Reflective shield which reflects all projectiles back at enemies so you can walk through the complex while hostiles murder themselves.
Shooting proton cannons should create water as a product of chemical reactions.Hahaha, this one's great.
Let your drones enter exits and explore next floors.
Since there are double slot items, why not have half slot items? Processors would be good candidates.
Introduce the notion of front, back, left and right and add rotation movement. This would allow directional effects like directional vision, sensors, armors, shields and so on.Funny enough, Cogmind technically had this when it was born, as all the code was from X@COM, but I removed it :P (in that game there's directional vision, including different armors that narrow or widen the FOV depending on how obstructive they are)
Since there are double slot items, why not have half slot items? Processors would be good candidates.
How about adding a portal gun? There could be a new challenge to escape in the least amount of moves.You could make it as variant of chutes trap.
Pay to win. Paypal over a mere $1.00 and instantly reset core to 100.
(Except mimics. Maybe we need derelict mimics.)
A heat effect that melts equipment onto you, keeping you from removing it. Sorry, melted equipment can only be destroyed in combat.Interesting idea. Not bad, actually.
Combat recyclers - Heavily armored, use flight, no longer run away when shot at, and teleport away when they pick up an item.
Invisible robots - can only be detected by sensors.
This actually sounds cool. Hunters who are invisible until they fire, but can be spotted with sensors if you have good enough signal interpreters.I actually considered this early on, but the idea didn't seem too interesting because enemies will generally fire on you as soon as they have LOS anyway. So an enemy with this mechanic would need to have some other kinds of abilities.
I actually considered this early on, but the idea didn't seem too interesting because enemies will generally fire on you as soon as they have LOS anyway. So an enemy with this mechanic would need to have some other kinds of abilities.
This actually sounds cool. Hunters who are invisible until they fire, but can be spotted with sensors if you have good enough signal interpreters.I actually considered this early on, but the idea didn't seem too interesting because enemies will generally fire on you as soon as they have LOS anyway. So an enemy with this mechanic would need to have some other kinds of abilities.
2) Endless Mode: After reaching the surface, go back to -11 Scrapyard instead of winning. Reset all events triggered via branches as if you've never visited any branches. All your stats and items are kept.
New item: a bucket with yellow dye. It will be using just like a trap: drop item from inventory and put to the ground. Than stay on it and press ">". After that, your Cogmind will be painted in yellow, so all main.c's bots will think that you are one of them and will not attack you anymore.
There is the animated illustration in attachment, about how it supposed to work:
New game creation screen:Wow, nice art! :D
New game creation screen:Wow, nice art! :D
Great mockup!
For sequel ideas I've certainly spent a lot of time thinking of potential scenarios moving forward in the timeline, but not so much backward :)Spoiler (click to show/hide)
Shoptown - to be honest I am not quite sure this is a bad idea lorewiseWell if I ever get that far, to be honest this has been a major feature in my notes for a very long time, but I can't go into the details here because it may never happen, dunno.
Or plays (http://www.gridsagegames.com/forums/index.php?topic=15.msg7390#msg7390) this (http://www.gridsagegames.com/forums/index.php?topic=15.msg7392#msg7392) :P
Field Reconfiguration Unit. Lets you add and remove parts from allied robots. Give your army of grunts missile launchers.
Reflective shield which reflects all projectiles back at enemies so you can walk through the complex while hostiles murder themselves.
Heh, that's true, although you probably didn't hear about this yet but I think Beta 8 is removing propulsion armor for airborne bots ;)I figured that, so I wanted to put the idea in while it still makes sense. Anyways, another idea:
Hyp. Launchers you can fire through walls - they explode either at range or when they collide with a robot. Ideal for clearing out those outposts in caves.WARNING: Idea too good for this thread.
Increase realism of Factory simulation: machines break down randomly, RIF Cogmind leads Unaware strike for higher wages xD
And recyclers should sometimes explode when recycling engines.There's already a way to make this happen, though I've yet to hear of anyone discovering it ;)
Also, add combat serfs that bring nearby defenders to your location.
And recyclers should sometimes explode when recycling engines.There's already a way to make this happen, though I've yet to hear of anyone discovering it ;)
Also, add combat serfs that bring nearby defenders to your location.
Robot feudalism?
My most Horrible Idea. A weapon that shoots drones.