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Messages - DDarkray

Pages: 1 [2] 3 4 ... 9
26
Ideas / Re: Steam Achievement Ideas
« on: March 01, 2018, 09:38:31 PM »
Posted on Reddit before, but just posting here for the record.

The Great Loot Hoarder: Carry 50 items or more in your inventory. At first, I wanted to shoot for 100, but that's just really crazy and probably impossible.  ;D

27
Ideas / Re: Steam Achievement Ideas
« on: February 28, 2018, 12:02:25 PM »
Pimski from Discord wants to contribute some achievement ideas:


28
General Discussion / Re: [SPOILER] Questions about story progression
« on: February 21, 2018, 08:56:38 AM »
Spoiler (click to show/hide)

29
General Discussion / Re: Moral dilemma of the C-30 ARC's freedom
« on: February 20, 2018, 12:29:12 PM »
It's call.....surgery. ;D
There's a reason why surgeon exists.

30
Stories / Re: First victory :) (some spoilers)
« on: February 20, 2018, 10:01:48 AM »
Congrats! Nice win! Getting your hand on those sensor and terrain scanner, plus flight prop and hacking suite, is a sure way to victory. Always satisfying to stealth your way to victory. :D

Regarding spoiler:

Spoiler (click to show/hide)

31
Stories / Re: A Surprise Victory! (first win)
« on: February 19, 2018, 09:06:29 PM »
I also wondering, is Access every time has launchers powerful enough to destroy the barriers (or, maybe, even the main door) of exit?

There are other weapons that can help you break through those barriers easily, not just launchers.  :)

32
General Discussion / Re: The absurdly powerful launcher (spoilers)
« on: February 19, 2018, 11:46:46 AM »
With great power comes great responsibility...  :P

The item you're talking about has a massive explosion radius of 20, yet its firing range is 24, so as long as you're at least 21 spaces away from your target, you can't hurt yourself. Of course, that would mean you'd have to stand far, far away from them. You should be able to visually see the explosion radius if you're about to fire your weapon (like any other launchers).

It's also a guided launcher, so you can hide behind walls and set waypoints to fire around corners.

Unfortunately, the weapon is one-time use only, so you only got one shot with this!

33
Fixed Bugs & Non-Bugs / Re: RNG
« on: February 14, 2018, 09:10:20 AM »
I read an article about a professor who asked each student to flip a hundred coins and then record their result for submission. Turns out, the professor was able to accurately guess who did the homework and who made up the coin flip result. His secret? The one who actually did the homework usually has a long streak of heads or tails.

The point is that having a long streak of failure does happen. You probably don't remember the number of times you had a streak of success, so when you suddenly got a streak of failures, it's easy to blame on the RNG system.  :P

34
Ideas / Re: Item label display filtering.
« on: February 12, 2018, 10:34:58 AM »
Kyzrati has already started working on the item filter feature, as seen in Beta 5 changelog. However, it's not completed yet and will be expanded in the future.

Quote from: Kyzrati
This is a first step of potentially several on the road to an even more effective label system.

35
Ideas / Re: In-game clock
« on: February 07, 2018, 01:05:41 PM »
I always wanted this too, but I was afraid to ask because it felt like it might go against immersion.

It wouldn't be that immersion breaking if you put it in the Game Menu, unless you want it out in the main HUD. But even then, it's probably not too bad because Cogmind's a robot, after all. Why wouldn't it be able to tell time? :D

36
Ideas / Re: Steam Achievement Ideas
« on: February 02, 2018, 07:32:01 AM »
General Achievements:

* Achievement for each NPC met

* Achievement for each NPC destroyed

* Achievement for each plot-related events triggered (small and big)

* Use Lore Export

* Use Item Gallery export


Stat-based Achievements:

* Light Speed: Achieve the fastest movement speed possible

* Bullet Rain: Fire a volley with maximum attack speed

* Ultimate Destruction: Fire a 10-weapon volley

* Lots of Friends: Obtain at least 50 allies in a run

* Anti-Allies: Win the game with -10,000 points or lower from friendly fire

* I Like to Watch Robots Burn: Melt at least 10 robots in a run


And now for more skill-based achievements:

* Scrapyard Survivor: Destroy all robots in Scrapyard

* Expert Giant Slayer: Destroy at least 5 Behemoths in a run

* Most Wanted: Trigger High Security at least 3 times in a run

* Expert Speedrunner: Win under 1000 turns

* Expert Fighter: Win a game with at least 500 robots destroyed

37
Announcements / Re: Cogmind Beta 5 "Zionic Revolution"
« on: January 25, 2018, 10:09:20 AM »
missword = miss sword?  ;D

Ramming doesn't miss at all, so you can be sure that you'll always hit something.

When charging at a robot on top of stairs, it's not a bug to push it out of the way and ascend immediately. It's pretty useful sometimes.

38
Competitions / Re: Weekly Seed #110 [Beta 5] [Seed: HeavyAbyssalCannon]
« on: January 24, 2018, 06:53:50 AM »
Select GAME, select ABORT

No more GAME tab now! :D

39
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: January 24, 2018, 06:44:21 AM »
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.

Just give this ability to melee attackers like.....Combat Imps. :D

40
Fixed Bugs & Non-Bugs / Re: [Beta 5] DC does not reveal W depth.
« on: January 22, 2018, 05:34:14 AM »
This might be for lore reason, so it's probably not a bug.

Spoiler: Lore Spoiler (click to show/hide)

41
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: January 18, 2018, 12:03:24 PM »
Inspired by zxc's bad suggestion....

Quantum Tunnelling Robots: Bad guys that can occupy and travel within wall tiles. If it's moving near you, it will let out a soft growling sound that can be heard via log messages. Ambushes you by coming out of the wall.

42
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: January 17, 2018, 10:17:57 AM »
A Trap Launcher that hurls a randomly chosen trap item from your inventory over a long distance, and then installs it onto the ground automatically.

A Trapper Drone that manufactures and installs traps, but has a long cooldown between use.

An Imp. Trap Launcher that hurls several trap items over a long distance using the cone-shaped spread mechanic. Lay down a minefield all at once!

43
Ideas / Buff Repair Station
« on: January 11, 2018, 10:36:38 PM »
Repair Station is really useful at times. Are you half naked? Get refit. Is your cool item about to go down? Repair it. Got a broken sensor array from scanning? No problem.

Despite all these cool advantages, I wondered why I haven't made much use of it. I rarely even touch this machine. In fact, I might have used Recycling Units even more than Repair Stations, partly because there's a chance of getting some cool items from it, and partly because there are more useful unauthorized hacks for Recycling machines.

One of the problems with Repair Station is its higher cost for failure. What's the worst thing that can happen for a failed fabrication? Wasting time, getting system feedbacks, and having investigation squad coming at you. But what's the worst thing that can happen for a failed repair? Losing your precious item! At least you can still scan after a failed scanalyzer, but it's possible to insert and lose your entire item from a destroyed Repair Station. You can't get it back!

The other problem is the long repair time which is comparable to its fabrication time. When you obtain a schematic of something, you can make several copies of that item. Meanwhile, repairing only works for one or a few damaged item. After that, there's little replay value. So when given a choice to repair or to fabricate, usually you'll pick fabricating. I'd rather have an almost dead sword and a healthy sword (possibly several healthy swords) than a single repaired sword alone.

And what happen when you have a half-damaged item? Is it worth the waiting time to repair it? Should you skip it and move on? Because repairing it at 20% integrity is no different than repairing it at 80% integrity, what incentive is there to repair the latter kind?

For stealth hacker build, fabricator is your best friend at creating whatever number of copies you want, creating backups in case your sensor array falls apart. Also, you can easily obtain any schematic you want from terminals and create something that you don't already have. Non-hackers like combat builds can make use of pre-installed schematic so they can immediately fabricate something that's interesting, sometimes out-of-depth items or robots.

Repair Station, on the other hand, has only a niche use. Its usefulness is limited to having a badly damaged item that you already own, or if you need a refit. And......that's pretty much it.

It's true that the Recycling Unit is even more of a niche from a strategic point-of-view, but I believe it's mostly there for fluff than for actual use. Repair Station doesn't seem to be this way.

Here are some ideas for buffing Repair Station:

1) Increase success chance for installing and repairing items.

2) Decrease repair time, perhaps proportional to the amount of integrity % loss. (So repairing a half-damaged sword would decrease the repair time by half)

3) Add a chance to have pre-installed damaged items, similar to how fabricator may have pre-installed schematic.

4) Add an eject button in case you need to pull out the item ASAP. Works well with idea #3.

5) Having an ally machinist will further decrease the repair time by a pinch.

6) More Repair Station unauthorized hacks.

7) If an item is already loaded into the Repair Station, destroying the machine may spit out the loaded item. (Similar to how Recycling Unit works)

44
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: January 09, 2018, 08:36:40 PM »
Special option to play a random challenge mode that randomizes after each evolution.

45
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: January 08, 2018, 07:02:54 AM »
(Except mimics. Maybe we need derelict mimics.)

I thought this is supposed to be a bad idea.

All scrap piles found in caves have a chance to contain pests.

Add a crafting system! If you assimilate a tinkerer, you can give it some items to craft new derelict items.

Enable engineers to be hacked and assimilated. Instead of giving ally engineers an ability to construct terrain objects, give it an ability to construct Behemoths. Requires having all part components in your inventory, lots of matter, and has a long construction time to complete. Having multiple engineers can speed up the construction.

Ally serfs adjacent to you can produce fluff messages for cleaning and dusting off your parts. May accidentally damage your part by 1 integrity.

46
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: January 02, 2018, 08:19:26 AM »


More awesome challenge mode ideas:

1) Drunkmind: Start with 5% corruption after ascending each floor. Every move you make will always trigger misdirection, and 20% chance to trigger misfire.

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.

47
Ideas / Re: Challenge Modes
« on: December 16, 2017, 06:11:34 PM »
Have you thought of giving extra bonuses depending on the number of challenge modes being used? That way, players are encouraged to use multiple challenge modes if they want to have super high score. Since the sum of multiple challenge modes is more difficult than its individual parts, my idea is that the score for challenge mode could be multiplied based on the number of challenge modes (e.g. having 1 challenge mode on will have x1 multiplier, 2 challenge modes will have x2 multiplier, etc.).

48
Ideas / Re: Challenge Modes
« on: December 16, 2017, 01:10:15 PM »
Hooray!! More challenge modes!! :D

Simple Hacker: No indirect or manual hacking of any kind.

That doesn't really sound much of a challenge. It's something that even beginners can do without realizing. ;D

Fragile Parts: All parts are destroyed on removal, mimicking the standard behavior of processors.

A pretty dangerous challenge for combat runs, I think. Flight build will probably have a better time with this.

Sticky Parts: No parts can be removed or swapped out manually, and must be destroyed to free their slot(s).

Now that's a real challenge. Trying to get rid of mediocre processors will be a lot of fun.  ;D

Trapped: All non-garrison 0b10-controlled maps that have any traps multiply that number by 5. Also a +20% to trigger traps.

WOAH, this is more like a huge BUFF to trapper build! I would totally try this out!  :D

49
Ideas / Re: Part type targeting
« on: December 12, 2017, 10:08:13 AM »
Core analyzers have been bugged forever. This was only detected recently. Until now, the effect applied on hits on the robot WEARING it, rather than the bots that they were hitting. Therefore, we haven't really seen how effective the (non-bugged) core analyzer can be offensively.

Oh right, I forgot about that.... It would be great if there's more transparency on item effect occurrence (by inserting it into the combat log) because that will help players see the effectiveness of an item and potentially find bugs.

50
Ideas / Re: Part type targeting
« on: December 12, 2017, 07:40:18 AM »
Part targeting does sound difficult to balance. In fact, some ideas for part targeting have already been implemented to a degree. For example, Core Analyzer has a similar effect of targeting robot's core. However, the chance to proc this effect is low, and its effect cannot be stacked either. Additionally, the effect will only transfer 50% of the damage to the core, and some robots are immune to this effect so you can't use it against certain foes. As you can see, there are a lot of restrictions in place for this kind of part targeting. As a result, not a lot of players use them, even among experienced players.

Armor Integrity Analyzer has a reverse effect where you have higher chance to target any part except armor. Unlike the core analyzer, this one is highly praised. There is little restriction, and the only thing you have to worry about is the proc chance. However, such worry is obsolete when the exp. version has 90% chance to proc. For only one processor, your chance to target core or weapon parts will increase since their armor coverage will be out of the equation. (The only real restriction is that it only affects armored robots, not regular robots, but that's where part targeting really shines. It only matters if you're facing off against strong enemies)

Similarly, targeting important parts can be really powerful unless there are a lot of restrictions behind it. If the ability to target any part except armor is already so powerful, it would be even more powerful if you can target any one part of your own choice! The most important part would be weapons since they directly influence your survival. If you can get to destroy their weapons easily, the robots would be as good as dead. Targeting power, propulsion, or utility won't have similar effect like this and are probably not worth implementing. If weapon targeting is as restricted as core analyzer, would it be worth having it?

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