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Topics - Supernovadx

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1
Stories / Funny Things
« on: June 11, 2015, 07:37:18 PM »
Here is an Imgur Gallery of some of my Cogmind edevours. Feel free to take a look. I will be updating it as I play and do more. This is not a super significant post, but I wanted to let people take a look anyway.

http://imgur.com/a/tmcLG

2
Ideas / Semi Persistant Weapons and Effects
« on: June 10, 2015, 07:30:52 PM »
I was talking with someone on the IRC who felt the combat needed a little something to make it more exciting. I agreed. Although the combat is cool, and the weapon types at higher levels are very interesting I think the game could use a little something else. I looked to brogue and other rogue-likes like cataclysm dda to help me come up with some Ideas. I figured out that the main problem with the combat (for me) is each interaction/turn is its own entity and there are almost no weapons that last multiple turns. Without these semi persistent weapons the combat turns can feel disjointed and separate. Here is my solution, a short list of weapons that I think will make the combat much more enjoyable. Feel free to add to the list in the comments.

I will mention each weapon and talk about why it is good. Be sure to notice the theme of these weapons and upgrades making combat more strategic and making the turns flow together nicer.

The important thing to remember is all of these effects last multiple turns

Smoke Trail Emitter:
Each turn consumes energy and Matter must be resource intensive so that only bigger bots can use it.
Ejects a smoke trail behind the cogmind obstructing opponents vision.
This makes Running a more legitimate tactic, and provides more fun in the "flight" part of fight or flight gameplay
If the player blows up a wall or something with a grenade it can also generate smoke which the player can use to escape as well.

Posion Gas:
This can be in weapon form, but it is also a game object
The player can find a gas emitter and spray it down a corridor to damage and deter enemies from coming their way
The player can fill a room with gas and damage all enemies inside then while the gas is still active the player can fire into the room and depending on the type of weapon the player can either just pick off enemies or light the gas on fire.
This can also cause some sort of item damage along with core corrosion -ArseFace

Electric Gas Emitter:
Electric Field Emitter:
Same Delio as the other gasses
When walked into it increases corruption and shuts down systems

concept

Gas blower:
a way for enemies and the player to overcome their gas problems

Energy Wall Placer:
The player can place a small energy wall energy from their power module. It blocks fire from opponents, but anyone can walk through it.
Certain types of ammo damage the wall more
The wall goes away when the player turns it off, runs out of energy, or exceeds a maximum distance from it

Acid/Lava Ejectors:
Require large amounts of cooling to hold
When activated sprays liquid on ground
When stepped on applies heat
Would be great to combo with Th weapons to finish off enemies
would also be good for blocking off thin corridors

Blade Shooter -NEW
Similar to that of Quake
When shot the blade flies around several times a turn
Can bounce
dies after some period of time


Flame Thrower that sets ground alight -NEW
More of a Mod to the pre existing flame thrower
Has a small chance of setting ground areas alight

Other things:
When different machines explode they can emit different substances such as gasses
like if a nuclear reactor explodes near a player or enemy it should emit something along the lines of the electric gas shutting down systems of nearby robots.


I feel this will add a bit more motion to the game's current combat system and give players a better strategic advantage. I love cogmind and I can't wait to see it get better. Thank you.
I can't wait to hear your responses positive or negative.

3
Stories / Friends are like Candies. Short, but Sweet.
« on: June 10, 2015, 05:18:16 PM »
A little bit of introduction: I'm fairly new. I think I've had like 10 - 15 runs so far and I've made it to about level 3 or 4. I've never come across an ally until this moment.

What started off as a fairly normal run turned into a dangerous one very quickly. I had worked my way around the first level silently and efficiently and made my way to a terminal. I hacked the terminal to find that I only had a Mine entrance nearby. I was not particularly happy with that, so I decided to look around for more exits. I found none but scouts on patrol and technicians ready to shut down their terminals. This caused a bit more mayhem then I might have hoped, and with my patients running thin I decided to take the mine exit.

Upon loading up the mine I was greeted with three close rage mercenaries, and two troopers. At this point I was about to go onto the forums and be like (WHY YOU GOTTA DO DIS!). But I decided to stick with the game and make my way to a defensible position. While beginning to flee I turned back to check on my enemies to discover a stranger derelict had emerged from the shadows.
"Quick, help me dispose of these!" he said.
I turned around and helped him finish off the pursuers.
We finished them off and I was happy as ever. Finally an ally someone who I could trust in this godforsaken game.
"I will help you out of here," he said.
Excited, I began to move toward the only pathway available to us. Only to fall into the hands of the troopers waiting on the other side.
I was cocky we had taken out the robots before, we could do it again. Or so I thought. Within one volley my robot companion was dead, and I was left to handle the mission myself. If a little bit saddened at that.
His last words were "Mission, incomplete."


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