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Messages - Adraius

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76
Ideas / Re: Tactical overwatch
« on: September 01, 2015, 12:36:45 PM »
I'd just like to chip in with my own support for this feature.  It both allows you to be more time-efficient, and ensures you don't accidentally skip forward too far with the mouse-wheel while waiting for an enemy to round a corner and get yourself unintentionally shot.

Essentially, on it's turn, Cogmind does nothing, but sets itself in a state to immediately act after a trigger - the trigger being any hostile entity entering Cogmind's LOS, or Cogmind taking damage (from a Hunter shooting through a wall, for example).  Ideally, this state would have modifiers in the options allowing the player to define the length of this state (1-10 game turns?) and options to disallow Scouts from triggering the interrupt or allow it to trigger on the appearance of Scavengers (useful when I'm repairing Storage Units - I pile all the items in a corner, then wait out the repair duration crouched in the middle of the pile like a brood mother, playing Scavenger Tower Defense until the repair is done).  I realize this may be adding more complexity than is ideal to a niche feature like this, but I unless you decide against adding 'Overwatch' at all, it's better to add a fully-featured one than best suits the players' needs than a bare-bones one that isn't player configurable.

If something triggers this state, Cogmind leaves its previous position in the 'initiative order' and is inserted immediately after the triggering unit.  This still means that fast units like Swarmers will be able to get through and fire before Cogmind can act, but I think that is a perfectly acceptable advantage for high-speed units.

77
General & Off-Topic / Re: Introduce Yourself!
« on: September 01, 2015, 12:12:03 PM »
Hi, I'm Adraius, and until now you haven't met me unless you've ventured over to the Cogmind subreddit, where Kyzrati has done an excellent job of answering my pestering questions until I got off my lazy behind and made a profile here - hats off to him!  I learned about Cogmind through one of RPS's DevLog Watch articles and immediately added it to my watch-list - I'd never played a real roguelike before due to the arcane nature of parsing ASCII, but I love the mechanics of games that bill themselves as 'containing roguelike elements', and Cogmind seemed like the best shot I'd ever get.  I was elated when I learned the game was to get a tileset.  In fact, I think part of the reason I kept a close eye on this game was because of the steady information stream coming from the game's Dev Blog, which was a pleasure to read - so when the Alpha came out and I learned it would be a long time before the game saw full release, I took the plunge!

I'm a big fan of combat builds in Cogmind, and I have high hopes to penetrate lower than sublevel -4 - the lowest I've gone with a non-stealth run - in Alpha 3.  Y'all will probably see me posting a lot in the General Discussion, Ideas, and Strategies subforums.  I hope to appear again on the high score list at the end of the next scoring period - I was elated to be so high on the first - and I'll finally be taking part in the weekly seed runs!

Other games I enjoy which share some elements with Cogmind are XCOM: Enemy Unknown (get the Long War mod!), Darkest Dungeon (taking a break until it gets close to release), and Distant Worlds (don't have the time for it anymore).  Other than those, I enjoy slower-paced/turn-based strategy games like Supreme Commander or Rise of Nations, RPGs like Mass Effect or Divinity: Original Sin, and a side of shooters like Borderlands 2 and Planetside 2, plus some oddities like Terraria and Bastion.  Easily my most anticipated game is Stellaris, a space-based Grand Strategy game from Paradox Games. (you'll note I like sci-fi...)

See you all around the forums!

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