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Topics - TheJournier

Pages: [1]
1
General Discussion / Are shock traps meant to attack everyone?
« on: October 26, 2017, 05:55:17 PM »
So I recently reprogrammed a shock trap... and when I stepped on it, it triggered.

2
General Discussion / Terminals what does it take to destroy them?
« on: October 25, 2017, 11:58:08 PM »
So, I've taken a habit of destroying terminals after I can't use them (or they become too risky to use rather). But some terminals, I found are very very hard to destroy.... after they impervious to certain damage? If so, what kills what? Here's what I've found on my own experiments.

Level 1 Terminal   Level 1 machines (aside from terminal)
Emp gun.             Mining Laser
Cannon (any)       Melee Weapon
Mining laser         Explosives
Explosives.
Melee weapons

Level 2
Melee weapons...



3
Ideas / A list of all the Schematics you dowloaded
« on: October 24, 2017, 06:01:05 PM »
This would also be handy, I tend to go for schematics on terminals.

4
Ideas / Better Orders for Transport
« on: October 24, 2017, 02:11:20 PM »
So I noticed that the transport, doesn't pickup specific items. "Collect" and "Pickup" do exactly the same thing, the robot picks up random junk closest to it.

5
Strategies / Wheels over legs?
« on: October 24, 2017, 02:42:19 AM »
So I noticed a lot of people recommend legs, but I honestly don't like them. They are kindof a medium/slow higher power part. I like wheels a lot better because they are at least 20 faster to 40 if you go plain "wheels". The trap triggering goes down to 50% which is better than the legs or treads. At 75% and 100% respectively.

I would rather go full on treads than legs because they at least have the hauling capability that legs don't. Even weak Com. Wheels carry more (and you find them off of scavengers)... what am I missing?

6
Ideas / Universal weapons for light builds.
« on: October 24, 2017, 01:17:51 AM »
No sure how this would work, I thought a bit about this with the WAND (since deleted the thread to include it in a more broad idea) thing I was talking about. It would interesting to have multiweapon/universalweapons with toggleable features. For example weapons that melee/shoot, or hack/em damage.

There's obviously a concern with balance. So my thought for a trade-off with using swiss army knife weapons/tools is that they tend to do poorly in each class based on their level. They exchange functionality with portability. So for example EM./hacker could be restricted to melee hacks (unlike ranged hacking) and their em damage tends to be short range or weak for their lvl.

7
Ideas / Borderlandesque Rando. Parts.
« on: October 23, 2017, 05:50:56 AM »
So I was thinking. This game would be great if it had something like borderlands with randomization. Now it's cool you have a "standard", which is used by all the NPCs, and well almost every part that is Standard. However I was thinking this could be applied to prototypes more than anything else.

You could have a naming scheme like (Prot. "type name" "####") Where you have type which determines is class/sound/effects/damage type.... and number serial which determines lvl and stats.

So you'd have for example "Prot. Pulse Cannon 3453" which may be slightly different from "Prot. Pulse Cannon 3342" you found somewhere else. Really the only way you would replicate the guns is though fabrication.

Just a thought, may be too much work etc.

8
Ideas / Volley Order Matters
« on: October 22, 2017, 03:13:32 AM »
So I notice in the game there's a recoil penalty with kinetic guns, I find it funny that the order of the volley doesn't matter but in the game order determines which shoots first. I.e.

A. Ass. Rifle
B. Med. Laser gun

when you fire a volley the assault gun clearly shoots first, then med. laser gun. or vice versa. Kinetics should have recoil penalties for what fires after and not what shoots first. This could add an element to bot design. For example.
A. Ass. Rifle -0%
B. Ass. Rifle -2%
C. Ass. Rifle -4%

or
A. Ass. Rifle -0%                             A. Ass. Rifle - 0%
B. Beam Cannon -2%       VS.          B. Ass. Rifle - 2%
C. Beam Cannon -0%                      C. Beam Cannon - 4%
D. Ass. Rifle --0%                           D. Beam Cannon - 0%

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