Cogmind > Ideas

Challenge Modes

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Kyzrati:
One of the new features coming in Alpha 14 is a framework within which I can add new "challenge modes" to Cogmind. Basically these are optional settings which change one or more aspect of the game/world, usually making a run more difficult in exchange for extra points.

I don't have a lot of time to be adding these now, but there could easily be more in the future so feel free to use this thread to drop any suggestions you have for these challenge modes. If a lot of people show support for a certain idea it's more likely to be added (as long as it makes sense and I think it will work in the context, and mechanically; also, I will prefer to stick with ideas that work thematically as well, rather than off-the-wall crazy stuff :P).


The first challenge mode I've added is called "Unstable Evolution," whereby you no longer have control over your slot evolution--they are selected at random!

Random slots chosen due to UNSTABLE status shown in the log:


Examples of random slot evolution from beginning to end:

The first there actually looks to be a fairly normal composition, although of course the order could be odd--not evolving what you need when you need it, forcing you to adapt; the second is kinda crazy due to that large number of power slots! This should lead to some interesting runs, and enable more types of replayability. (Note that selection is weighted towards what players most often want--e.g. not a ton of power slots, so it's not necessarily that terrible, but you could get unlucky and have to deal with it... Adapt or die, such is evolution!)

Active challenges listed in score sheet (and also appended to score history record):



To give another idea, possibly the second mode I'll be adding is called "Scavenger," wherein there are no part stockpiles and any solo randomly available items are damaged--everything else must be taken from other robots, or stolen from haulers! (Fabrication would be another option, but that has its own limits.)



Edit 170204: Okay, added that mode, too.




Edit 170420: Alrighty, challenge modes are fun, so I wanted to add some more for Alpha 15. I went through these posts to pick out some of the all-around best, considering implementation requirements and the challenge+fun potential, and ended up adding six more :D. We'll now have... (manual excerpts:)

Devolution: Start with 20 slots chosen randomly (from a weighted distribution), and lose 1, also randomly, at each new evolution. Base integrity never changes, always resetting to 800 with each evolution, and inherent heat dissipation (20) is also static throughout the run. If there are no free slots of the type that devolves, a random excess part is dropped to the ground. Bonus points are applied at each evolution: (500 * ([# slots you'd normally have at given depth] - [slots you actually have - 2])), meaning large negative modifiers in the early game and even larger positive modifiers in the late game. Incompatible with Inhibited Evolution and Unstable Evolution (Devolution takes precedence).

Sample devolution build starting out on -10/Materials :P


Gauntlet: All branch access is blocked, as are all main access points except the furthest from your entry location. Waste is still accessible, as are Garrisons, but both always bring you back to the same depth. Incompatible with Super Gauntlet. (Gauntlet takes precedence.)

Inhibited Evolution: Only evolve half as many slots as usual.

No Salvage: Destroyed robots leave no salvageable parts, only matter (and inventory items, for special events that include those).

Pure Core: No inventory slots for the entire run. Storage utilities are instead converted to matter when stepped on.


Super Gauntlet: All access points are locked, as are all but one garrison access. The only way to advance to the next depth is to find that one garrison and pass through it. Hacking open the entry is guaranteed, and leaving a garrison always takes you upward rather than back to the same map. Waste is still accessible. (I did one of these runs in Beta 1.2, with a full writeup here.)


Also, all active challenges will now be listed in the log at the start of your run, lest you forget what you've set yourself up to face :P


As usual, you can combine pretty much any number of challenges for mega points (and maximum pain!).


Edit 171216: More challenge modes coming with Beta 4!

Simple Hacker: No indirect or manual hacking of any kind.


Fragile Parts: All parts are destroyed on removal, mimicking the standard behavior of processors.


Sticky Parts: No parts can be removed or swapped out manually, and must be destroyed to free their slot(s).

Trapped: All non-garrison 0b10-controlled maps that have any traps multiply that number by 10. Also a +20% to trigger traps.


There's still no menu for selecting these in game, but we'll get around to that. It needs to wait for the general menu redesign to accommodate Achievements.

zxc:
Looking great!

Scavenger sounds like a way to force me to play combat... Unstable evolution also encourages combat.

Other challenge suggestions (hope you can mix and match compatible challenges):

* Only utility slot evolutions
* Only propulsion
* Only weapon
* Only... power

* Pacifist mode
* Nudist mode
* Scrapyard leads directly to -3
* Melee only
* Every time you are spotted, a squad is dispatched
* No items from enemies (reverse of Scavenger)
* Fragile (items have 20% their usual integrity, and/or perhaps apply to core integrity)
* Start with 10% corruption (or gain corruption slowly over time). Corruption cannot be purged
* Hyper-sensitive alert (Alpha 11 but a bit meaner)
* Cored (Core has 100% coverage at all times), maybe apply to enemies as well
* Abandoned (complex has very few items or enemies, like the caves, everyone has fled, perhaps running away from some greater threat?)
* Inferno (ambient temperature gradually rises over time, needs new mechanic for bots to get refitted with extra heat sinks when ambient temperature rises) alternative: Cogmind is experiencing gradual core meltdown and only Cogmind's heat level is rising
* Trapped (5x more traps)
* Devolution: Start with max evolutions and with each floor you must lose 2 slots
* No inventory! Storage units do nothing, storage AA does nothing / doesn't generate
* Guarded (no patrols, but all exits have impressive defenses) (riffing on ideas from Dark below)

Will keep adding to this list with edits

Kyzrati:

--- Quote from: zxc on February 03, 2017, 07:33:46 PM ---(hope you can mix and match compatible challenges):

--- End quote ---
Absolutely! Only outright incompatible options (if there even end up being any) wouldn't be allowed at the same time.

DDarkray:
I love the challenge mode idea! I better start thinking a few.

* All maps have no walls! Inspired by your debug post. :)

* All main complex maps (Materials, Factory, Research, Access) have only one exit. And that exit is always at the most opposite side of the map!

* You must enter the Garrison before taking the stairs... :P

* All weapons are explosives, for those not getting enough of it. :D

* All enemies are Behemoths! Now I'm really getting out of hand...  ;D

* More recyclers per floor! And their propulsions are upgraded to flight units! Raise the next bar of annoyance!!  Yeahhh!!! 8)

* Boss enemy per floor, guarding each of the stairs (extra powerful Sentry?). Must be destroyed before proceeding.

I know they're all off-the-wall crazy stuff, but I'm sure they can be fun!


--- Quote from: zxc on February 03, 2017, 07:33:46 PM ---* Every time you are spotted, a squad is dispatched
* No items from enemies (reverse of Scavenger)
--- End quote ---

Very thematic! The "no items from enemies" can also be thought of "dropped items from enemies are fried up immediately". Pair this one with Scavenger mode and you'll end up with *almost* nudist mode.


EDIT:

* Bigger map size, possibly 2x bigger or more.

* Programmers are dispatched more frequently. (Food clock ticks faster)

EDIT 2:

* A side-story about a war between your ally robots and enemies. The tile where you enter the map becomes an entry point for your allies to continuously spawn and attack. Hostile robots will also continuously spawn and attack as well, but toward the direction of the entry point. (Similar to how enemies spawn and attack in the Warlord map) Enemies will continually grow stronger over time, and if they manage to reach the entry point, it will be sealed and will no longer produce ally robots anymore (in other word, you're screwed).

EDIT 3:

* No inventory challenge! (perhaps no storage unit as well!) :P
Good-bye indestructible backpack with unlimited mass support!

* Every terminal contains an operator (perhaps also nerfing the chance of assimilating trojan and hackware drop)
Feel the pain of endless reinforcements!

EDIT 4:

* No hacking at any machine! (Or if that's too restrictive, then separate it into "No hacking at terminals" and "No hacking at non-terminals")

* All exits leading to the next floor are sealed off (unless that's the only kind of exit left)
a.k.a. You must go through branch exits whenever possible!

* You only gain 1 evolution point whenever you evolve.

Raine:
Maybe a mode where your parts cannot be destroyed? I know this totally ruins the balance and a can't think of a good drawback to balance it out, but it might be a good "super easy casual mode". I guess maybe this kinda direction is gonna be covered in the difficulty levels you are implementing? (I think I heard something about easy mode parts having much more integrity)

Another idea would be some kind of mutations (dcss style) challenge mode where when it's active, there are consumable items or special terminals spawned that can be used to give you a mutation that can range from devastatingly bad to amazingly good and everywhere inbetween. If you think this is a possible good idea I can brainstorm up a mutation set that could be drawn from.

Some kind of mode that makes acquiring an army of allies much easier? Perhaps if you take out most of a squad the remaining bot would surrender? Or you're equipped with a permanent datajack that has a much higher chance of assimilation?

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