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Author Topic: Build Classifications  (Read 44 times)


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Build Classifications
« on: April 16, 2017, 07:53:02 PM »

I wrote a summary of Cogmind's "character archetypes" over on r/RoguelikeDev, and thought it'd be appropriate/interesting to drop some of that content here as well.

The idea was to get a general idea of what types of builds are possible/used in Cogmind. Some of these have become possible as more items and mechanics have been added over the past couple years, and cover a good range of possibilities. There are of course many more subtypes and hybrids, but these represent the extremes and major classifications.
  • Offensive Combat (ranged): Basically ignoring defensive capabilities and allocating as many slots as possible into immediately gunning down everything that shows up. This is achieved by stacking processors and (usually to a lesser extent) weapons.
    Spoiler: "Fighter" (click to show/hide)
  • Defensive Combat (ranged): Fewer weapons, but plenty of armor, shielding, and/or force fields to tank damage while the weapons and some offensive utilities do the work.
    Spoiler: "Knight" (click to show/hide)
  • Infowar Combat: A combat build that can hold its own in a fight, but attempts to avoid unnecessary battles by employing a handful of support utilities that can spot enemies far away and/or out of view, block their transmissions, scan/sense the map layout, etc. Maybe even with a little hacking thrown in for terminal manipulation.
  • Flight: A very fast build that is more about stealth and cunning rather than combat. With the right expertise flight builds can avoid combat altogether, either by combining their speed with infowar tactics, or simply outmaneuvering and outrunning almost any pursuer.
    Spoiler: "Rogue"/"Thief" (click to show/hide)
    Spoiler: (another example) (click to show/hide)
  • Combat Hacker: Often played as a specialized flight variant that clearly has its own strategy (though theoretically could played using other forms of propulsion as well), combat hackers use 1) datajacks and 2) lots and lots and lots of hackware. With this they can basically do whatever they want at any terminal, and moreover, use their rather overpowered hackware stacks to hack and outright destroy or take control of most robots, creating an army that snowballs its way through each area.
  • Melee Combat: Multiwielding a variety of melee weapons, almost certainly with support from melee-associated utilities. Probably picks fights when possible, and makes heavy use of armor and/or infowar. (This one is still relatively new, since melee mechanics have only really come into their own in recent releases--no really representative screenshot :P)
(This list was honed during a recent discussion over in the #cogmind channel, where players also provided the relevant screenshots.)
Josh Ge, Developer - Dev Blog | @GridSageGames