Grid Sage Forums
- May 09, 2024, 06:44:40 PM
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It sounds like it's more tactics driven in cogmind, use what happens when it happens most effectively (optimize within the randomness).That is generally the easiest way to survive, though with experience players have been able to force other unique strategies purely for fun and/or the challenge.
I like to win, but I like to see how greedy I can be also (winning all points or do outrageous things etc)! That's fun for me.Due to the whole "world is alive and responsive" aspect, it presents a flexible system in which you'll learn to navigate and bend it to your will, but you'll frequently encounter other ways in which you can take on extra challenges that seem right at the edge of your capabilities, similar to other roguelikes in how it's possible to challenge yourself by optionally visiting a known dangerous area, or choosing to take on a particularly dangerous foe, though in this case acting across more layers of the game.
Quite recently through further out of game reading I learned (finally!) that branch and main path exist use a different glyph. I play in ASCII, and branch and regular exits don't generally appear on screen at the same time, so I had never noticed that they aren't the same symbol. So I can now cast aside my signal interpreter dependence in the early game. However, even knowing that they are different, I cant seem to reliably remember which is which. I have to toggle over to tile view to check what kind of exist I've found. In my most recent game I forgot to do this (thinking I had the glyphs figured out) and ended up in the Caves by mistake. I was well geared up and supplied, so this actually turned out pretty well, and I found some interesting new lore, but itYou don't need to remember which is which, because they are only shown as a different glyph if you've already identified where the exit leads! In which case it will already have a popup (and shows the name of the destination in the scan window)
This may represent purely my own idiosyncratic experience, but I feel like a more explicit UI callout would be helpful here, perhaps for example the tool tip could read "Main: ?" or "Branch: ?".
As a much more minor suggestion, something like a game to game persistent version of the worldmap that would populate with discovered branches as you explore the complex would be helpful to me. It would fill a role as a spoiler-free crutch for meta-game knowledge of which branches connect where, how deep they go before they connect back to the main complex. As the community grows this kind of information will probably be available via Wikis and guides, but those sort of resources tend to hard to use as references without encountering accidental spoilers.That's a neat idea, though such a feature would unfortunately be quite involved to develop because branches don't always appear at the same depth, or connect in the exact same ways. Plus there is lots of overlap in terms of their pathways (if compared over multiple runs), which would lead to a somewhat confusing interface if done visually (less so in terms of a text-based format, but that's not very cool ). It's not impossible, but I can see that feature taking several days by itself.
(one issue here is that the game lags for several seconds with the big battle going on)If you're anywhere near the battle(s) and can hear it, the game will pause for sound effects so you can make out their respective distance/type, since that information holds some tactical value. It wont lag if you're completely out of audible range (barely audible still counts )--combat actually takes far less processing than just units moving around.
While I've have saved my life with melee weapons in desperate situations, there's no way to direct their damage to the core, so most hits appear to do nothing while I'm busy being shot up.Piercing weapons treat target cores as having 33% higher coverage than usual. Other than that, it's true that you have to get to the target's core for the nice damage to really have an impact, which is why you want as high of an initial hit chance as possible.
As for armor, I'm not the most advanced player, so maybe this is off base, but plating doesn't seem to be as good as just getting extra movement slots. Plating has more coverage generally, but it also generates heat, weighs a ton, and often takes multiple slots. Whereas, like an armored leg or some treads turned off take no energy, produce no heat, have no weight, even if you are flying around, have surprisingly high integrity, are extremely common, and will often save your life if your other means of travel get shot off. I feel like either movement parts need to have a weight value assigned when they are turned off or armour needs more integrity then it has.Yep, this has changed significantly since the early game, when armor had much more integrity compared to propulsion. The heavier forms of propulsion got a massive integrity boost, but that was without concern for how players might stack them as an alternative form of protection. Part of the reason they are somewhat less effective in that role, at least in terms of protecting parts, is that armor still has higher coverage. Some further tweaking is probably important here to keep this from being abused (yes, I do it a bit, too ), but forcing propulsion mass to kick in when inactive, while perfectly logical, removes a lot of potential strategies and will also end up wasting a lot more slots for part of the game.
And I'll add one item to the list. The remote datajack seems to take a stupendous amount of matter to function. I'm sure this must be from some previous balance change, but every time I seek to use it I run out of matter within a couple fights, having maybe hacked a robot or two.It's been that way from the beginning, because a really good hacker could (theoretically) practically own a floor via remote robot hacks. That number could still very well be tweaked, though, and likely will be. The reason it hasn't yet is because robot hacking is still only gradually becoming a viable strategy, due to other changes that have been occurring over previous versions.
Yep, It won't be enough to run a shield for very long on its own, just a more efficient power source. But I'll definitely be examining those numbers and how they relate to shields. It would be nice if you could willingly use a huge matter stash to produce a ton of power in short order to support a shield very well.QuoteThat matter -> energy converter might be sweet toggled on with force fields perhaps...Nope...still got drained with that fusion compressor turned on against a single sentry. 20 energy/turn isn't enough.
Thermal converter/generator => needs massive boost in usefulness.Yep, this and others, like Quarantine tested.
Power from matter (matter filter?) => impractical, boost or remove entirely...Situational. It's saved me before, and just recently another player shared a similar story. That's a hell of a lot of power for a small mass.
Particle charger => the coverage is way too high, the item is typically gone after 3 fights.These are way too effective to allow them to also have low coverage, at least when combined with a large array of energy weapons.
Cloaking generator / manoeuvering thrusters => decent for a stealth build, but almost useless for a combat build due to the bad integrity/coverage ratio. Doesn't need fixing if it's intended only for use by stealth builds or to boost hunters.Right, intended that way.
Shield => needs more integrity to be worthwhile.Not sure which item you're referring to. There are many types of shields.
Armor => it'd be nice to have some with higher integrity and lower coverage.That's an interesting idea... though I can see stacking them with certain builds being extremely effective. Could be tough to balance in.
Force field => that one has serious balance issues. I plan on writing an analysis on combat sometimes in the future. I'll address the shortcomings in details there. In a nutshell, there is usually no reason to equip 3 reactors unless you plan on using force fields, and force fields are rare enough that on average you lose in evolving a third power slot.I think they're okay because shields are massively effective parts. They protect everything extremely well, and some even protect your allies as well as allow your allies to protect you. The alternative which may be more effective from a numbers standpoint is your go-to strategy of stacking inventory filled with parts and/or huge-integrity items. But sometimes it's a case of finding X and using X to survive (even if it's not as effective as Y), not "I'm going to build this perfect death machine every time I play." A good number of winning combat builds use better force fields combined with extremely large batteries.
Melee analysis suite => melee is underpowered (intentionally, from what you've said). This thing doesn't quite close the gap. Useful in enemy hands, but not to the player.Disagree. Melee is going to generally be underpowered for heavy combat builds compared to what you can do with a sizeable array of good weapons (intentionally, to differentiate the combat style), but it serves its own niche, and having a better chance of hitting with your one really powerful weapon (which can generally core robots of the same rating in a single hit) is quite effective.