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Messages - zxc

Pages: 1 [2] 3 4 ... 30
26
Ideas / Re: Balance Overhaul
« on: September 23, 2020, 05:08:35 AM »
Traps

Trap extractor stores traps similar to FRU stores matter? And overload it to deploy?
Collect/deploy trap arrays as single items?
Trap storage container?
Trap type can stack in inventory somehow?

The problem is that traps are very slot inefficient, and combined with storage unit changes, this might get even worse.

27
Ideas / Re: Balance Overhaul
« on: September 23, 2020, 04:11:50 AM »
Thoughts on making storage no_stack:

Suppose we have these new values for storage units:

Small +4 cap M8
Medium +8 cap M16
Large +12 cap M32
HCP +16 cap M64

^ Values all equivalent to 2x storage units today

And humpback, lightpack values unchanged (+20 inventory for 2 slots)

This results in less storage compared to now, but more slot-efficient storage (in the cases of small to HCP). For maximum storage, you can still opt for humpback or lightpack, but their penalty is slot efficiency. I think you might end up with a more interesting playing experience with less hoarding overall. One build that would take a big hit is drone fabbing for extended, but maybe even that could be worked around with ingenuity (even get around carrying drone bays by just deploying them outright).

---

A more conservative approach would be to keep things as they are now, except shrink storage capacities. 2/3/4/5 for small to HCP seems workable. You would need more than 3x large storage units equipped to be able to carry more than the previous proposal, and similarly for HCP. This nerf hits the heavier storage units harder. It would mean that you need to dedicate 60% more slots to HCP storage if you want to carry the same as now, or 50% more slots for large storage. The mass might be a more limiting factor. I'm thinking this is actually a harsher change than the previous proposal, and less fun. But it should work as well.

28
Ideas / Re: Balance Overhaul
« on: September 23, 2020, 03:50:01 AM »
Fair points on storage integrity. Regarding digging... I'm not sure the change is that drastic that lots of people would hate it. Needs more discussion.

We've been talking a bit more on discord about storage. I like either shrinking their capacities (2/3/4/5) or making storage units no_stack, but stronger (2x mass and 2x inventory increase of current values).

29
Ideas / Re: Balance Overhaul
« on: September 22, 2020, 09:54:26 PM »
I've added the post slightly since you quoted.

It is true that we haven't reached a consensus on many of these points, but that's the point in gathering it here for discussion! And the changes you've already made are just listed for completeness.

Quote
I feel like this would make a number of people basically never want to go through dug out cells, a massive massive nerf to digging. We just had a digging nerf in Beta 10, and even that was cause for some grumbling, and for good reason since digging can be an important part of stealth tactics, but this... would devastate is since some builds would be much more limited in terms of digging, basically never doing it if it involved any earth at all!

I'm not sure. Surely it's worth trying in an experimental build if it's not too hard? Digging can still be useful. However, maybe to compensate, we could get a utility that lowered the chance of cave-ins? Or something along those lines. Digging is one of the most powerful tactics out there. But it's often the 'easy' or 'lazy' way to do things. It's rarely the only way.

Quote
This is being removed as part of the leg update.

Didn't know about this one! Awesome!

Quote
although it will debut as a patron build along with other changes to storage balance as well to actually see how it works out.

Oh, I forgot storage! But we've barely started discussing that. Maybe that's next. I don't think overweight penalty nerf is 'enough' on its own. Probably changing the counts to 2/3/4/5 instead of 2/4/6/8 is a good one. Also, their integrity is just over the top. I don't think they need that much these days.

Quote
"Disabling effects of other storage units" seems really weird, though!

Very true, but I think it has a nice effect.


30
Fixed Bugs & Non-Bugs / Re: Score screen, what is "bonus" determined by?
« on: September 22, 2020, 09:46:02 PM »
That might actually be a bug if you're not playing on Rogue difficulty. Seen reports of very wild negative scores for friendly fire bonus in other difficulties.

But bonuses, in general, are detailed in the scoresheets found in your Cogmind/scores folder.

31
Ideas / Balance Overhaul
« on: September 22, 2020, 09:20:02 PM »
This is a thread for collecting and debating ideas over balance proposals and concepts, especially stemming from discussions on discord.

I'll provide a summary of suggestions we spoke about on discord and maybe add some more of my own:

Cave-ins

Simplify to two rules: walls don't cave-in, and dirt can cave-in at any time (checked per turn and per move)
Mostly a player nerf because digging is extremely strong, but some flexibility is offered regarding walls
Makes digging in caves much worse, probably a good thing as it trivialises caves

Legs

10% accuracy malus and evasion bonus per point of momentum (caps at 30% or 40% with reaction control)
Accuracy malus uses movement acc malus, so it doesn't affect melee attacks
Only relevant when moving with non-overweight legs
Moving with legs on previous turn locks in malus for current turn
Bonus only takes effect during enemy actions when previous turn you moved with legs

This makes legs more of a mobility-focused combat prop compared to treads. It also makes melee leg build much more viable.

Remove self-damage possibility when kicking
Players rarely kick because self-damage is bad. This would make the ability more fun

Overweight penalty

Increase somewhat for treads (maybe wheels too?)
Support should be relevant in every build, and treads are a bit strong right now

Lightpack

Make it disable the effects of other equipped storage units
This encourages early and midgame usage, and weakens it somewhat in lategame

Matter and energy storage utilities

Make it increase maximum capacity when equipped but not store anything when unequipped or dropped
'Drop on floor' strategy is extremely strong
Possibly reduce coverage to compensate for the change

RIF alert reduction

Change progression from 25/50/75% to 25/40/50%
Very strong if you get lucky enough to stack these powers

Exiles alert chip

Reduce alert gain by 10%
Makes it more useful but not super strong. Can also be shot off.

Cave walls

All cave walls are earth
Fixes the advantage tiles has over ascii

32
Ideas / Re: Steam Achievement Ideas
« on: September 22, 2020, 08:58:13 PM »
Duelist - Destroy a Duelist bot using a melee weapon

Besieged - Destroy 30 bots during one use of siege mode

Streaker - Win without attaching any parts

Botlord - Obtain 8 RIF abilities in a single run

33
Strategies / Re: Coverage Vs Integrity Formula
« on: November 18, 2019, 11:12:15 PM »
Interesting read, guys!

34
Trackers are absolutely bonkers. You really need foreknowledge and specific strats to deal with them (or attempt to).

35
General Discussion / Re: Question about the new branch
« on: March 04, 2019, 09:57:28 AM »
I have no idea why anyone kills them right now.

36
General Discussion / Re: Question about the new branch
« on: March 03, 2019, 08:49:19 AM »
It merely makes sense. Killing them is a challenge. Possibly buff them a little bit first, though. I'm not sure killing them is worth it right now.

37
General Discussion / Re: Question about the new branch
« on: February 28, 2019, 10:49:49 PM »
R branches are possible with farcom, just harder hehehe

Stealing from exiles is easy power spike for mid or late game, with fairly minor penalties limited to caves. It is very much meta now. Little reason to skip exiles.

Many of us want thieves to be avoided if you manage to kill brawn (or someone, maybe all of them)

38
General Discussion / Re: Faction lore and feel
« on: February 19, 2019, 06:25:16 AM »
Yeah it's really neat. All the factions have their unique personality and even architecture.

39
Thanks for the quick replies, guys. And how on earth do you manage do create a game like that and still be able to reply to almost every post - that's another thing I don't get haha

Your answers make sense and about the lore, I absolutely agree that it works best with the game. I hope you didn't get me wrong on that matter, cause I actually like it alot. The only problem for me is that I actually have to pay attention for once. Probably played to many jrpgs in my younger days with a lot of smalltalk stuff that doesn't add anything to the story and is mostly pointless chatter. Or comparing it to the souls series where the lore is not required for directions, those are easy in these games: Kill more bosses :)

I know saying "I don't have time" may seem like a blatant lie looking at my cumulative playtime, even though the game is running idle quite a bit, I still spent most of this time in front of the computer hehe. I have very few games total (only around 45), compared to a VERY high playtime. There's some personal issues to my "limited time", also the reason why I haven't played in months, but stuff like that doesn't really fit in here. I'm also not sure if skill is the problem, looking at other ppl's scoresheets that include different endings, I can see that I've been to these places myself, often I just stumpled upon them, not even prepared and we all know, preparation is half the battle. Still taking it as a personal challenge though hehe. When you're saying there's stuff that's apparently so tough to handle, really good incentive. The only thing I can say about a lack of skill is, I'm unable to control High Sec for long, meaning triggering it and still keep exploring. It must be doable though, GJ is on high sec 60% of the entire run.

I'm basically concerned that I might be missing something obvious or smaller, not talking to somebody, not picking up an item (like the sigix corpse, which I almost left behind, but someone somewhere mentioned something about bringing it to the surface - I think a terminal by its side, not sure anymore). I would like to figure this out all by myself, the main reason I'm asking is that I honestly don't know where to start first, even though the list of potential leads is actually quite long. I was hoping I would get some endings accidentally, because I visit a lot of places in almost every run, but usually get side tracked or bail because of High Sec threat, knowing I can't handle it for long, especially without an exit yet.

I have an idea though, a way to squeeze some information out of you without having to spoil anything. I'll list what I know of and think is related to different endings and all I would like as an answer is yes or no. This way I can try to make a beeline for these places, which will cut down the time required for that run and hopefully bring me closer of figuring stuff out myself. I will still do that btw even if nobody answers those, but I'd appreciate it if you did :):

Spoiler (click to show/hide)

@Kyz: One last thing to satisfy my OCD on the need to explain myself. I bought Cogmind because it looked interesting, it's a roguelike and I like difficulty. Never ever would I have expected the lore to be a significant part of it. Since I'm mostly interested in a game's mechanics, I expect lore to be more of a filler, which it often is. Not for this game though, which I think is a great achievement. I'm sure many have told you before, but kudos for creating this piece of art.

@zxc: you don't happen to have a recorded stealth run of yours? Couldn't find anything on youTube/twitch, I'd be interested though :)

I'm really sorry for not ever returning to this thread! Making amends right now.

I have lots of Cogmind videos (varying quality) in this playlist: https://www.youtube.com/playlist?list=PLswkgiryJawP-6gvSLKqTKENLASbCzjC8 but they're old versions, though almost everything is still applicable, you just have more tools and branches available now (and propulsion armour was nerfed but it's not a huge deal). Also, watchers block sensors all the time now, which matters in late game. I will record more videos (and possibly stream) when I feel like I've de-rusted and mastered this new era of Cogmind, so it might not happen for a while.

As these posts were long ago, I imagine you've figured out a lot of stuff. If you have any questions I can answer all that I can.

40
Strategies / Chronowheel Uses *Spoilery*
« on: February 14, 2019, 03:30:24 AM »
Brainstorm uses for the new Chronowheel. Good and bad. Not ranked within tiers.

Tier 1 - Best uses:

- Two attempts (or a freeroll) at killing DM for hackware (can combine with DC below)
- Peek at DC for branch layout
- Peek at CRM in S7/Q/A0 for AA identification and locations
- Peek at Armory + Lab to check for favourable loot (can combine with laserdance below)
- Peek at SGEMP data in Access before dropping SGEMP and taking SW

Tier 2 - Good alternatives:

- Two attempts at favourable core expander result
- Two attempts at one-shotting MC/Arch with ST(s)
- Two attempts at killing Zh
- Freeroll lab laserdance without A7 core
- Freeroll defeating MC phase 2 fast enough
- Enter a floor such as Access and obtain rapid recon (maybe by spamming tele; maybe combine with IRs to extend effect)

41
Quote
Did the grunts spawn because I was about to leave (RIF was installed btw) or because I hit the Cloaking? Why did everything blow up?
Enhanced grunts spawn when you destroy the cloaking. They're not main.c's or Zhirov's.

Everything blew up because the cloaking went down. It's rigged to explode (I guess). Normally Zhirov is around to detonate.

Quote
Why has this event happened and never before? Kyz mentioned the story part is done since beta1, so I don't think it's anything new, which also means it can't be RIF related. Did I just happen to have a seed with Zhirov before Extensions?
Zhirov appearing in Archives occurs in 10% of seeds I think. Just like he is not in his normal Zhirov base 10% (or thereabouts?) of the time. It was thought that every time he is not in his base, he is in Archives, but this might not be true.

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But again, I don't get it. I can understand that Warlord has tech to notice this installment, but thematically, you are not on MAIN.C's side, you are actually using it against it, which brings you, willingly or not, on Warlords side, so getting attacked didn't make much sense to me.
Using the RIF makes you look like an Unaware bot, so derelicts in Zion and Warlord consider you one. The quarantine probably still works because it's automatic.

RIF's main downside is the lack of help from Zion and Warlord. However, you can delay using the RIF until after you've visited these places, so long as you avoid getting imprinted. This does mean you have less time to make use of RIF though.


42
General Discussion / Re: Cogmind manual in PDF (and booklet) form
« on: September 16, 2018, 05:43:00 AM »
 8)

43
Ideas / Re: Ramming through walls.
« on: September 12, 2018, 12:00:07 AM »
And then crushers and behemoths can use the same mechanic to crash through to reach you.

Supplement with Cave-in-damage immunity for them.

44
General Discussion / Re: Stormtrooper Marksman Academy Trajectory Chips
« on: September 06, 2018, 12:38:07 PM »
I like to perform item swaps instead of simply waiting. The added benefit often makes it worth it over firing immediately.

45
Stories / Re: I become the One. I wasn't ready!
« on: September 04, 2018, 06:33:41 AM »
[ x ] survives way too long
[ x ] epic comebacks
[ x ] unabashed nudity
[ x ] kicking shit around
[ x ] imprinted while just trying to learn controls
[ x ] copious friendly fire
[ x ] run-ending bug report
[ x ] 23 achievements and no death
[ x ] supports reforming the time-action system

You sir have had a fine first run and have been invited into the Amphouse School of Mayhem and Wheelery.

46
Ideas / Re: Robot Hack ideas
« on: August 30, 2018, 12:42:04 AM »
A hack which makes a bot into some kind of decoy which confuses the routing mechanisms for exterm and assault squads.

47
Woah.

You sure this is a good move?

...

Just kidding. Looking forward to it!

...

Am curious though since very few people chimed in on this. I think it'll work well, at least.

48
Ideas / Re: Builders stabilize explosive machines.
« on: August 24, 2018, 02:05:22 AM »
Machines being rebuilt the same way walls are rebuilt would be cool. I'd tune it so that it takes significantly longer for them to get rebuilt and then switched on, to vary it up some.

49
Ideas / Re: Builders stabilize explosive machines.
« on: August 22, 2018, 04:35:02 AM »
Regardless of what the lore currently says, it seems to make sense to me to have Builders focus on walls/doors and Mechanics focus on machines.

50
Strategies / Re: The Speedrunning Thread
« on: August 21, 2018, 02:52:44 AM »
Didn't know it existed! Added to the post along with other channels. There are still more I'm sure.

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