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Messages - Reiver

Pages: 1 2 [3]
51
General Discussion / Re: Tiles Mode
« on: July 05, 2015, 09:26:14 PM »
I've been using tiles pretty much exclusively, and love them to bits. The readability is impressive - I know if I'm facing a guardbot simply because it looks like one, at least in the first few levels.

I also really enjoy how when you enter a level, you start off ASCII and then the flip to tiles once the loading animation is over. I'd feel like I was missing out on the duality if I went pure ASCII!

52
Ideas / Re: A lot of ideas...
« on: July 05, 2015, 09:22:54 PM »
Prototype shotguns! Obviously. :P
And yeah, I was thinking along the lines of OVERLOAD. It would be best to avoid having both on the same gun, of course.

53
General & Off-Topic / Re: Introduce Yourself!
« on: July 05, 2015, 04:40:59 PM »
Wait, there are other kiwis here? Where?! There shall be only one! :P (Or I might drink a beer with 'em. That works too.)

If competition is a problem, co-operative games might help, being games you play with your companions against the board, you can help each other out and not feel like one person did any dirty tricks or the like. I've found co-operative games to work well with folks that don't enjoy conflict, because when run well, they almost become team-building exercises.

My first two picks for a new player would be Forbidden Island or, if she's up for interesting logic puzzles, Hanabi.
Forbidden Island is particularly notable as being aimed sufficiently lightweight/themed enough to be a 'childrens game', popularly known as 'Pandemic lite', it's the sort of game you can play with the kids and not be driven mad by, even though it's perfectly playable as a lighter-weight game by the grownups; I own a copy and it gets a lot of play when we don't want anything longer. :) Just don't try to steer everyone's moves too much, else you're playing solitare. ;) Half a step up in complexity but still Forbidden Island-ish (Just in case the indiana-jonesy theme doesn't get much traction) is Flashpoint - playing fire-fighters tends to be an easy win as themes go. It's got a dozen expansions, and they're all maps even harder than the original.

Hanabi meanwhile is a game that you can't play solitare-by-proxy with, because players have imperfect information - about what's in their hand. This does in fact make it a little tricky to plan your moves; the whole game is based on trying to get other players to help you intuit what you've got and vice versa. A programmers dream, though some find the "Wait, why are they getting so excited about the fact I have a three? I need a one... oh wait, I can see the other cards out there. That must mean that this card is the one!" leaps of logic a bit rough.

There's also Pandemic and Eldritch Horror, but they're bigger, heavier games (And Eldritch Horror especially is very heavy on the text, and I'm not sure what languages it's in beyond english, if that's an issue). Pandemic is Forbidden Island with the knobs turned up and the world trying to doom you; Eldritch Horror is huge and chunky and full of chthulu mythos and dice, and the world is trying to doom you. No, really, the Cultists can be rather determined. :P

... and thus endeth my treastise for co-operative games. I own every game I mentioned. What can I say, I'm a fan of clever systems and pretty aesthetics. :D

54
It's also a great way to authenticate them! Much of the data is lost in photoshopping, after all.

55
Ideas / Re: A lot of ideas...
« on: July 05, 2015, 04:19:40 PM »
So you're saying that your shotguns do not, in fact, fire shot?  :P

(A solid slugthrower could make a good use for, say, Heavy Rifles, though. Or, hell, 'slugthrower'. :p)

You've not wanted to go the path of dual-mode equipment & weapons, correct? Switching between Burst and Spread would be pretty awesome... if an extra click on the menus. Not sure if it's worth it.

56
Ideas / Re: A lot of ideas...
« on: July 04, 2015, 08:44:31 AM »
Funny how since Pests are hard to hit I get the feeling they are tanky...
They only have 8 points of core integrity, they're just not so easy to hit, yeah :)
For what it's worth, I was mildly disappointed to discover that the shotguns prove so poor at hitting them. I'd been gleefully envisioning sheet shoots. :P

57
General & Off-Topic / Re: Introduce Yourself!
« on: July 02, 2015, 10:57:29 PM »
And I'm Reiver! The ideas-man who comments on every bloody blog post, because I apparently can't help but be 'helpful'. ;)

I'm a kiwi, recently wed, and dealing with all the excitement that two adults moving in together entails, when the new house is really not big enough. :P

-How did you learn about Cogmind?
The Rock, Paper, Shotgun Devwatch article. It's pretty much the only gaming-related news site I bother to follow, simply due to the fact it's such a pleasure to read their articles. No-one else seems to quite match it. Anyway, when I saw the handful of GIFs they included, I Sat Up And Took Note... and started reading the devlog. Which was also sufficiently well-written that, well, now I guess I follow two gaming sites, but one of them is somewhat specific. ;)

-What other roguelikes do you enjoy?
ToME, Dungeons of Dredmor. I guess I just really, really prefer a functional GUI...
If it counts, I was also a huge fan of Bionic Dues, and the new trailer has me just about hooked for when that one comes out, too.

-What are your other favorite games?
Current favourites: Kerbal Space Program, Luftrausers, and uhhh CogMind will do it. :)
Perennials: XCOM:EU, Sword of the Stars, Freespace 2 (<3).
My oldest, greatest loves: Total Annihilation, XCOM:EU, the Mechwarrior & Heavy Gear series.I also enjoy 4X games in general, though my PC of the past three years hasn't really been up to enjoying them properly (Went for a laptop, and sacrificed grunt for proper portability), and likewise FPSes of the Counterstrike/Battlefield/L4D variety - I loved playing them, but these days lack both a clan or the twitch skills to do any good.

In light of Freespace, I suspect when I ever get a 'real' gaming rig again I'll be losing a lot of hours to Enemy Starfighter and potentially Elite/Star Citizen at some point in the future too. I'm a man with a flightstick and very specific tastes, what can I say? ;)

-What do you do for fun when you're not playing games?
Trick question! My main other hobby is board games, so that's games too. :P My wife and I also collect comics, and should really get back into our painting.

I'm also a compulsive modder and in theory a fledgling game designer, though I've found I'm a better heterodyne than solo developer - I'm good at ideas, mechanics, and even analysis and design; but without a project partner to bounce ideas off and help with the inevitable quirks of implementation, I swiftly stall. I do have a couple of projects I'd love to do one day, though. We'll see.

58
Strategies / Re: How to deal with cave-ins?
« on: June 29, 2015, 09:12:11 PM »
Oops. Serves me right for digging through old threads, I suppose. ;)

59
Strategies / Re: How to deal with cave-ins?
« on: June 29, 2015, 04:39:45 PM »
Perhaps a couple hundred turns after the cave-in that cut you off, with no excavation team in sight, the whole thing collapses as a mercy-kill? 'Normal' Roguelikes would simply have you starve, but such mechanics are a touch different in cogmind-land.

Don't ask me to program how the game would know that the region's been cut off and needs to murder you for your own good, but it would certainly save the 'sit there waiting forever, not realising the game is lost and you're supposed to just hit quit now' issue.

60
Oh, well, fair enough then :) For some reason I'd gotten legs and wheels mixed up in speed, which is pretty silly when I think about it.

The idea of recoil reduction on treads does make sense, too. Big, heavy, and certainly no shortage of contact with the ground! To reiterate: The bonus doesn't stack, it's just the bonus for using treads at all, yes? And on second thought, maybe you don't want recoil reduction on wheels anyway. The bad guys have wheels, too. Some days it's more useful to deny your foe a bonus than it is to get one yourself, and all that... ;-)

I like it, anyway. If you're going to balance in both directions, might as well balance in both directions!

A small sidenote: I know you intentionally want 'shoot your way through the game' to be Hard Mode, but when you're selling your game based on the Cool Effects Of Explosions, you might want to make sure a rookie who excitedly installs all those machineguns (it's how you play the game, right? The trailer showed it off!) and keeps installing machineguns is able to do at least reasonably well with the combat-first approach, even if the difficulty ramps up 'more quickly' in the later few levels - so they get to actually play the game while learning how to better a) fight, and b) realise that maybe there are better methods than fighting.

Hard mode should totally be 'army of robots', anyway. It's almost certain to be the most hilarious. ;-)

61
Make the screenshot the seed!  8)

62
Hiya! When I realised that I didn't need to own the game to register (Still on the wishlist, honest!), I figured I should grab my usual nick before someone else did and cause chaos forever more.  ;D

As for the recoil mitigation, I like that - means if you're using treads, you're trading speed in return for enhanced ability for sustained combat, which is handy given you won't be running anywhere!

That said, if you were going to make ground movement recoil-adjusted, I'd recommend it being both wheels and treads - thematically, they're both as solid on the ground, the difference is speed and weight capacity. No shortage of wheeled gun platforms in the world, afterall! It also leaves you with the three categories of ground propulsion being more distinct: Legs are the fastest, Treads are the strongest, and so at least Wheels are faster-while-keeping-recoil... else I'd worry where they find their niche, even if it's only ever as the poor-mans-treads.

As an aside, I'd also suggest that wheels stack with treads in terms of granting carrying capacity (with the slowest of the two still determining actual speed), but appreciate that it might complicate matters. I only mention it because I've a decades-long love affair with halftrack designs, that's all. ;)

63
Oh, that makes more sense, I misread.

Does seem the sort of thing that treads and wheels might be able to help with, if any tweaking were needed there.

One more query - while I get the defender heat as a bonus (Easier to hit a target glowing on the IR scopes), why is there a penalty for you being hot?

64
Quote from: The Manual
Volley Modifiers:
  +3%/cell if range < 6
  +attacker utility bonuses
  +10% if attacker didn't move for the last 2 turns
  +3% of defender heat
  +10%/+30% for large/huge targets
  +15% for hack-linked targets
  +5% w/robot analysis data
  -1~15% if defender moved last turn, where faster = harder to hit
  -10% if attacker moved last turn
  -3% of attacker heat
  -10%/-30% for small/tiny targets
  -10% if target is flying
  -defender utility bonuses
Citation needed? I'm not seeing the bonus for hovering.
Yup, there isn't one--flight and hover aren't the same thing. I could consider giving hover half the bonus that flight has, but hover is pretty powerful as is, being so fast yet still able to carry as much as it can.

Wait, so this means that bobbing around in midair makes you more accurate than having a stable, recoil-resistant firing platform?

(Also: Hello! I figured I might as well pop in and watch, even if I can't play yet. :) )

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