed alone can deal with most trouble. This is still something we talk about on the Discord (even very recently), ways to counteract speed without throwing off all the balance. New content/mechanics, right? :P

I still have a lot of the old ideas floating around, but things have only been changing gradually in that regard, i.e. giving heavy combat more buffs while also nerfing the heavy combat flying builds that had started to appear. Still more to do in this regard, but it's complicated...
Title: Re: Challenge Modes
Post by: Joshua on January 14, 2020, 03:30:48 PM
This may belong in the bad ideas thread: a "Grunts Fly" challenge (possibly an AFD mode). i.e. Grunts, and maybe Hunters would be reconfigured to have enough flight propulsion to move fast xD
Title: Re: Challenge Modes
Post by: Kyzrati on January 14, 2020, 04:39:46 PM
Haha that indeed sounds like the threads are being crossed :P

Why stop at those--at that point why not just make everything fly!
Title: Re: Challenge Modes
Post by: Joshua on January 14, 2020, 06:39:39 PM
Haha that indeed sounds like the threads are being crossed :P

Why stop at those--at that point why not just make everything fly!

Because it just doesn't seem right to have flying Behemoths! :)  But it would definitely change the fight/run/hide calculus if the most common enemies were much faster...
Title: Re: Challenge Modes
Post by: Kyzrati on January 14, 2020, 07:26:28 PM
flying Behemoths!
But that's the first thing I thought of!!!
Title: Re: Challenge Modes
Post by: R-26 Lightspeed on November 21, 2021, 09:49:08 AM
How about a challenge mode where "you can't read"?(except the tiles on ASCII mode and the hostile identification tags and other such things that would give ASCII users a disadvantage, of course.)
You wouldn't be able to know if an alert was for some operator spotting you, or if was for an assault or extermination squad, or even a corrupted worker bot triggering an alarm. Non-indirect hacking would be more difficult, and so on.
Title: Re: Challenge Modes
Post by: Kyzrati on November 21, 2021, 04:52:20 PM
Heh, sounds pretty weird... So does this mean you also don't get to see the names of parts, attached or in inventory or on the ground etc? I imagine this is probably just more frustrating than challenging :P
Title: Re: Challenge Modes
Post by: R-26 Lightspeed on November 22, 2021, 10:43:16 AM
I'm not sure. I had the idea after reading a post by someone saying they didn't actually need to read to understand most things, and that seemed incredibly interesting to me.
Title: Re: Challenge Modes
Post by: Kyzrati on November 23, 2021, 09:08:02 PM
Ah, indeed yeah you can get by with relatively little reading aside from watching some basic numbers on the map, as it was designed with that in mind. Obviously for the greatest level of detail and min-maxing (or figuring out lore, intel, and related strategies) you'd end up reading more, but in general it's at least not log-heavy...
Title: Re: Challenge Modes
Post by: R-26 Lightspeed on April 03, 2022, 10:07:58 AM
ExtremePrecautions : You can't attach anything you don't currently recognize. When one of your parts gets destroyed, you lose knowledge of said part, unless something that normally prevents it like having another instance of that part in your inventory/equipped occurs. Component Analysis Suites turn into matter when standing on them or having them in inventory (I can't recall, do
Spoiler (click to show/hide)
directly into your inventory?)
Title: Re: Challenge Modes
Post by: S0ZDATEL on April 14, 2022, 12:44:01 PM
The Unaware:
The main idea is that you are playing as an Unaware robot and part of the Compelex. May add or remove features about this mode as you feel fits better, this is just an example.
Title: Re: Challenge Modes
Post by: R-26 Lightspeed on May 07, 2022, 03:39:18 AM
Decay : Your non-core part with the highest coverage loses one max integrity point every turn (Could be less at the start of the run and become more frequent every floor).
(For example, if a part is at 110/110, after Decay damage it'll have 109/109, and if it was at 100/110, Decay damage would reduce it to 100/109.)
If a part has applicable shielding, maybe the shielding would take the damage instead?
If there are no parts left, Cogmind takes damage instead.

SuperDecay : Same as Decay, except targeted parts also lose one integrity point when they lose max integrity.
For example, if a part is at 110/110, after SuperDecay damage it'll have 109/109, and if it was at 100/110, SuperDecay damage would reduce it to 99/109.


LimitedRating : Every floor has a total rating limit you cannot go above. For example, -5 could place that limit at let's say 90, which would mean the combined rating of all of Cogmind's equipped parts would have to be at or below 90.
Title: Re: Challenge Modes
Post by: Kyzrati on May 07, 2022, 05:44:40 AM
Interestingly I made a decay-like mode a long while ago that wasn't released (except to patrons), as a way to implement real-time mechanics (decaying in real time, so you have to play fast and can actually heal via destruction).
Title: Re: Challenge Modes
Post by: R-26 Lightspeed on May 12, 2022, 10:33:08 AM
Quote
SuperPatrols
Haha, you know, this would cause a serious hit to FPS--big slowdown and stuttering on large maps!

Part of the initial reason the game was designed around patrols (and non-busy bots in general) moving at a slower pace (tweaked per class) is because having everyone move at full speed is just way too much pathfinding.
Title: Re: Challenge Modes
Post by: R-26 Lightspeed on May 15, 2022, 10:20:49 AM
Quote
SuperPatrols
Haha, you know, this would cause a serious hit to FPS--big slowdown and stuttering on large maps!

Part of the initial reason the game was designed around patrols (and non-busy bots in general) moving at a slower pace (tweaked per class) is because having everyone move at full speed is just way too much pathfinding.
I see.
Also, you appear to have edited my message instead of posting one of your own.
Title: Re: Challenge Modes
Post by: Kyzrati on May 15, 2022, 05:05:51 PM
Oh sheesh I hit Modify instead of Quote--first time I've done that xD

For the record, "SuperPatrols" was primarily referring to allowing all patrols to always move at full speed.
Title: Re: Challenge Modes
Post by: R-26 Lightspeed on May 25, 2022, 11:09:58 AM
TargetedCollapse: Moving under unstable ceiling causes it to collapse, regardless of how unstable it is. (Alternatively, unstable ceiling could act like a wall and block movement when trying to move under it or when being knocked back.)

Can't think of a name for this one : Every evolution (before choosing the slots to evolve), the number of slots for each category are shuffled around with each other (that would mean a total of 24 ways any layout could end up in (23 ways if the current layout is excluded)). For example, 1-4-6-3 could be shuffled into 4-1-6-3 or 6-3-1-4.
Title: Re: Challenge Modes
Post by: Storm Mk9 on October 21, 2022, 07:28:25 AM
Blinded: Cogmind's visual radius is set to 1, but everything else, including audio, infowar modules, etc, are unaffected. Considering the improvements to infowar in update 11, this could potentially be much more of an interesting challenge than it would've been otherwise. Then again, I can't exactly know for certain without testing it, but it definitely seems like an interesting concept to me
Title: Re: Challenge Modes
Post by: Kyzrati on November 05, 2022, 06:46:34 AM
Blinded: Cogmind's visual radius is set to 1, but everything else, including audio, infowar modules, etc, are unaffected. Considering the improvements to infowar in update 11, this could potentially be much more of an interesting challenge than it would've been otherwise. Then again, I can't exactly know for certain without testing it, but it definitely seems like an interesting concept to me
Yeah I've thought of a low-vision one a few times before, although not quite from an infowar-reliant aspect. Seems like it'd essentially play out more or less like sniping with infowar and penetrating weapons, a style that already exists, just... constantly :P