-the "derelict labs" idea is definitely going in as an early-game feature, though now I've got more specifics -these serve as a good way to hook the player as well, and add variety to the early game -down off the Mines is a group of Tinkerers known as the "Exiles" -they say the Imprinter kicked them out of Zion because she thought they were too nosey, and too smart, and would end up getting Zion in trouble one day with their experiments (obviously Imprinter did think they were too smart, and just didn't want them finding out about ZDC stuff) -"ask around Zion and they'll tell you those Behemoths are from Warlord... The Imprinter put them there mostly to keep us out!" -the style of their map is like Zion with thick random machine walls, but different in that it's mostly made up of a network of single lines/intersections! (random though) -local terminals could give location of Zion, and also have notes about Warlord base (although "not sure where the latest one is, somewhere up around -4/-5") -you can take their prototype stuff which is very OP with unique abilities, and build around it or save for later -if you attack them, they unleash the "Atlas 100", a (somewhat unfinished) big prototype bot they were working on -they escape out of a back exit (which you can also take) -this is of course a BT reference, with some BT weapons like PPC etc -if close to death it also does a countdown and then explodes -even if you don't attack, there is a 50% chance that MAIN.C invades with programmers, and they run via their back exit all the same, telling you to escape with them -of course they also unleash Atlas 100 in this scenario, but it's not good against EM -like WAS, the EXI map should also have different states you could find it in: -as described -already deserted -destroyed -etc. (but in general there is always some kind of benefit there, just a matter of how much) -part ideas for what they can have: (anything that doesn't make it from this list can be moved to post-1.0 item ideas :P) -DEFINITELY: a new processor that basically does the same thing as RIF for influence knowledge--gives it to you in real time -displayed in dynamic label next to the processor instead of in HUD though (if possible... that might be hard) -a modified transport network coupler that also shows what *parts* are in each hauler? -this would be really cool, though how would I fit this in the UI... -maybe you toggle the processor (it's allowed to be turned off), and when you do that it automatically temporarily shows part lists next each hauler when they're in the map view -might get cluttered sometimes, but could try it... -a consumable part that immediately makes *all* robots tracking you lose your position! (basically erases you from their memory) -Signal Decoy / Signal Mask -consumables that give temporary immunity (or huge resistance buff) against specific damage types! -Pop-up Shield (?) -maybe they stop working if you move? they're at that particular location -or maybe they work like traps and you have to drop them and step on them? (or activate like traps; meh, prob. confusing) -would need a bit of new UI stuff for this maybe -overloadable legs? would be neat to have something there -a very cool special weapon that is quite powerful, BUT it randomly misfires on its own (like the corruption effect) -actually, maybe a bunch of their stuff could be good but somewhat unreliable like this! (other effects too, only for that particular weapon!) -basically these weapons could have specal traits (not listed though--internal traits) -that's kinda perfect for stuff you get in the early game, FUN but not necessarily something you'd want to use forever -YOLOCANNON: the "YOLO" cannon: it has a X% chance of automatically destroying any target, and if it fails it destroys itself (will have to think about this and bosses...) -maybe different mechanics, too -maybe it's like a low-resource, high-power verison of the pot cannon that has a chance to destroy itself and take a lot of your parts with it :P -a weapon that can be upgraded over time (somehow...), but increases its slot count as it does so! (this concept could be extended to a much wider range of stuff, actually!) -maybe they have a rudimentary version of the time-traveling device? -"Field Lobotomy Kit" - some kind of one-time use item that automatically assimilates any bot it attaches to :D -I guess it'd be a disposable launcher, preferably with 100% accuracy... -some kind of "flying fortress" flight propulsion which is technically flying (so it can hop stuff), but actually a bit slower and has a lot of armor (also takes up a fair number of slots!) -some kind of cool 4-slot "weapon system" or "weapon platform" to take advantage of fact (encourage, even...) that players can get 4 weapon slots at that point! -maybe it's a ballistic one, so different from the plasma/storm laser, instead a kind of 4xAutogun but even better "Autoweaponsys"? "Autogun Array"? -basically has its own targeting, too, so both fast and accurate! (guess it sucks that it wouldn't be able to gunsling though can make up for that in other stats like delay) "XL Autogun Array" -some kind of special device that allows you to press '>' (or RMB on self) while standing on a power source to rig it as a trap!!! -this would be really awesome... basically a proximity mine that goes off even if they just step next to it -a powerful cannon weapon (high costs!) with a specific trait that allows it to transfer 100% of *original* damage so long as it destroys the part that it hits! would be pretty fun... -would basically explain this trait in its description -would be cool to have a powerful impact weapon like this too! (maybe it has super low targeting so you have to use suites with it!) -some kind of robot launcher--launches a projectile that builds tiny Imp-like saboteurs around the target? -or swarmers -"piezoelectric cooling" - overloadable heat sinks with massive energy costs for huge cooling -http://www.gridsagegames.com/forums/index.php?topic=1124.0 -deployable walls? (enemy AI would have to shoot them, don't think I can do this?) -deployable guns! -basically implemented as stationary Ents -these would also have to be ignored for travel-to-new-floor purposes, and many other ally checks -game still needs some more low-damage high-heat transfer weapons -some form of extradimensional storage, so like even better than Hcp., or has some other drawbacks... (drains energy? nah... what other kind of stuff could we add as a drawback? maybe need some new ones! (mechanics)) -automatic remote reprogramming of known hostile traps! (AOE!) -this'd be pretty awesome when combined with structural scanners :) -"their systems are not all that well defended, you know..." -"Trapinator"? -powerful grenade launcher (or some other type of explosive weapon) that also automatically detonates at what would be the most damaging point on its trajectory, taking into account all hostiles on that path -https://steamcommunity.com/app/722730/discussions/0/2747650363469199397/ -note: the art for all these items should have its own style to reflect their common origin, even though very different -regarding how players know about this place... -note that players were saying maybe have some kind of derelict log in the scrapyard that gives the Mines locations and warns about them being dangerous with the new Unaware expansion into those parts (mainly because of infestation, actually, which kills new players) -perhaps I could have this info provided indirectly by mentioning where the Exiles are, but that to reach them you'll have to pass through the Mines, which have become somewhat dangerous recently with the Unaware and other things... -[1:20 PM] PlasticHeart: a derelict appears from mine stairs and broken with dying message before go there(edited) [1:22 PM] b_sen: that could work! [1:23 PM] b_sen: and would even be right in the exit that new players should learn to recognize(edited) [1:24 PM] b_sen: (I have seen at least one player totally fail to connect the distinctive Mines exit layouts with going to the Mines, despite repeated entries) [1:31 PM] b_sen: and it fits with the lore that some Derelict might be in the Mines and narrowly escape a fight with Unaware [1:31 PM] b_sen: maybe they come out hopping on one leg XD -for balance purposes, so that players don't feel compelled to visit this place early on, here are some options: -it always appears in -10/Mines and it's exit takes you to -9/Mines, so you essentially skip an entire MAT depth in order to get to it (actually this could be something they always want to do :P) -better/also: somehow imprinter/zionites find out about you having contact with the exiles -refuse to imprint you / don't like you! -zionites themselves are okay with it, but are kind of afraid to go against imprinter's orders, and won't help you (in Zion anyway--outside is as per normal) (that said, there's also the chance that it's even destroyed and you might not get something from it, so... maybe that helps balance too?) -even if destroyed there should be a chance that some prototype(s) are left/hidden around (damaged though) -final summary with new stuff (though haven't gone back through notes above, this was all thought out on bike): -when you arrive they say you're a good candidate for testing their new system, a type of long-range communication that's hooked into 0b10's systems and will let you know when unaware are anywhere nearby -basically is the equivalent of having free sensor array with something like 20 range and max signal interpreter, and *can even spot all Hunters* -so basically frees up two slots and you can't lose the data, although it doesn't work for non-unaware -not as many such enemies anyway... -to get this permanent effect they tell you to step into a certain machine (can have an animation like imprinting) "way to be a good sport, it'll be over in a moment..." -if you do it: -the fact that you have this ability is made obvious on map by a permanent green-colored range circle -they also give you the code to get into their special prototype stash of cool items they've developed that may help you along your way, which is good because "it means more data for us" :D -this is a random selection of those awesome unique items I was listing earlier (maybe just one, really) -you can't get into the stash without the code (should make it impossible even with melee etc) -can't get imprinted, and in fact at zion they'll stop you at the gates and say you can't enter, on orders from the Imprinter herself (a tradeoff for the free sensor data) -if you enter they'll attack you -if you enter TES/QUA, every so often there's an ALERT saying they've detected anomalous signals and are dispatching an investigation -these investigations are fairly frequent, and hang around for a while, so it makes those maps much more dangerous (basically another tradeoff for getting the free sensor data) -also maybe blocks off SEC? -if you use CRM, you lose the connection/ability permanently -if you attack the exiles, their Atlas guard/defender will attack you as they escape -the lab may still be attacked, but the sensor effect will still work throughout the game -"it will continue to maintain contact with our remote relays/network" -accessibility: -always via -9/MIN (hidden area revealed when you approach - "seems to be an exit here" or sth) -also a -10/MAT shortcut you might come across in a room, takes you straight there -is a derelict at a terminal "Please don't shoot me! ... Oh you're not one of them." -he was collecting and testing data for the exiles, and shows you a back way -exit leads back to -8/MAT -final final notes that change some fundamental parts of above: -probably better than a perfect sensor would be a still good sensor+interpeter that just happens to cut out occasionally, or only works intermittently, kinda like sonar blips -still only detects 0b10 hostiles though (and only active ones) based on their signature/communications/whatever -this way they don't have to be actively "sending you a signal" or anything -also don't have to nerf it in TES/QUA with any kind of dispatches/investigations (you still don't get ZIO help though) -flight bots will benefit from this less because it updates every X turns or whatever (and they want to be moving fast) -is not a physical part, but something that they permanently attach and integrate with you -no wait, final final reverses that! :P (the original idea is better, just needs tweaking): -updates in *real time* so you always get their exact location! (better than sensors!) -Ents will probably update your records whenever they move -only detects 0b10 bots (and only combat bots) -no zion -has range of like 20 -the signals *do* get detected in TES/QUA/SEC, and they send out squads to get you -and not just regular ones but to prevent fliers from using this tech easily they send... Combat Swarmers! -have to figure out the details, but these should probably be named Intercept squads, and current Intercept CPs should be renamed to some other type of squad, but haven't decided what -"we send you data extracted from their systems and transmit it to you, and you process that locally together with our algorithms to determine their precise locations!" -for release notes: Beta 7 kinda nerfed regular sensors a bit with expanded Watcher jamming, but this is an optional way around that :) -exiles should come to player's rescue in the mines at random events, also more likely if the player is almost dead -won't necessarily lead them to an exit, but might -latest more detailed notes on how they're integrated into mines: -can appear on either Mines depth -if they happen to be on same depth as (unassisted) Assembled event, they'll come to your rescue -one of them has an equipped part, "AS-neutralizer No. 17b," which automatically renders all assembled within X range UNPOWERED--they're actually out looking for specimens for their research -they know the assembled have something to do with Zion/Imprinter, but are still trying to work out the details... -"not of 0b10 construction, and their tech is weird... seems to be copying parts of other bots" etc -you can technically take this part if you attack, only works on assembled (anywhere in world!), but not Golems! -invite you back to their place as they collect some Assembled and take them back -the one that you meet is probably not the leader, just one of their group (actually their group has no leader, just a horizontal hierarchy of tinkerers, and they bounce ideas off each other) -back at their place, they say if you're headed back to 0b10 they could use help testing a new system that locates 0b10 combat bots in real time, so that they can avoid them and better carry out their research -but there might very well be side effects (they don't know, but this refers to the fact that the signal is detected out in Research branches), so they say if you're willing to participate you can get access to their stash of random prototypes they've worked on in the past -all those projects were put on hold while they try to figure out the assembled thing, as that seems to be a top priority -so if you willingly step into their install machine, they'll then give you the codes to access their prototype stash, which you can't normally get into otherwise (although there could be the option to kill them and get the codes, but you'll then have to deal with their defenses/the Atlas) (note: at this point I'm thinking it should be changed from Atlas to something else, considering it's at the beginning and not so much an easter egg as a potentially important part of the early game)