Also, I think Zion could benefit from a little bit of background music. It is one of the very few areas where you are just chilling out. I am thinking something along the lines of the music that plays in UNACTO-HQ (https://www.youtube.com/watch?v=nBzDv24IOYQ&ab_channel=TheFabulousTroupe) in deus-ex.Yeah, eventually all areas of the game will have some sort of continuous ambient or music going on--this time I just added a sample for the caves since I had it handy.
p.s: Also, do the changes to the blast doors imply that I can't crit through the prison door in Extension and the mainframe doors in Cetus?Correct. I wasn't aware anyone knew about that yet, since it wasn't in the manual or context help, and no one's mentioned it. That was originally a way to get through any locked door, but it wasn't intentional. Those were meant only for the other several methods (there are still at least four now, I think).
Edit : Feature request: Would it be possible to include a pull up window which contains only dialogue with pwds (or even just the pwds with a brief description)?. I can see things getting annoying if I have to scroll through the log to find passwords.This is something I've been thinking about in the background, yeah. Waiting until the game is further along before addressing it. For now I just jot the four characters down on scratch paper if it's something I'm likely to use.
i) I liked the molecular deconstructor. Is this the only weapon in the game which does damage over time? Really fun to play with. A really good anti-hunter tool, I think.Yep, it's the only such weapon--mentioned in the changelog as the "unique weapon" with different mechanics. Very special, and even useful for more than just taking out robots :D
ii) Zion is cool. I love the "vendor" who fixes you up. Also, lol at storm laser. Also, learnt a new trojan. I already knew about most of the "tips". But, I can see this being very useful for new players. If they can make it there, that is :p.I kinda think of it as more advanced tips, anyway, for those who can reach the mid-game but need all the help they can get to tackle the late game. A good bit of it has already been learned by those who hang around on the forums, but new players in the future won't have been through the alpha process :).
iv) Met Zhirov in upper caves. I think I understand the lore lot better now. The alien artifacts were cool. I assume you can't further the plot with Zhirov before section 7 is open.Yeah, can't get further with him yet, though you can meet him elsewhere in 0b10. Only Decker's seen that before, I believe (it's not a guaranteed encounter).
edit : The score sheet says that I had 135pc of my health when I exited -3. Bug?I noticed that in my run, too, and interestingly it also happened on -3. Must be some strange new bug. I'll smash it.
I imagined the Cogmind blowing up the prison doors and going "Come with if you want to live" in an Austrian accent. (edit : I regularly used this to free prisoners in extension.)Hahaha... well, even without any hacking gear whatsoever, you'll generally be able to hack open about half the doors. There is also usually an Energy Cycler around.
Re Molecular Disruptor : It scales so well late into the game. It might even be useful for speed builds if you can find the space. It is really broken and OP. I like it :).HA! I had that feeling while making it (and figured it could probably even allow you to break the game in some unforseen way), but there's only one way to get it and it's not guaranteed, so I figured why not. If necessary we can balance it out a bit more later, but it's intended to be nice bonus if you're lucky enough to run across it.
Speaking of broken and OP items, the mini-drone bay is really good. I found it once in access and thought it was a really late game item. Turns out you can get it in factory. It made caves a lot more easier to navigate. Let's see how things turn out once the fabrication changes are in. It might make things a bit too easy.Yeah, this is why I'm worried about easy fabrication. It's going to throw balance off quite a lot if you can always create the few parts that are obviously extremely useful. We'll see... I've got a new idea regarding that I might throw into the fab discussion thread.
You don't necessarily need a lot of firepower, since you can crit the doors open (kinetic guns are an option, too). And even if you're unarmed, you can stand next to the doors and hope that Behemoths and Hunters miss, thereby blowing a hole for you. But yeah the approach on that side is for combat-minded Cogmind.
On an unrelated note, I am now the proud owner of a self-destruct interrupter. Since I have no intention of self-destructing and can't figure out what's it for, maybe I should just drop them.
On an unrelated note, I am now the proud owner of a self-destruct interrupter. Since I have no intention of self-destructing and can't figure out what's it for, maybe I should just drop them.Yeah, there's an encounter in Zion that explains what they do if you haven't figured it out by then. There's also Sherlockkat :)
I like Zion, and specially its mechanic that just repaired all my items. Would be cool if it worked for your inventory, too. Next time I'll part swap. The long-range scanner part is very good, even better than the long-range sensor.Little too good if it worked on your inventory. Especially your inventory, which as we all know is generally huge.
Purging corruption on entry is a very good idea. I had just dropped my weapons before entering.I did that since it's both cool and makes sense lore-wise, but just as importantly so you wouldn't have situations like what happened to you when you first met the Data Miner ;).
Almost every machine in the game is worth 25--there are only three special machines (Garrison-related) that are exceptions to that. The score value, like many other score values in the game, are directly proportional to the amount of alert level increase caused by disabling them.
Keeping all machines valued the same simplifies the system and means we don't need to worry about displaying their relative value.
Most robots are valued more than machines, and realize that destroying robots adds to two performance indicators, both Robots Destroyed (a flat per-robot value) and Value Destroyed (which is where most of the reward comes in, different for each robot and usually ranging from 1-99)
I went back to Data Miner. One thing I notice is that while the lore is very nice, the game rewards the player if they go through every terminal/robot and download every item, each time they get there. This could become a chore for a big map like Zion.In Data Miner it's just a couple terminals that have useful non-lore stuff, and they're always in the same place, so that's easy enough.
You can kill the data miner in a single shot. I katana-sliced him to death. He drops his hackware, system-mapper. It gives you +30 to hack!!That is so awesome :)
Cogmind - Alpha 8
Name: zzxc
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (22) 110
Value Destroyed (621) 621
Prototype IDs (9) 180
Alien Tech Identified (0) 0
Bonus (8025) 8025
TOTAL SCORE: 13436
Cogmind
---------
Core Integrity 1600/1600
Matter 157/300
Energy 38/420
System Corruption 0%
Temperature Warning (305)
Location Surface
Parts
-------
Power (3)
Angular Momentum Engine
Light Particle Reactor
Light Quantum Reactor
Propulsion (6)
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Impulse Thruster Array
Field Propulsion Drive
Utility (14)
Hacking Suite
Advanced Signal Interpreter
System Mapper
Layered Medium Armor Plating
Long-range Sensor Array
Advanced Weight Redist. System
Advanced Terrain Scanner
System Shield
Power Amplifier
Reflective Medium Armor
Advanced Terrain Scan Processor
Advanced Terrain Scan Processor
Advanced ECM Suite
Weapon (2)
Inventory
-----------
Improved Q-Thruster
Micro-nuke Launcher
Advanced Sensor Array
Linear Accelerator
Peak State
------------
Power
Angular Momentum Engine
Light Particle Reactor
Light Quantum Reactor
Propulsion
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Impulse Thruster Array
Field Propulsion Drive
Utility
Hacking Suite
Advanced Signal Interpreter
System Mapper
Layered Medium Armor Plating
Long-range Sensor Array
Advanced Weight Redist. System
Advanced Terrain Scanner
System Shield
Power Amplifier
Reflective Medium Armor
Advanced Terrain Scan Processor
Advanced Terrain Scan Processor
Advanced ECM Suite
Weapon
[Rating: 107]
Favorites
-----------
Power Fission Core
Engine Improved Ion Engine
Power Core Fission Core
Reactor Light Particle Reactor
Propulsion Improved Flight Unit
Treads Light Treads
Leg Aluminum Leg
Flight Unit Improved Flight Unit
Utility Hacking Suite
Device Long-range Sensor Array
Storage Medium Storage Unit
Processor Advanced Signal Interpreter
Hackware Hacking Suite
Protection Layered Medium Armor Plating
Weapon Improved Datajack
Energy Gun Small Laser
Ballistic Gun Heavy Assault Rifle
Launcher Mini Grenade Launcher
Slashing Weapon Plasma Sword
Special Melee Weapon Improved Datajack
Stats
-------
Bonus Breakdown 8025
Win 3000
Fast Win 5025
Classes Destroyed 7
Worker 1
Hauler 3
Recycler 4
Operator 3
Swarmer 3
Grunt 6
Sentry 2
NPCs Destroyed 0
Best Kill Streak 3
Combat Bots Only 3
Matter Collected 1196
Salvage Created 1096
Parts Attached 89
Power 15
Propulsion 16
Utility 38
Weapon 20
Parts Lost 7
Power 0
Propulsion 2
Utility 3
Weapon 2
Average Slot Usage (%) 91
Naked Turns 2
Spaces Moved 5277
Fastest Speed (%) 588
Average Speed (%) 458
Slowest Speed (%) 66
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 0
Cave-ins Triggered 1
Teleports 0
Heaviest Build 63
Greatest Overweight (x) 13
Average Overweight (x) 1
Largest Inventory 14
Most Items Carried 8
Average Items Carried 4
Core Damage Taken 279
Average Core Remaining (%) 94
Depth 10 Exit 72
Depth 9 Exit 88
Depth 8 Exit 100
Depth 7 Exit 100
Depth 6 Exit 91
Depth 5 Exit 100
Depth 4 Exit 100
Depth 3 Exit 93
Depth 2 Exit 100
Depth 1 Exit 100
Volleys Fired 70
Largest 2
Hottest 96
Shots Fired 118
Gun 96
Cannon 0
Launcher 22
Special 0
Kinetic 16
Thermal 80
Explosive 22
Electromagnetic 0
Shots Hit Robots 78
Core Hits 27
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 35
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 770
Projectiles 623
Explosions 147
Melee 0
Ramming 0
Kinetic 186
Thermal 437
Explosive 147
Electromagnetic 0
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 132
Shots 7
Rammed 0
Highest Temperature 301
Average Temperature 68
Shutdowns 0
Energy Bleed 1
Interference 7
Matter Decay 1
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 3
Average Corruption 1
Message Errors 1
Parts Rejected 0
Data loss (map) 0
Data loss (database) 0
Misfires 0
Misdirections 0
Targeting Errors 0
Weapon Failures 0
Depth 3 End 3
Haulers Intercepted 3
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 11
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 2
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 2
Triggered 0
Disarmed 0
Reprogrammed 1
Reused 0
Data Cores Recovered 3
Used 3
Machines Hacked 40
Terminals 31
Fabricators 3
Repair Stations 0
Recycling Units 2
Scanalyzers 1
Garrison Access 3
Total Hacks 107
Successful 51
Failed 56
Catastrophic 15
Database Lockouts 0
Manual 34
Unauthorized 9
Terminals 88
Fabricators 5
Repair Stations 0
Recycling Units 5
Scanalyzers 6
Garrison Access 3
Terminal Hacks 37
Record 0
Part Schematic 1
Robot Schematic 0
Robot Analysis 1
Prototype ID Bank 1
Open Door 1
Level Access Points 6
Branch Access Points 1
Emergency Access Points 4
Machine Index 0
Terminal Index 2
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 1
Unreport Threat 1
Locate Traps 6
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 2
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Garrison Status 0
Intercept Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 1
Registered Components 3
Registered Prototypes 0
Zone Layout 5
Sector Layout 0
Machine Controls 1
Hacking Detections 35
Full Trace Events 7
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Trojans Installed 3
Terminals 3
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Garrisons Disabled 2
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 3
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 0
Parts Scanalyzed 3
Part Schematics Acquired 2
Parts Damaged 0
Robot Analysis Total 1
Robots Rewired 0
Robots Hacked 0
Non-combat 8
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 8
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 4
Allies Hacked 0
Hacks Repelled 0
Total Allies 2
Largest Group 2
Highest-Rated Group 10
Highest-Rated Ally 5
Total Orders 2
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 2
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 340
Average Influence 45
Final Influence 88
Maximum Alert Level 1
Low Security (%) 92
Level 1 7
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 13
Investigation 8
Extermination 2
Reinforcement 3
Assault 0
Garrison 0
Intercept 0
Derelict Logs Recovered 0
Exploration Rate (%) 16
Regions Visited 13
Pre-discovered Areas 0
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 6862
Turns Passed 3324
Depth 11 57
Depth 10 291
Depth 9 287
Depth 8 121
Depth 7 356
Depth 6 564
Depth 5 505
Depth 4 210
Depth 3 435
Depth 2 223
Depth 1 275
Scrapyard 57
Materials 699
Factory 1505
Research 658
Access 275
Waste 130
Prototype IDs
---------------
Improved Flight Unit
Improved Field Propulsion Drive
Improved Medium Laser
Advanced Beam Rifle
Plasma Sword
Experimental Power Shielding
Experimental Targeting Computer
System Mapper
Improved Fusion Compressor
Alien Tech Recovered
----------------------
None
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials
-8/Materials
-7/Factory
-6/Factory
-6/Waste
-6/Factory
-5/Factory
-4/Factory
-3/Research
-2/Research
-1/Access
Surface
Game
------
Seed: 1464441975
^Manual?: 0
Play Time: 142 min
Sessions: 1
Mod: N/A
Game No.: 93
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 76x50
FOV Handling: Instant
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Also, what happens when you fail to kill the Data Miner? I had read a little about him in this thread and so I had a go at him, and my Ripper downed him in one hit. After escaping past those damnable Enhanced Grunts, I took a breather. My mind will be blown if I really just got the location of every staircase henceforth.
You mentioned that Lower Caves connect to both the lower Factory floors. Does this mean I can hit, say, Zion from Factory -7, and then Data Miner from -6? And that in a future run, it might be reversed?
The adv signal interpeter got nerfed. You need the exp signal interpreter to see the late game hunters. It's the reason I find myself relying on optical arrays more and more.It wasn't technically a nerf--all the Hunters just got a boost to their sensor cloaking ability, and I added the Experimental version of the interpreter as a way to still detect the late-game Hunters. This was to put all of the Hunters slightly ahead of the interpreter curve, and more importantly make late-game Hunters require a more rare interpreter, one that you can't get from Watchers. The aim was to make the late game a little tougher for speed runners who can otherwise avoid most everything by simply acquiring interpreters from Watchers. Now you can't be so sure :)
@zxc: Nice win. Where did you get that system-mapper from? Wastes? Man, I should really start getting 3 power slots too. I always go with two power slots and go really greedy on utilities. The result : Late into the game, my build is just this dynamic puzzle and I need to constantly figure out how to keep everything powered.3rd power slot wasn't actually being used at the end, but I got it to be on the safe side as I've learnt not to go all-out on utilities these days. My extra slots for propulsion came in very useful (I wanted only 4 for Imp Flight Units). Towards the end I was just having issues with heat as I never seem to find heat sinks or coolers after early factory...
The adv signal interpeter got nerfed. You need the exp signal interpreter to see the late game hunters. It's the reason I find myself relying on optical arrays more and more.It wasn't technically a nerf--all the Hunters just got a boost to their sensor cloaking ability, and I added the Experimental version of the interpreter as a way to still detect the late-game Hunters. This was to put all of the Hunters slightly ahead of the interpreter curve, and more importantly make late-game Hunters require a more rare interpreter, one that you can't get from Watchers. The aim was to make the late game a little tougher for speed runners who can otherwise avoid most everything by simply acquiring interpreters from Watchers. Now you can't be so sure :)
Oh, and I was uploading the scores today and noticed zxc was back for a win; nice job ;D
* After discovering a secret hack through lore like trojans, maybe list that hack in all terminals with that player profile afterwards.This is planned, though not in this way. It will be a separate console you open. It's just low priority right now because the current system works and this will be a lot of work.
* Operators can be abused quite thoroughly (see https://youtu.be/SzLc5l15RpA?t=719) but maybe this is OK as it's tactical and not always possible.Yeah, I wouldn't worry about that yet.
* Running using shift probably shouldn't keep going through doors (and ideally should stop at 45 degrees to doorways, machines and wall edges to allow for diagonal movement, and also should stop at items if it doesn't already).Run movement isn't fully implemented yet, though it got pushed down rather far on the list after the initial implementation. Thanks for bringing it up, since I hadn't yet collected any opinions on what players want it to do (all it said in my notes is to collect opinions :P).
* I can't help but think that there ought to be another way to get to exits with sentries camping on them without fighting them and without doing a weird dance to get them to notice you and walk off the exit.I can think of about 4-5 other methods that already exist :)
* The best flight units are still an early-game prototype!Huh, we'll definitely be fixing that before long then, especially now that fabrication is coming up! It's tough to balance them into the movement system with everything else--not enough room for common vs. prototype flexibility with respect to flying :/
* I swear heat sinks and coolers don't spawn often enough late-game, but it could be the result of a really small sample size.Right. That would be the item distribution trends which involve more and more items as you get closer to the surface, meaning a relative reduction in the chance of finding dissipation-related parts. In the latter half of the game the best way to acquire them is to fight, since as you know most combat robots carry them and tend to drop them by the dozen :P. But then, as a speed runner you'd be trying to avoid those situations...
* I found a weird sentry which was camping beside an exit instead of on top of it (see https://youtu.be/SzLc5l15RpA?t=6501).Did it worry you? ;). I can think of one situation where that's possible--sometimes guarding units will permanently relocate themselves if they leave their original position for some reason and come back to find it blocked.
* Still getting a noticeable pause when making my first move on a new floor in Factory onwards.I noticed that a lot in my most recent runs, too! It was definitely gone for a while after I optimized it, and now it's more or less back to what it was. Damn :/. I'll have to look into that again and see what's up... The last optimization isn't guaranteed to always resolve the issue, but it generally helped a lot more frequently than what we're seeing now.
* Recycling machine hacks seem overly difficult for the reward.Maybe. The idea there was that only dedicated hacking builds should be able to benefit from them, and a 30% hacking bonus at a tier 1 Recycling Unit pretty much guarantees that you'll be able to get all the parts inside (50% chance per hack), which isn't too bad. But seeing as you can't control what they are, and they're likely messed up anyway, yeah I'll up the base chances.
I skipped your first point because it felt like the most minor thing on the list, which incidentally is already planned. It's one of those tiny QoL features that requires a disproportionately large amount of work to full implement and test.It was the only one missing so it looked like you overlooked it :D. Indeed a lot of these are tiny yet require disproportionate work.
I'll see about adding another map panning mode (we already have three panning methods...), though Alt-Shift already does that, and adding a new method wouldn't solve the Windows Alt problem in all its other forms, so it's still always going to be safest to hit Alt and or Alt-Shift when Alt-Tabbing back to be safe anyway.Yeah, I tap alt a bunch of times before using alt to look around, pretty much regardless of whether or not I alt-tabbed recently. I hadn't tried alt-shift-direction because I have learnt not to fool around holding multiple keys, especially since the times when I pan around the map are usually when I'm in major trouble and a wrong move can mean a lot of harm done.
A minimap I was thinking about just yesterday, because I'd love to have it if possible, but the only implementation possibilities for that given the technical limitations of the display aren't going to be useful in all cases due to the large size of some maps. I might try to play with the idea some more, but the layout wouldn't be able to show more than a 100x100 area at a time (so only a quarter of a Factory), and there would be zero detail whatsoever--pure layout info in a solid color. Not that great...This was half a joke. I'm surprised you've even considered this! That said, a map of the current level would really give a sense of the massive scale of some of the levels. The sprawling levels are one of my favourite aspects of the game.
Yeah, I tap alt a bunch of times before using alt to look around, pretty much regardless of whether or not I alt-tabbed recently. I hadn't tried alt-shift-direction because I have learnt not to fool around holding multiple keys, especially since the times when I pan around the map are usually when I'm in major trouble and a wrong move can mean a lot of harm done.Oh you haven't been using Alt-Shift direction? I always play via pure keyboard and use that a lot. Easy to jump around the map. There is also a new undocumented command, '`', which colors in the entire map area you've discovered, even if outside your FOV. You might find that useful.
This was half a joke. I'm surprised you've even considered this! That said, a map of the current level would really give a sense of the massive scale of some of the levels. The sprawling levels are one of my favourite aspects of the game.Hehe, I know you were joking, but I was seriously thinking about it just yesterday so I thought I'd throw my thoughts out there, too! I might do it as an experiment for the heck of it. Half the reason I want to do it is because it could appear with a cool animation ;D
So going back to this, I couldn't help but look at it now, and I'm not sure how the Imp. Flight Unit got that support value. It's pretty out of whack with everything, actually, at nearly double support for no extra costs. Oops. I'll go back through all the values and make some adjustments,* The best flight units are still an early-game prototype!Huh, we'll definitely be fixing that before long then, especially now that fabrication is coming up! It's tough to balance them into the movement system with everything else--not enough room for common vs. prototype flexibility with respect to flying :/
Goddamn... sorry.Haha, nah, it's fine. Obviously still my choice to actually go through with it!
My intention was just to offer some thoughts and get some discussion going. Flight propulsion seems to be very delicate to balance.
I also think that late-game flight units are crap, with their high heat generation.Well now it does, so it's no longer an issue :). And you will now pretty much always want to upgrade flight units when you can. If you need the support, anyway, because obviously the experts don't need quite so much, BUT you'll probably be wanting more either way due to the speed reduction.
Heat and energy requirements balloon up quickly due to the double effect of faster movement and increased resource requirements per tile. In effect, it's impossible to lift a high mass because stacking flight units doesn't scale linearly with respect to heat and power.
IMO it should. If the player wants to dedicate so many slots to propulsion, power and heat sinks, why not allow it? I would favor a per tile requirement of 0 balanced with increased base costs.Increased per-turn costs would remove the challenge of getting enough energy and dissipation to move as much as you want to. I like that the cost varies directly proportionally to the amount you move. Every step means something.
While we're at it, I would also remove the quantum effect of the overweight penalty. Your speed should be just a linear function of (total propulsion)/weight.Having a binary effect is clearer and also makes some sense as these things are more sensitive to weight restrictions and quickly become inefficient once you pass the threshold they're designed for.
I also nerfed mass support utilities.
Well now it does, so it's no longer an issue.
:) Don't worry, they're still usable, and I mostly nerfed the high-level ones, which were kinda ridiculously good, yeah? The entry-level one is unchanged, and Adv. went from 10->8. Some of the best could originally give you 40-50 support at a modest energy cost.I also nerfed mass support utilities.
Wish I never said anything
Rating / | Upkeep / | Support (Old) / | Support (New) |
2 | 4 | 5 | 5 |
3 | 6 | 10 | 8 |
5 | 8 | 20 | 12 |
7 | 10 | 30 | 16 |
8 | 12 | 40 | 20 |
9 | 15 | 50 | 25 |
Ah, I wasn't sure what you were referring to, more movement causing the effect, or what zxc and I were talking about (the thing I was trying to fix): high-tier flight costs rapidly expanding due to a single increment in the per-move cost, which is no longer an issue.QuoteWell now it does, so it's no longer an issue.The balloon effect is still present, just less pronounced (you need either zero per tile requirements or zero speed increments to avoid it entirely).
I'm not a fan of the binary overweight threshold because it's annoying to optimize for and it doesn't really make sense. Add 1 more mass => no effect in general, or dramatic slow down. You could keep the system as it is, but scale the slowdown to the amount of overweight. E.g. if you're 20% overweight you get 20% of the overweight penalty.From a gameplay standpoint, a system with concrete thresholds leads to more interesting decisions, because it makes the results of those decisions much more extreme here, in an area where a linear model would add to the uncertainty of the true long-term impact of carrying a little extra weight.
You've probably seen one or two of my morgues with far more mass support than I needed (maybe over 100 with flight?).Yeah those support utils are crazy good :). And really the essential parts for a speed run are mostly going to be lightweight.
* One-time hacks on terminals like Locate Traps should gray out if you complete the hack, exit the terminal and re-open it (likewise if you take an operator's key and discover where the traps are).I've just add a feature that remembers all previously hacked targets on a given machine and grays them out if you reconnect and it makes no sense for those to be hacked again (about a third of them).