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Cogmind => General Discussion => Topic started by: Sherlockkat on March 23, 2016, 01:59:26 PM

Title: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on March 23, 2016, 01:59:26 PM
Note by Kyzrati:

Here's the place for feedback and discussion about the most recent releases, if you want to talk about something that doesn't really warrant a dedicated thread.

This is the open spoiler version, for discussions where you plan to talk about spoilery content and don't want to bother with spoiler tagging. Do not read this thread if you want to avoid spoilers! For non-spoiler discussion, feel free to use the non-spoiler discussion thread here (http://www.gridsagegames.com/forums/index.php?topic=432.0).

Alpha 7 release notes and changelog (http://www.gridsagegames.com/forums/index.php?topic=430.0).

(Plus the little 7b hotfix (http://www.gridsagegames.com/forums/index.php?topic=433.0).)



Sorry for the confusion; back to the actual thread...


Ok. Revised opinion on alpha 7b:

Alien artifact : I went in with sensors and found the alien artifact, thanks for the hint. I was looking for things hiding in the walls, similar to the derelict army in wastes. Free slot evolution is always welcome. I assume, in the end, you get only one slot evolution instead of two when you ascend into access/-1. Ok. Back to alien artifacts. Are they all core expanders? Will we find any in the main complex?

Derelict logs: These are super useful. I found quite a few in my recent run. They revealed all the machine locations, a branch exit, security status and trap locations. It seems like derelict logs are consumable random hacks. I think it is a nice way to teach players the value of certain hacks that they will almost never attempt. For instance, inventory(components) is not worth burning a hacking attempt around late mid-game. But, if you can get it for free from a derelict log...

Derelict terminals: They seem to open doors. That's all I got. I did find a new item behind one of those doors. Tactical Co-ordination Suite.

Caves outposts: I had been relatively unlucky here. I saw a outpost with a reinforced blue wall thingy. But, I was running a speed build and the game crashed (alpha 7) and I died in my next attempt trying to get in there. I haven't been able to find that outpost again. I am guessing there is just loot/friends behind those walls? I found other outposts with a terminal with a bunch of grunts and swarmers guarding them. The terminal records were interesting. I suppose this is how we learn about recycling codes and such? I don't think those outposts are worth taking on if they don't give us any other advantage.

Caves difficulty : Caves does feel a bit like mines. So, not exactly easy mode all the time. The achilles heel for a combat cogmind seems to be propulsion. I don't usually carry a lot of backup propulsion. So, if you run out of those and if your salvage is going to self-destruct...that could be a problem. On other hand, the reason I got so much trouble was I just wouldn't leave until I had explored the entire place. I was always able to find the exit with ease. I am going to wait until alpha 8 before I form an opinion on this. It's really hard to judge as it is. I still love the self-destructing loot idea :).

Caves is also more tactically challenging. I am starting to feel that explosives are a must if you are going down there.

Other stuff:
Hunters are back to being scary. I think I am going to start running purely thermal/em builds from now on. Fighting against hunters with kinetics is just hopeless and I have lost a lot of good runs to them.

There is a weird bug(?) in the score sheet. It adds a extra zero after the last entry in Turns passed section. Right above prototype ids.

Extension: Is there a critical mass of allies to which the AI just responds by going nuts? My first alpha 7 run ended when I freed all the allies in the extension branch and the AI just sent demolishers and marksmen after me. My alert level wasn't that high and that kind of response was surprising. There is just no good way to protect your allies against demolishers and I just lost all of them. Poor 07.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Shobalk on March 23, 2016, 04:39:09 PM
Caves is also more tactically challenging. I am starting to feel that explosives are a must if you are going down there.

I've only had 1 Cave run, so take this analysis with a grain of salt.  Both lower/upper cave entrances spawned with a welcoming party of 3 or 4 combots.  Without a launcher, I would have taken a lot of damage.  For me, a launcher seems to be pretty vital as well.

Caves difficulty : Caves does feel a bit like mines. So, not exactly easy mode all the time.

I ended up fleeing the upper caves stark naked.  Granted I poked my head just about everywhere I could.  There was even a behemoth in my cave, although I managed to not engage. 

The expiring loot mechanic is the root of this I think.  If I could replenish parts, I don't think I would have had as much of an issue.  As it stands, I think there is little chance that an experienced player will actually die here.  If you shed all of your equipment, it's pretty easy to use the cave layout to avoid your would be attackers.  You'll just die when you get back to factory ;)

With knowledge of how loot expiration works down there, I think you can go into battle in such a way that you can snatch stuff up before it fizzles.  I'll have to see.

Other stuff:
Hunters are back to being scary. I think I am going to start running purely thermal/em builds from now on. Fighting against hunters with kinetics is just hopeless and I have lost a lot of good runs to them.

Yeah, I hate these guys.  I had a run where I was deck(er)ed out with 7-8 slots of high quality armor and kinetic weapons.  An arc of these guys unloaded on me (-2) and just tore me to sheds.  And that was before the buff!
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on March 23, 2016, 10:01:41 PM
I think from now on it might be a good idea to have two separate discussion threads for a new release, one that is clearly marked SPOILERS and we don't have to bother using tags in there, and another for anything obviously non-spoilery that anyone can read. Would make commenting and reading a bit easier!

(Actually, I'm going to do this right now and split this conversation.)

I assume, in the end, you get only one slot evolution instead of two when you ascend into access/-1. Ok. Back to alien artifacts. Are they all core expanders? Will we find any in the main complex?
The Core Expander is only one type among many, but it's the only one in the game right now. Others will be found in other parts of the world, including mostly MAIN.C-controlled areas, but pretty much always in branches.

You actually get all the normal evolution slots, even through Access. Notice that 7 + 9*2 = 25, and A~Z is 26, so this is how you can fill that extra slot :).

Derelict terminals: They seem to open doors. That's all I got. I did find a new item behind one of those doors. Tactical Co-ordination Suite.
Ooh, you found one of those. Nice.

There are other terminals out there; you'll find them. They're not incredibly common yet, though; they'll be used a lot more in other cave areas.

The terminal records were interesting. I suppose this is how we learn about recycling codes and such? I don't think those outposts are worth taking on if they don't give us any other advantage.
Yeah there is a lot of lore in there, though what's accessible in Alpha 7 is just a bit of fluff, while much much more that is going into Alpha 8 as hints and tips, to be found not in outposts but in other areas you'll find. That will be one method of learning the Recycling code. The currently available method is actually in a special location--you'll see what I mean.

Outposts are mostly dangerous, yes, although there are other reasons taking them on can be advantageous. (And of course sometimes they're there simply to be annoying if you're spotted and they're alerted when you'd rather just slip by.)

Caves difficulty : Caves does feel a bit like mines. So, not exactly easy mode all the time. The achilles heel for a combat cogmind seems to be propulsion. I don't usually carry a lot of backup propulsion. So, if you run out of those and if your salvage is going to self-destruct...that could be a problem. On other hand, the reason I got so much trouble was I just wouldn't leave until I had explored the entire place. I was always able to find the exit with ease. I am going to wait until alpha 8 before I form an opinion on this. It's really hard to judge as it is. I still love the self-destructing loot idea :).
Part of the purpose behind the caves is that they lead further away to other areas, even though you can find an exit back to the main complex sooner, so eventually you'll want to travel further into the caves for the benefits. That will change the calculus. (Remember that one of these areas exists already!)

Hunters are back to being scary. I think I am going to start running purely thermal/em builds from now on. Fighting against hunters with kinetics is just hopeless and I have lost a lot of good runs to them.
Those guys are hard to balance. They were far too easy in Alpha 6, and now I probably made them a bit too difficult again xD. It's tough because I really want them to be scary, but doing so means they can be downright game-stopping if you're unlucky! I'll have to see for myself how they're faring in Alpha 7.

There is a weird bug(?) in the score sheet. It adds a extra zero after the last entry in Turns passed section. Right above prototype ids.
Huh, I'll look into it, thanks. Always something going wrong with the score sheet...

Extension: Is there a critical mass of allies to which the AI just responds by going nuts? My first alpha 7 run ended when I freed all the allies in the extension branch and the AI just sent demolishers and marksmen after me. My alert level wasn't that high and that kind of response was surprising. There is just no good way to protect your allies against demolishers and I just lost all of them. Poor 07.
There is one good way to protect allies from Demolishers, but it involves using both shields and point defense, which is too big of an investment right now. I imagine it will become more viable later once you can more easily get (and maintain) allies. We'll see!

If you have many allies and the AI is responding with an assault squad, it may be accompanied by a Demolisher. What they respond with depends partially on what's happening :). Alert level rises pretty quickly when you have allies shooting up everything.

As it stands, I think there is little chance that an experienced player will actually die here. If you shed all of your equipment, it's pretty easy to use the cave layout to avoid your would be attackers.  You'll just die when you get back to factory ;)
Hehe, that's part of the design, yes :). By taking branches, you will be under somewhat less pressure than the main complex, but it's possible you'll end up in a worse situation by the time you return, and then you have to attempt a comeback.

The caves are somewhat random, though, as you're both finding. Sometimes you can be ambushed right away, or run into other types of dangerous situations. And sometimes you'll just get a lucky cake walk, albeit possibly without many benefits to show for it by the time you leave.

The balance will continue to shift around as I add new encounters. There are plenty more to come!

Yeah, I hate these guys.  I had a run where I was deck(er)ed out with 7-8 slots of high quality armor and kinetic weapons.  An arc of these guys unloaded on me (-2) and just tore me to sheds.  And that was before the buff!
Hunters might be balanced just about right for their frequency in the mid-game, but I'm guessing end-game Terminators are probably really nasty again. I'll see how we all fare against them :P
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on March 26, 2016, 04:55:38 PM
Hey,Guess where I am :).
Spoiler (click to show/hide)

I am not spoiler tagging anything. Hope it's ok since we are in the spoiler section. Lore spoilers below. Probably too late if you are at this point.

The lore just got super interesting. I am very much a story nerd and I must say that the lore is really cool.
So, is God Mode already in game? The data miner told me to have a word with it. Also, where is this warlord nerd I keep hearing about? is he a physical robot? Is he a AI like MAIN.C? Is section 7 going to be a branch? Do we ascend into section 7 in the end? Is that were Leapord is located?

I think there is something going on in proximity caves. I didn't get the chance to fully explore it. I had to leg it due to the state of my build, as you can see in the image. I must say speed builds are much better if you are into sight seeing, atleast as far as the caves are concerned.

The data miner dialogue when you are about to leave: I think "..so, if you see an opportunity hack...." should be "..so, if you see an opportunity, hack...". It was a bit difficult to parse with out the comma. Also, is that hack the secret behind making the game harder in the second half? Are the derelict looking for a new leader? Why would they think that I can make better use of the god mode than the warlord?

edit: There is a serious bug in the upper caves. The exit tile wouldn't render even though I got a popup with ?? indicating that it is a exit. I wasn't able to use it as a exit. I also found a derelict log which indicated that that was the exit. I died due to that :(. Picture below.
Spoiler (click to show/hide)
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on March 26, 2016, 08:47:42 PM
Re : The bug. If it would help. that tile was initailly covered by # which I blew up with an ion cannon. It might be the case that an exit got generated and the overwritten by something else.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on March 26, 2016, 08:58:25 PM
Yeah, I made this thread so that spoiler tagging is unnecessary for those of us talking about spoilers, since we were tagging the whole other thread, making it kinda pointless :P

Speed builds probably have a much easier time in the caves, though I think it could also get hairy if you run into an ambush. There are more dangerous things to come. You look to be in pretty bad shape in the Data Miner shot :)

Obviously I won't answer the detailed lore questions; you'll just have to find out ;). I can tell you that God Mode hasn't been added yet, no. I'd like to get that part in there sometime within the next two releases.

And I'm happy to hear you're getting into the story. There's a lot of stuff going on, and much of it will raise questions throughout a lot of the game until you can reach all these new areas (and meet new NPCs) coming to future versions. There is one major NPC added back in Alpha 5 that still no one has reported meeting, but the chance of meeting them is rather low right now, anyway. They're more likely to be met in another location that hasn't been added yet.

I haven't read the weekly seed thread yet since I want to play it myself, but I presumed Enno destroyed the conduit because I saw his death location on the leaderboards ;). However, that's not how you make the latter half of the game harder--it just triggers the local guards (who some of you might recognize). Hint: The way you "make the game harder" is in the Data Miner's cave, though...

edit: There is a serious bug in the upper caves. The exit tile wouldn't render even though I got a popup with ?? indicating that it is a exit. I wasn't able to use it as a exit. I also found a derelict log which indicated that that was the exit. I died due to that :(. Picture below.
Wow, that is pretty serious. I hadn't seen that before. Uh oh. I guess we'll need a 7c because I don't want to be killing anyone. Sorry! That means you'll get all the new updates I made in the past few days :).

I'll track it down soon.

(You wouldn't happen to have the save file from that game, would you? That would help immensely here.)

Never mind--your added message there already tells me what it is, a freaking feature I added right before release that can overwrite locations with collapsed cave to make the terrain more interesting in some places, but I forgot to have it avoid stairs xD. Oops. Thanks for the clarification!

I'll fix that dialogue comma, too, thanks. I sometimes try to avoid semi-optional commas because I otherwise tend to use so many of them, but this one should be put back if it leads to confusion :P
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on March 26, 2016, 09:13:36 PM
Re the bug: Glad to have helped. Happy bug fixing.

And I'm happy to hear you're getting into the story. There's a lot of stuff going on, and much of it will raise questions throughout a lot of the game until you can reach all these new areas (and meet new NPCs) coming to future versions. There is one major NPC added back in Alpha 5 that still no one has reported meeting, but the chance of meeting them is rather low right now, anyway. They're more likely to be met in another location that hasn't been added yet.

Like I said, very much a story nerd. I like to know how things came to be the way they are. Partly why I got into research :).

I haven't read the weekly seed thread yet since I want to play it myself, but I presumed Enno destroyed the conduit because I saw his death location on the leaderboards ;). However, that's not how you make the latter half of the game harder--it just triggers the local guards (who some of you might recognize). Hint: The way you "make the game harder" is in the Data Miner's cave, though...

Ah hah. So, if it's not blowing up the data conduit...There is nothing down there except the terminals. The hack is irrelevant if God Mode is not in the game yet.Aaah...You kill the data miner? Will do that next time and see what happens.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Shobalk on March 28, 2016, 01:43:49 PM
Speaking of spoilery story stuff...

Does the mainframe in Cetus do anything?  It seems too central a prop piece to be inconsequential.  I blew it up and it didn't seem to do anything perceptible outside of sending a lot of guys at me.

There is a terminal near the mainframe that doesn't seem to do anything besides allowing a manual hack.  That might be a key to something.  Is that active, or the key to something interesting?  ;) [See here (https://youtu.be/lF9XA7_iGaY?list=PLu00ongqy2n_QTWf_WsJKiDwg8D3X0qcz&t=429)]

Can you use the Data Miner's hack yet?  Ie., is it defiantly "irrelevant if God Mode is not in the game yet".

Do the spotters in Recycling do anything?  Cool animation, but I did seem to realize anything beyond that.

Quote from: Kyzrati
I haven't read the weekly seed thread yet since I want to play it myself, but I presumed Enno destroyed the conduit because I saw his death location on the leaderboards ;).

That's pretty funny.  I got into Data Miner after I saw that on the score board.  I was thinking how on earth did he die there?  So, I shot the conduit while standing next to the stairs and found out how ;).
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Enno on March 28, 2016, 02:16:08 PM
in a stream of kyzrati on twitch he talks about the cetus maybe it helps...
https://www.twitch.tv/kyzrati/v/31388326

...jump to 20min and look how he get the code to hack the cetus.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on March 28, 2016, 02:52:47 PM
Speaking of spoilery story stuff...

Does the mainframe in Cetus do anything?  It seems too central a prop piece to be inconsequential.  I blew it up and it didn't seem to do anything perceptible outside of sending a lot of guys at me.

I am not sure. Once, I had 07 with me. But, I wasn't able to hack the door. I had enough fire power to just blow through it. I did that and damaged the machine in the process and 07 said something regarding the mainframe. But, nothing came out of it and I assume it's because I damaged the machine. Another time, I managed to hack it open but didn't have 07 with me. The key might be to have 07 with you AND hack the door. Btw, I saw your playthrough thro extension. You can blow through those prison doors if the hacks fail. Be careful though. They send demolishers after you if your army gets too big. I have had 15+ allies and they weren't too happy with me. You also don't have to engage the behemoths along that narrow 1-tile corridor. It might be worth it go back to the start of the level and take the long corridor heading east. That takes you to the behemoths and you can engage in a wider space along with your allies instead of having to shoot through them in that tight corridor. I also think that it is better to take those behemoths out before free you any of the allies. This is because I like to keep 07 alive in Cetus and you need a considerable force of allies in order to protect 07 from the Cetus guards. Better not to lose them to those behemoths and sentries.

There is a terminal near the mainframe that doesn't seem to do anything besides allowing a manual hack.  That might be a key to something.  Is that active, or the key to something interesting?  ;) [See here (https://youtu.be/lF9XA7_iGaY?list=PLu00ongqy2n_QTWf_WsJKiDwg8D3X0qcz&t=429)]

Hmm. Bring 07 with you into Cetus and listen to him. Also, try not to damage the machinery in that room. It's...useful  ;).

Do the spotters in Recycling do anything?  Cool animation, but I did seem to realize anything beyond that.

I think they spike up the alert level and nothing else. I need to go down there with a speed build and sneak through the place and see if there is any upside to avoiding them.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on March 28, 2016, 07:40:07 PM
Can you use the Data Miner's hack yet?  Ie., is it defiantly "irrelevant if God Mode is not in the game yet".
Right, it's not usable. It's in there now just so you know that's how you can get it, one of the issues with putting content in the world that isn't yet linked to its other content :/. There is another instance of this, here:
Does the mainframe in Cetus do anything?  It seems too central a prop piece to be inconsequential.  I blew it up and it didn't seem to do anything perceptible outside of sending a lot of guys at me.
So yeah there is a way to get something out of it, but it won't help you at this point. Those are currently the two main links to non-existing content. I'll mention in the changelog when they start to matter.

I also think I'm going to need to increase the effect of spotters ::)
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Shobalk on March 28, 2016, 09:57:30 PM
Btw, I saw your playthrough thro extension. You can blow through those prison doors if the hacks fail. Be careful though. They send demolishers after you if your army gets too big. I have had 15+ allies and they weren't too happy with me. You also don't have to engage the behemoths along that narrow 1-tile corridor. It might be worth it go back to the start of the level and take the long corridor heading east. That takes you to the behemoths and you can engage in a wider space along with your allies instead of having to shoot through them in that tight corridor. I also think that it is better to take those behemoths out before free you any of the allies. This is because I like to keep 07 alive in Cetus and you need a considerable force of allies in order to protect 07 from the Cetus guards. Better not to lose them to those behemoths and sentries.

Good advice.  I shall try it out on my next trip there.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on March 29, 2016, 10:30:56 AM
edit: There is a serious bug in the upper caves. The exit tile wouldn't render even though I got a popup with ?? indicating that it is a exit. I wasn't able to use it as a exit. I also found a derelict log which indicated that that was the exit. I died due to that :(. Picture below.

Fixed as per the latest update (http://www.gridsagegames.com/forums/index.php?topic=441.0). Protect yourself today! Get the patch! :P

It was a single line of missing code :/
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Happylisk on March 30, 2016, 07:01:54 PM
I finally got home and installed 7b.  I figured I'd do a naked run to see if I could get to caves.  I got to -7 in about 3 min and found caves soon thereafter.  Zipped through two levels of caves and found the data miner... and tons of cool lore... and schematics for light regenerative armor hell yes.  I pop out into -6 Factory but I'm totally naked.  I sprint around until I find a chute trap and luck into one with a derelict army.  Now I'm on -6 with a full combat loadout, 0 security level, and the schematic for my favor armor.

7b owns bones. 
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on March 30, 2016, 08:58:19 PM
Hehe, awesome. I was thinking about you when I added that schematic ;)

Too bad I haven't yet updated the Fabrication system to go with it. I plan to make it somewhat easier to build stuff by removing most restrictions on where you can fabricate a given schematic, with time being the primary variable factor. Or something :P
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Happylisk on March 31, 2016, 06:41:35 AM
Run ended on Research.  I was doing ok, but new hunters do not mess around.

I fully explored the upper caves, making for 4 cave levels this run.  Upper caves were rough - lots of ARCs patrolling around, explosive weapons are really nice here. 

I love the new maps so much.  The game feels roguelike-ier now, if that makes sense.  It's also nice to have zones with no programmer clock (but with their own pressures).

Speaking of which, the item disintegration mechanic in caves is pretty cool.  Flavorful, and has an anti-farming mechanic to it that I like.  I've also found a a way around: EM weapons can disable the mechanic so you can still loot guns and engines (processors and heat sinks will likely be fried by the EM).

Found the Warlord's sealed staircase.  Pity we can't pay him a visit yet.  I'll just have to settle for killing data miner and seeing what happens. 

Re fabrication overhaul: I wouldn't mind if you got rid of the matter container requirement.  If I have 300 matter in my core but no matter storage unit, it's kind of annoying that I can't fabricate anything.  Matter storage units are already great items - it's good to have one in your inventory in case you run out of matter in a long firefight, and I've successfully experimented with pure kinetic builds where I constantly have one equipped to expand my matter storage to 700 so that I can really dish it out.  They're already useful items without being necessary to fabrication, so I'd suggest cutting that tedium out.   (yes I am salty because my one attempt to fabricate my beautiful regen armors failed because I didn't have a storage container). 
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on March 31, 2016, 08:04:50 AM
Glad you're loving them--they are certainly there to add a more roguelike feel, and not just because they're "caves" :P, but because they're a lot more random and there's less of an ecosystem like the alert-fueled rush that is 0b10.

There is the chance for occasional patrols over time so you can't hang around forever (but they don't target you directly), and certainly the challenges are quite different, while there's also still plenty to do with the caves, so they'll continue to improve over the next couple releases. Warlord is planning to open for business in Alpha 9--there are a couple other maps to do before that one :). It won't be too long though, since now that Alpha 7 has laid the foundation work for all the new environments and mechanics, we're back to our more brisk release schedule of about one per month.

The new Hunters are probably going to end it for me, too. (I plan to stream my seed run tomorrow, so we'll see!) They were always my worst enemy, but noticeably too weak in Alpha 6 and a lot of players ascended over that period :P. I'll continue to adjust them if and as necessary, though the next might be to their frequency rather than stats. In a way I'm also waiting until we have late-game branches in, and I introduce all the robots which are more powerful than your main line fare, as some of those may make appearances in 0b10 and they'll need to be balanced into the mix. At that point maybe having slightly weaker Hunters will make more sense ;). (We'll see, because you'll also be capable of deadlier feats, too!)

Re Fabrication: Part of why I introduced the matter storage requirement was to give them an extra important use since I felt they weren't useful enough in the 7DRL (of course lots has changed since then...). On top of that I didn't want fabrication to be too simple, as it's potentially easy to make it the "safe but boring" way to play.

Right now there are too many roadblocks, though--it's rarely cost-worthy--so I'm looking to simplify the system somewhat and will take your suggestion under consideration.

That said, matter storage is quite easy to find, at least in the smaller capacities suitable for fabrication, since you can take them from Workers.

That said, I did always intend to analyze and overhaul fabrication after seeing how it did or didn't fit into the overall gameplay, to the point that I never fully prototyped it during pre-alpha :P. Fabrication is certainly overly involved compared to the rest of the game.

So we're getting to that soon. I may do another easier machine first, like Repair Stations.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Decker on March 31, 2016, 08:31:02 AM
I'd like to chime in about fabrication. I propose to get rid of matter containers AND time-to-build. These are just annoyances. It seems to me that the simple "tracing" mechanic is sufficient to prevent overuses. Maybe a ticket system of some sort could be used too, so that there are more meaninful strategic considerations.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on March 31, 2016, 08:45:51 AM
Well, the hacking game has changed significantly from what fabrication was balanced against. The original idea was that you could in theory, once good enough, hack a single machine virtually forever. That is no longer the case, so yeah it's time to reconsider the mechanics against that.

Time-to-build is a pretty meaningful strategic consideration, since it ties into the hunger clock. Right now it's less of an issue because I shortened the times from what they were originally, but one of the new ideas would be to probably allow you to build almost anything anywhere (no floor/rating restrictions), but the length of time required would be the primary variable, and you have to weigh that against how long you are willing to, or think you can, hang around the same area.

Instant building? Maybe, we'll see what else works.

Still, there needs to be something to differentiate the creation of mundane parts vs. amazing parts--if not matter, then time. In my opinion matter is the less strategically interesting of the two. Alternatives would require adding something new to the system.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Shobalk on March 31, 2016, 09:19:09 AM
I'll throw my 2 cents in on the fabrication front.

Right now I think it is too difficult to be worth the trouble.


Thoughts:

Does loading/building need to be 2 separate hack attempts? 

I personally kind of like the concept of needing a matter storage unit.  I think it makes thematic sense and requires the player to make a conscience effort to become a builder.

I love the idea of removing the machine capability check.  That would be a huge step I think.  This has stuffed me on many occasions.

Waiting is a pain, but I can see how it's important in terms of game mechanics.  I'm not really sure how to address that.  Maybe auto-advance the clock instead of making the player wait.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on March 31, 2016, 09:36:05 AM
Thanks for the input!

Yep, too many steps compared to... every other mechanic :P. This is why I never build anything, either, but with better schematics coming into the game about now, it's time to change that.

It was important to wait on it, but my goal is to modify the system until 1) I'm willing to at least sometimes build stuff, and 2) could also see someone else building a lot of stuff (without headaches) if they wanted to do that as part of their strategy.

The "making it a part of your strategy thing" is one thing I like about the matter storage, too.

The reasoning for two separate hacks was because under the initial system you could reset a terminal by waiting, therefore hack it forever, and more important it took at least two fails to get both a trace and lockdown. Now that we've gotten rid of that annoyance there's more room to change other factors.

I love the idea of removing the machine capability check.  That would be a huge step I think.  This has stuffed me on many occasions.
Definitely my number one priority here. It's an opaque system (as with the similar restrictions at other machines, which also need to be modified).

Maybe auto-advance the clock instead of making the player wait.
This has been on the backburner for a very long time, but yeah if time is going to be a factor I will implement the (long-waitlisted :P) auto-wait feature.

Also, for step #1, schematics worth building will be easier to acquire with the future Scanalyzer updates. Plus of course some of the stuff that's really worth building, things you don't find lying around, will have their schematics found in certain places, as Happylisk has discovered :)
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on March 31, 2016, 10:46:59 AM
I like the instant build idea. Here is a balance suggestion. Retain the matter costs and scale it according to the rarity of items. Let the fabricators build stuff instantly. But, have fabrication not only require matter storage containers, but also consume it. That way, we can't just farm items without sacrificing inventory space. Time also plays a factor here. If we spend time farming matter storage units and filling it up, the food clock naturally kicks in anyway. This way, the cogmind has to be more proactive instead of just waiting around the fab unit getting bored. 
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Happylisk on March 31, 2016, 02:30:01 PM
I'm in favor of removing the two step hack and the container requirement - however I am strongly against removing the time requirement.  If there is no time constraint, I promise you people are going to get the best schematics in branches, find a quiet fabricator in the factory, and crank out tons of high tier items like regen armor and what have you.  It'll be grindy as all hell. 

If you had to remove time cost, I think you need to add a new drawback.  Maybe a slight security level rise for fabricating higher tier items / fabricating items that can't normally be found in the main complex. 
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on March 31, 2016, 03:15:13 PM
@Happylisk: I have mixed feelings about the time requirement. I can see its value as a anti-grind mechanic. But, waiting around for X turns is not fun and discourages some people (i.e me :) ) from using the fabricators in the first place. That's why I suggested that fabricators destroy the matter storage units that we supply for item construction. Fabricating high-tier items en-masse can be discouraged by upping their matter costs to the point you need to carry multiple large matter storage units which are not easily to replace. Replacing and filling those matter containers will take time bringing the food clock back into play.

Simply put, I definitely agree that there needs to be some kind of time investment for fabrication. I just don't think it should be in the form of waiting around.

Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Decker on March 31, 2016, 06:52:15 PM
Ensuring that each fab has a limited number of uses would prevent abuses.

The time constraint is also good, but it should be implemented properly. Waiting around doing nothing is boring. Instead, modify the food clock directly.

Wiiiiggghssst! Regenerating armor produced! Investigation team dispatched.
Wiiiiggghssst! Second regenerating armor produced! Programmer squad dispatched.

Now that's a lot of fun heading the player's way!
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Shobalk on March 31, 2016, 07:08:39 PM
Ensuring that each fab has a limited number of uses would prevent abuses.

The time constraint is also good, but it should be implemented properly. Waiting around doing nothing is boring. Instead, modify the food clock directly.

I like the limited uses idea to prevent abuse.  I also agree in principle with the destructive matter container idea, but in practice, I think that'd tick me off too ;)  I love matter containers once I actually start carrying them around. 

In matter critical situations, I call it Ghost Busting™.  Throw it on the floor and step on it to unleash the whoopass.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 01, 2016, 02:36:14 AM
I think the limited uses idea could work here, as some kind of internal limitation on the Fabricator's own supplies (probably higher for higher ratings). In most cases we have the fact that hacking already has a cap since you can no longer reset a trace, though that alone may not be enough to prevent someone really focused on hacking from getting a bit too much out of one machine.

That said, limitations kinda go further against my original hopes you could seriously build and maintain an army of robots. This discussion has mostly been revolving around parts, but robots can be built, too! However, I'm not so certain about the long-term viability of that plan, anyway, since Fabricator distribution is not guaranteed....

Anyway, the ultimate goals are to avoid grind (both the necessary and optimal kinds) while making fabrication useful, so it'll be some combination of all these, um, conflicting opinions :P

I kinda like the idea of destroying the matter storage units, and can see that working with instant fabrication pretty well.

I love matter containers once I actually start carrying them around.

In matter critical situations, I call it Ghost Busting™.  Throw it on the floor and step on it to unleash the whoopass.
Heh, I was wondering if anyone was doing that.

I tend to ignore containers for the most part, but once I have one or two, especially once full, it's hard to put it down because they're nice to have just in case.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Happylisk on April 02, 2016, 09:00:37 AM
Some more observations: The mines now have derelict logs.  Section 7 is a branch in Research.... and there's another mid game branch called Zion.  I have no idea what Zion is, but I suspect its a derelict city and a hat tip to the matrix.  There are Main.C garrisons in caves with special terminals that if you hack them give you nice intel about future levels.  Finally, the god mode hack that data miner gives you changes each game. 

Caves are really high risk high reward.  Going into them with an EMP AoE weapon is rough.  My runs keep ending the proximity caves right after data miner... too much attrition.

E: There's a branch in caves call Zhirov or something like that, and a branch in research called Testing which I had never seen before. 
 
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Decker on April 04, 2016, 09:58:49 AM
I made it to the Data Miner branch again. Just as I was about to reach the terminals, a corruption misfire takes out the conduit. Of course. But I was prepared. Even though I only had 150 integrity left, I had three launchers, armor and reserve matter. They cried, they died. I still got the lore, though I think I missed the God Mode hack that Happylisk referred to. Next time I'll drop my weapons on entry.

Killing the guards appear pointless. But it looks a safe place to purge corruption, if you don't mind the grind.

By the way, in the caves, you can pick up stuff and drop it again to prevent it to melt. The scavengers aren't very aggressive, and it can come handy to have a stockpile of weapons.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on April 05, 2016, 08:30:51 PM
Spoiler: score (click to show/hide)

Chalk one more up for hunters :(. This one critted my power supply off slowing me down. Through a wall. The swarmers and programmers finished me off. Was so close to winning...

Is there anything hunters can't do? You run into rooms. They shoot through walls. They hit like a truck, thanks to long ranged weapons with high damage and high crits. They dodge well, coz cloaking. They are accurate over a long ranges, coz lol targeting computers. You can't see them coming via sensors due to their innate cloaking. Run from them. They send their drones after you. Jerks.

On a more serious note, speed/hack runs more or less feel the same except hunters deliver more ouchies and are even more hard to detect. I was very close to winning when the finally decided that they had enough of my bs and put an end to the whole affair.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 05, 2016, 08:48:11 PM
Super low kill count! Quite a fast run there.

They are (once again) the deadliest of the common robots, for sure, and the ones that I most fear meeting. In addition to their other re-buffs, I did make them harder to detect without the best sensors, but you can still see them if you get the Exp. version (or use other methods like terminal tracking).

The Hunter prototypes defending the Hub are even worse :P

I wonder how they'll compare to the new Programmer model which I don't believe anyone has encountered yet--no drones or cloaking, but they're faster and pack a punch.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Happylisk on April 06, 2016, 06:30:30 AM
I recently had a run end on -4 after I encounter five (!) teams of hunters in the span of a few minutes - the last fight involved fighting 4 hunters at once.  I can't imagine the cogmind that can handle 10 hunters in a brief span of time. 

When I have a spare moment I really need to blow up data miner and see what happens.  These days I try to always have a signal interpreter when I go into the lower caves to make sure I don't miss him. 
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 06, 2016, 07:52:58 AM
Once Alpha 9 is done, the difficulty of the latter floors will be a different story. The Hunters just got their upgrade first :P

Alpha 8 will also be adding some more artifacts!

My last seed run got nasty when I hit several hunters at once, too, but I can't blame it on them since they had plenty of assistance.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on April 06, 2016, 10:25:32 PM
Quote
I wonder how they'll compare to the new Programmer model which I don't believe anyone has encountered yet--no drones or cloaking, but they're faster and pack a punch.

Just died to the new programmers in research/-2 :). Holy crap, their weapons. I wish I was playing a combat build so that I could get my hands on them. As a speed build, I just had to settle for watching those programmers vaporize (literally!!) haulers and recylcers as I used them as cover. Didn't help though. They kept up with me and pack a lot of hurt. Well played, K.

edit : Seems like there a huge score bonus for making 'it' happen. It might be a nice way for speed builds to prop up their sad scores. Question :Do the combat progs not show up till -2? I was wondering how the game got hard until they showed up.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 06, 2016, 10:32:08 PM
Ooh, you found them! Good thing they're completely optional since they won't show up unless you did that thing ;)

Someone wants you dead!
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on April 06, 2016, 10:38:01 PM
Quote
Ooh, you found them! Good thing they're completely optional since they won't show up unless you did that thing ;)

Haha. The thing reminded me of this scene (https://www.youtube.com/watch?v=6vMO3XmNXe4&ab_channel=LuisFelipeCastro) from the matrix.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 06, 2016, 10:40:04 PM
Hahahaha, exactly. There are a growing number of Matrix and Star Wars references in here.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on April 06, 2016, 10:55:27 PM
This may or may not be a typo. The log message says "...pinpointed LCS-V3...". Should it not be LRC-V3?
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 06, 2016, 11:05:40 PM
Whoops, yes, that's a typo, thanks!

And on reviewing what you get by doing that thing, I just made another addition. I'm also thinking of having robot analyses give you a dodge bonus, too, that way it's not only combat builds that can get some benefit out of that bit.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on April 06, 2016, 11:11:29 PM
Yes plz. I will take another +10 to dodge incoming fire. I want to go back down there with my regular hacker build. The build I was running on my last game was fairly crappy. I had nothing but propulsion and enh optical array to carry me through. So, I was pretty much on my last "legs" when I showed up on -2. A hacky build can leverage the machine locations much more effectively.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 06, 2016, 11:14:52 PM
I think we'll start with 5%, but I'm sure you'll take that, too :P
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on April 06, 2016, 11:22:58 PM
Quote
I think we'll start with 5%, but I'm sure you'll take that, too :P

Fine :). I knew you were going to say no to +10. Worth a try though.
Lore Q:
Spoiler (click to show/hide)
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 06, 2016, 11:41:58 PM
Oh here we go again with tags :P
Spoiler (click to show/hide)
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Happylisk on April 07, 2016, 05:43:39 AM
Ooh, you found them! Good thing they're completely optional since they won't show up unless you did that thing ;)

Someone wants you dead!

Ooh I really want to figure out what this thing is.  I'm going to try a hack for Record(LRC-V3) at the oracle terminal.  Your matrix reference makes me believe that the Oracle is involved....

Also I love the battlestar galactica-esque overarching plot in a game otherwise filled with robots.  Poor humans :(
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 07, 2016, 05:55:53 AM
Aw, poor humans... you'll learn a bit more about them in Alpha 8 :)
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on April 07, 2016, 06:40:11 PM
Re spoilers : Ya. I read the records in Cetus. I don't know why I thought the Cogmind had anything to do with the revision series. Faulty memory :).
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Enno on April 09, 2016, 02:24:47 PM
Sir, any informations about new hacks ?
and i saw in scoresheet that it's possible to set
trojans in every machiene !? but how ? and what kind of and so on...
will we get some informations âbout all this new stuff ? please ^____^
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 09, 2016, 07:00:19 PM
Well, I've given out some of the unlisted hacks while streaming, and others you can find via the game lore (via terminals). I also gave away 10 of them in the spoiler-filled Unauthorized Hacks (http://www.gridsagegames.com/blog/2015/11/unauthorized-hacks/) blog post last year. There are currently 14 unlisted hacks in the world, 4 of which you can learn in game without spoilers. Many more are coming to the lore in Alphas 8 and 9.

However, there are no Trojans for some machines (they're listed in the score sheet purely for completion's sake, since they may one day have some :P). Now that you mention it, I think I'll add a Trojan to the Recycling Unit now that it has its final behavior. In general Trojans aren't as widely applicable as brute force hacks since the former are for continuous effects, so not as logical in many cases.

Feel free to make suggestions for the two types of hacks! (It's best if anyone who wants to do this should start a new thread in the Ideas board that everyone can contribute to.)
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on April 09, 2016, 07:10:22 PM
How about a trojan which lets repair units repair parts for which we have schematics for? That gives us more incentive to use scanalyzers.

edit: Though, this could be a feature of repair units in general now that I think about it.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 09, 2016, 07:19:20 PM
That sounds interesting, I hadn't thought of adding Trojans that enhance a machine's regular functionality like that. By this you mean even Repair Stations that aren't a high enough rating? My current thought about the Stations is to actually change them so that any of them can repair anything, it would just be a matter of time. (And perhaps having the schematic could reduce that time requirement, a nice bonus.)

Note: Scanalyzer functionality isn't finalized--same with some other machines--which makes it kinda hard to give the best suggestions :P. There will be more incentives to come.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on April 09, 2016, 07:27:46 PM
Quote
That sounds interesting, I hadn't thought of adding Trojans that enhance a machine's regular functionality like that. By this you mean even Repair Stations that aren't a high enough rating?

Yep. That's exactly what I mean. The low level repair units are pretty cool and useful early in the game. I don't use the high level machines all that much. I have had hacks fail on them (esp garrisons) when I have had +70pc from hacking gear. Toss in the fact that you are on the clock on higher floors and don't want to get traced, the high level machines are a lot less desirable to play around with. So, being able to buff up the lower level machines with trojans might be interesting.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 09, 2016, 07:43:41 PM
Ah, okay, but in this case that won't really be necessary since all stations will probably be able to repair anything. The advantage of using higher-rated stations will be a faster repair time. But allowing it to be even faster with a Trojan might work, although it would also need to be balanced against the fact that you could then theoretically turn a low-rated station into a high-rated station.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Enno on April 10, 2016, 02:39:47 PM
ok thanks for this answer, save a lot of time ..
because i tried a lot of hacks and none with succsess :D :D

 i would like when we could use all other machines than the terminals
for a botnet too.

...and i have my own little cogmind-hack-wiki with 14 unauthorized hacks in it.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 10, 2016, 06:58:30 PM
i would like when we could use all other machines than the terminals
for a botnet too.
That would be a little OP :P. There are already plenty of terminals out there, and there are diminishing returns on botnets, anyway. More importantly, from a design perspective the idea is that by choosing to add a terminal to your botnet, you might fail and have to forgo other hacking opportunities there, so it's a trade off. I did think of a couple new non-terminal Trojans yesterday that I'll see about adding soon, though.

I also noticed Qbert911 has recently put a new section about these hacks on the wiki :). It's incomplete, though I know a few players are familiar with more of the hacks, having seen me do them before.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Enno on April 11, 2016, 04:09:24 AM
ok. my idea was to install botnet-trojans into other machines than
terminals to have more chances to hack for more important things at the terminals.
with a huge botnet in background. especially for the levels -7 and up.
my biggest botnet was linked with 5 terminals and this was luck imo.
of course there are plenty terminals outhere but in the upper level
im happy if a hack works anyway^^

the new wiki-section is what the cogmind-wiki has needed.
i have some more hacks are missing there but im unsure to add.

and i dont like the name for the section..top 10 hacks...
"hacks they don't want you to know about!" seems to be entirely sufficient.
because now there are more than 10, i have 15 now...and the future will also brings more.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 11, 2016, 04:30:38 AM
Botnets don't give you much of a benefit past the first few, anyway, so not really worth making them so large. If you want other help, assimilate an Operator :)

and i dont like the name for the section..top 10 hacks...
"hacks they don't want you to know about!" seems to be entirely sufficient.
because now there are more than 10, i have 15 now...and the future will also brings more.
Haha, you can take up the obviously sensational approach with the author. I didn't write it :P

And yeah you can ruin it by adding more!
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Qbert911 on April 11, 2016, 06:39:25 PM
I updated the link on the main wiki page as per Enno's suggestion (as the number 10 was misleading, even if funny).

I enjoy updating the wiki and would appreciate being told about any unauthorized hacks not presently listed. (hint, hint) :D



Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Happylisk on April 11, 2016, 07:00:10 PM
Thanks for working on the wiki!  I always mean to but I'm so lazy.  I have a bunch of lore screenshots I really should upload...
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 11, 2016, 08:19:39 PM
Thanks Qbert911!

Certainly guides and helpful tips like that are the best kinds of things to add at this point, since specific content like items, robots, and machines are subject to change (although less and less so as time goes on).
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on April 14, 2016, 03:42:50 PM
My first alpha 7 win:

The run was super smooth until -2 wrecked me. I had already hacked the exit in -2, but got caught in a series of stasis traps with hunters and grunts for company. It was clear that I was going to lose most of my equipment, so I did the sensible thing and stuffed my good prototype flight equipment into the inventory for later use in access. I then spent rest of my time in -2 hunting for a good power supply mostly naked except for a few processors which survived everything. I ne'er managed to lose those hunters and the swarmers that joined the party later. But, you have a such deep health pool by the time you hit -2 that you can just explore while taking damage as long as you know where the exit is. Finally, found a quantum reactor and beelined to the exit with about 40% of my core left!!

-1 wasn't bad. RNG was merciful. I didn't find any good equipment. But I found an energy cycler and the exit soon after. Spent some time looking for a weapon to blow through the shell and found a micro-nuke. By the way, the micro-nuke launcher does zero damage to the reinforced walls guarded by those behemoths. I would have won a previous run if I that would have worked.

Spoiler:  Score/15141 (click to show/hide)

I think I have hit upon a decent stealth setup which lets me clear research more or less consistently:

i) Decent propulsion: Speed of 25~35. Flight is the best. Jumping over civilian bots is very useful for losing enemies in tight corridors. You outrun all the walking/hovering robots anyway. The only trouble comes from swarmers. I avoid them like the plague.

ii) Decent hackware: anywhere between +40 to +60 to hacks seems good. System shields are nice but not critical. My favorite hacks are Access(Main), Garrison seals, Index(Terminals), Inventory(Components), Manifests and Trojan(Track). Hacking is my primary means for getting ahead of the food clock. Garrison seals delays programmer dispatch and access(main) obviously cuts down pointless exploration and getting into trouble. I rarely see programmer dispatches. I think I saw two in this game and I was gone before they found me.

iii) Semi-decent sensor setup : Optical arrays lets me see far and sensor arrays let me see around corners. That's more or less all I need to avoid immediate trouble.

iv) A mid-game thermal cannon: lets me burrow through walls with no matter cost. This has saved my ass more than once. You can get a sense of the local level layout by watching civilian traffic and figure out which walls to blow through. I have avoided some major thoroughfares in research via this method. Lot less messier than launchers.

v) A decent launcher: More of a security blanket, useful to deal with swarmers. I avoid using it as much as possible.

vi) An optional melee weapon in case you need matter.

The general plan is hack the exit, beeline to it and pick up stuff on the way. Works like a charm. More or less.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Decker on April 14, 2016, 06:46:07 PM
Congrats for your win, Sherlockkat!

I agree that having a thermal cannon is very useful. It's sometimes hard to find the nova cannon you need to punch through the walls in Research, though, so having launchers handy is still useful.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 14, 2016, 06:55:23 PM
Wow, another Alpha 7 victory, and a really fast one!

Spent some time looking for a weapon to blow through the shell and found a micro-nuke. By the way, the micro-nuke launcher does zero damage to the reinforced walls guarded by those behemoths. I would have won a previous run if I that would have worked.
That's right, those are blast doors. If you have a Structural Scanner you can get the full analysis on them and see that they are incredibly reinforced against EX damage. The easiest way to get through is either with a powerful TH cannon, or simply crit your way through it with any regular guns/cannons. Most melee weapons can also bring it down.

The only trouble comes from swarmers. I avoid them like the plague.
The S-43 variant has a fitting name, don't you think? ;)

iv) A mid-game thermal cannon: lets me burrow through walls with no matter cost. This has saved my ass more than once. You can get a sense of the local level layout by watching civilian traffic and figure out which walls to blow through. I have avoided some major thoroughfares in research via this method. Lot less messier than launchers.
Good tactic. I should do that more often. I do it occasionally, but don't usually have sensors, and end up in those thoroughfares, pull out the launcher, and oh man it gets tough from there as more patrols show up :P

(This is with a combat build, though...)

It's sometimes hard to find the nova cannon you need to punch through the walls in Research, though, so having launchers handy is still useful.
That's the kind of thing a friendlier fabrication system will be able to fix. It might make things too easy for experts who always know exactly what they want, but we'll see...
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Sherlockkat on April 14, 2016, 07:37:23 PM
Quote
Congrats for your win, Sherlockkat!
Thank you :). I have got the hang of speed runs, I think. Gonna switch it up to combat builds and try to win those now. Speed is so much fun and faster to play though. It took me 55 mins to escape. I can barely make it to research in that time if I am playing combat. And about 15 mins to die after that.

Spent some time looking for a weapon to blow through the shell and found a micro-nuke. By the way, the micro-nuke launcher does zero damage to the reinforced walls guarded by those behemoths. I would have won a previous run if I that would have worked.
That's right, those are blast doors. If you have a Structural Scanner you can get the full analysis on them and see that they are incredibly reinforced against EX damage. The easiest way to get through is either with a powerful TH cannon, or simply crit your way through it with any regular guns/cannons. Most melee weapons can also bring it down.
Yup. It sucked. :).

Quote
It's sometimes hard to find the nova cannon you need to punch through the walls in Research, though, so having launchers handy is still useful.
That's the kind of thing a friendlier fabrication system will be able to fix. It might make things too easy for experts who always know exactly what they want, but we'll see...
Do you need a nova cannon? I have punched my way through research walls with hvy plasma cannons, hvy neutron cannons and neutron cannons, all of which you can find in factory.
Title: Re: Alpha 7/7b Discussions [SPOILER VERSION]
Post by: Kyzrati on April 18, 2016, 11:03:58 PM
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It's sometimes hard to find the nova cannon you need to punch through the walls in Research, though, so having launchers handy is still useful.
That's the kind of thing a friendlier fabrication system will be able to fix. It might make things too easy for experts who always know exactly what they want, but we'll see...
Do you need a nova cannon? I have punched my way through research walls with hvy plasma cannons, hvy neutron cannons and neutron cannons, all of which you can find in factory.
Nope. You can easily get through Research walls even with mid-tier cannons. Maybe Decker is obsessed with heavy firepower guaranteed to melt anything instantly? :P