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Messages - DDarkray

Pages: 1 ... 7 8 [9]
201
Strategies / Re: Basic Question and Answer thread
« on: November 29, 2016, 01:28:17 PM »
Is there a quick way to reorganize equipped items? I don't feel like dragging stuff all the time. :(

If there is, I think it should be included somewhere in the advance control menu.

202
Ideas / Hot wheels idea
« on: November 28, 2016, 02:57:54 PM »
Pun intended.  :D

So I was wondering, is there any plan to buff the wheel propulsion? If not, I was thinking if it's a good idea to make a good hit-and-run play style with it. Just like how cars accelerate, wheels start with normal speed but get faster (use less time to move) as you build momentum. Maybe cancel out the accuracy loss from firing weapons while moving on wheels (since the wheels' momentum help you move, so you can concentrate more on attacking). Of course, once your momentum is zero, you're not speedy anymore.

203
General Discussion / Re: Newbie Impressions: 1st Run
« on: September 21, 2016, 11:52:32 AM »
> Still a bit confused that some utilities once slotted if unslotted are discarded, which seems strange?

Check to see if the item is a processor or hackware. (You can right-click to check, or you can look for a colon at the left-side of the item name in the equipment HUD.) Processor and hackware are different because they will be destroyed if you try to remove them, i.e. signal interpreter and hacking suite. You should get a warning message when you try to detach them.

204
Ideas / Re: Drone Bay adjustments
« on: September 21, 2016, 09:56:24 AM »
I like the idea of making the drone bay a source for telemetry. Just for your info, if you find a pile of bays (which rarely happens to me), you’ll still be picking up, releasing drones, and discarding one bay at a time. Extra bays are useless when you need only 1 bay to take full effect.

The idea I have is to remove the need for drone bay and instead, make drones like unpowered robots that can be powered up via bump to rewire. They can be found in a small group in a single room.

By removing the need for drone bay, you don’t require an item slot at all (which is convenient). Of course, it also removes the concept of ‘return’ order to repair. In that case, I’m suggesting a new order specifically to repair. By using the ‘repair’ order, drones can automatically repair itself but cannot move or attack during this process. Alternatively, drones can be repaired automatically by Cogmind using the ‘repair’ order while being adjacent to you. (It cannot attack during this order.) However, you would need to press the ‘wait’ button to take effect, so this may not be an intuitive way.

The only problem is that the idea of storing drones for later use would be difficult to implement. You can probably add a new order specifically to turn itself into an item, but that can probably run into problems. Drones can easily avoid combat this way (unless you add time delay to the order), and storing multiple drones would require multiple item slots (unless you group them adjacent to each other and then issue the order). And when you need to use them again, you’ll need to take up a utility slot and release them like consumable. Additionally, mass grouped drones as an item can be very powerful if you scanalyze/fabricate them, so it should be impossible to scanalyze such item.

Just a thought!

205
Ideas / Re: Utility to Reduce Swap/Attach time unit
« on: September 21, 2016, 07:21:53 AM »
Thanks for your response! I'm not sure if there's a public TODO list, but if there is, I'll definitely check it out. There are definitely a lot more important things, so I can wait.

Also, another suggestion relating to TU, is there a way to show available TU left to spend this turn? For example, it would be nice to see if I can cross the corridor without being detected by a patrol, or if I can go peek around a corner and run back to hiding if I see an enemy. I assume using the 'wait' button will automatically pass a turn and reset TU back to 100, but I like to not waste a turn if I need to be efficient. (I'm sure this has been suggested already, but I'm just checking.)

206
Ideas / Utility to Reduce Swap/Attach time unit
« on: September 20, 2016, 08:48:51 AM »
The game uses time unit (TU) system for actions such as attaching or swapping parts. For example, it takes 100 TU to attach and 150 TU to swap. This means by the time you finish swapping, one turn has passed, possibly even 2 turns depending on previous action. This is important to remember when you need to start fighting but aren't fully ready with your choice of weapons and utilities stuffed in your inventory. So by the time you swap out a gun for missile (against swarmers) or a valuable sensor for armor, you would be taking a bit too much damage than you would like. Sure, evolving helps a lot to add more slots, but sometimes it doesn't seem enough (or maybe I'm not that efficient).

We've already seen a way to reduce TU for movement (stacking flying propulsion), and eventually we'll have a way to reduce volley time as well (one of the upcoming Cogmind features). So here I'm thinking if there can also be a utility to reduce TU for swapping parts (and possibly attaching, detaching, dropping, and picking up parts as well), maybe cutting the TU by half so a full turn wouldn't have passed before you can start shooting (150 to 75 TU). Would that be too powerful? If so, you can also add extra cost for fast swapping such as more matter, energy, or heat.

I'm not sure how useful this will be for stealth Cogmind, but it seems useful for combat ones. Let me know if this is a good idea, or if skill can easily replace this utility. Thanks!

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