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Messages - Joshua

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26
Not sure if this is a bug, but it "feels like" rewiring disabled bots found e.g. in Extension is a lot harder with a Ghost Barrier equipped than without. It could just be the law of large numbers at work, though?

27
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: March 04, 2020, 05:48:05 AM »
You can insert a sticky part (processor/hackware) into a Scanalyzer to scan, but you run the risk of being sucked into the machine where you have to play a realtime minigame dodging lasers to avoid being scanned yourself. As a bonus players who want more challenge can use this to intentionally activate "hard mode" from the first floor with a scanalyzer.

28
Ideas / Re: Rangefinder QoL
« on: February 21, 2020, 06:20:35 PM »
The problem with doing it in the Volley window is that its primary purpose is to describe the volley, not serve as a rangefinder in all circumstances. Like what happens when you have no weapons at all and want to measure a range? The Volley window is certainly available for use, but that's not its purpose, which is rather confusing and inconsistent...

Interesting! I almost always look at it for the range, very rarely for the volley info (matter, energy, heat cost). I wonder whether most players primarily think of it as the volley window or as a rangefinder (if they're aware of it at all).

29
Ideas / Rangefinder QoL
« on: February 21, 2020, 04:59:34 AM »
Please make the rangefinder show the range unconditionally (at least in e'x'amine mode). Often when playing stealth I have only a melee weapon equipped and I have to tediously count to find out how far away squares with e.g. enemies vs. items are to know whether I'll be spotted or not.

30
Yes, the label. Phase walls are definitely doing this too and I have been seeing it in my current game. I forgot that I originally reported doors - not sure whether I've noticed that recently or not.

31
This seems to happen about half the time when you step back out of line of sight of a phase wall while the "Phase Wall" highlight animation is still playing. You can see the wall go back to red in the map memory at that point.

32
Competitions / Re: unofficial high scores [beta 9-9.4]
« on: February 15, 2020, 05:55:09 AM »
The achievement for widest variety of entertaining names from a single player goes to:

1. 31 Weapons Ascended++ 105568
2. Dropped 2 WCannons Ascended++ 95444
3. 16-util Treads Ascended++ 89989
4. Severed Armor ANalysis Ascended++ 98975
5. Filthy Flyin Ascended 62204 Fragile Parts, Pure Core, Simple Hacker, Unstable Evolution
6. FacGarFacGarFacWasFacGar Ascended++ 121031
7. I Guess BFG Oneshots then Ascended++ 82133
8. Invest in Accuracy Ascended++ 202396
9. Another OP Meleehover Ascended++ 85009
10. Just Fab Lgt Ion Engines Ascended 56373 Gauntlet, Inhibited Evolution, No Salvage, Sticky Parts
11. golem with a battery Ascended++ 98072
12. 5 Bees in a Hovercraft Ascended++ 94229
13. Wheelsiege Kinetics Ascended++ 90163
14. Pointblank Supercharge Ascended++ 87727
15. ZionFlightMelee Ascended++ 79406
16. Best Prop Best Guns Ascended++ 104746

33
Competitions / Re: unofficial high scores [beta 9-9.4]
« on: February 15, 2020, 05:15:57 AM »
Data from February 10:

Pacifist Rogues (Ranked by Pacifist bonus, then score to break ties)
1. Xii Ascended 52608
2. Zyalin Ascended 40832
3. sideriver81 Ascended 32603
4. Qupu -5/Upper Caves 6767
5. lsend -1/Command 33091
6. GammaGradiation -1/Access 8900
7. Trione -1/Access 14261
8. muxecoid -5/Proximity Caves 9701
9. Alexbot -6/Factory 3889
10. Hilbert -7/Storage 3267

RIF Rogues
1. Valguris Ascended 122075
2. FacGarFacGarFacWasFacGar Ascended++ 121031
3. Alexbot Ascended 63765
4. Joshua Ascended 61912
5. Kyzrati Ascended 61101
6. Trione -3/Testing 59977
7. Pimski Ascended 57415
8. Daniexpert -1/Command 55382
9. alice_fexa Ascended 53737
10. Suslik -3/Quarantine 52965

Imprinted Rogues
1. Dropped 2 WCannons Ascended++ 95444
2. Terminus Ascended++ 90620
3. Joshua Ascended+ 87116
4. Alexbot Ascended 79394
5. lsend Ascended++ 67253
6. Stryker Ascended+ 57168
7. Zyalin Ascended+ 54994
8. cptwinky -1/Command 47493
9. Fleshy Vegetable Bird Ascended+ 44940
10. Finestep -1/Access 44099

DC Rogues
1. Valguris Ascended+ 117071
2. Alexbot -2/Testing 69324
3. Fleshy Vegetable Bird -1/Command 60424
4. Pimski Ascended 57415
5. inSANE -3/Research 24534
6. aperiodic -7/Data Miner 19865
7. sideriver81 -4/Factory 19632
8. alice_fexa -6/Factory 15546
9. derk -5/Proximity Caves 14882

34
Competitions / Re: unofficial high scores [beta 9-9.4]
« on: February 11, 2020, 04:42:29 AM »
High scores with updated data from beta 9-9.4 through February 10:

Rogue
1. Nikolayag Ascended 679427
2. Valguris Ascended 122075
3. FacGarFacGarFacWasFacGar Ascended++ 121031
4. Alexbot -1/Access_0+ 93367
5. Terminus Ascended++ 90620
6. Pimski Ascended 89903
7. Joshua Ascended+ 87116
8. whitenitro0 Ascended++ 86569
9. kiedra -1/Command 83455
10. cptwinky Ascended 76541

Adventurer
1. Suslik -3/Section 7 73320
2. sideriver81 -1/Access 59919
3. Snowflake -1/Access 40181
4. Demise -3/Armory 32752
5. FooBarZisch -1/Access 30361
6. toad3k -3/Research 27438
7. Donnie -2/Section 7 26482
8. Sir Arcana -1/Access 25963
9. Plexion -4/Factory 25378
10. WingedOwl -4/Extension 24732

Explorer
1. ApolliniaD Ascended+ 90642
2. Khal42 Ascended 55385
3. Kiks Ascended 52436
4. sideriver81 Ascended 29106
5. Pseudo-ku -1/Access 28853
6. RezTeKK -3/Testing 26762
7. Xax Ascended 25888
8. n8leveler -2/Research 22819
9. viper -4/Factory 22665
10. K.Ioz -2/Research 20742

Halloween2019/Abominations Rogue
1. PhenomPhear Ascended 31292
2. Pimski Ascended 26508
3. Trione Ascended 25058
4. Valguris Ascended 25017
5. Gitida Ascended 20207
6. lsend Ascended 19985
7. Nikolayag Ascended 19459
8. Puzzlebark Ascended 17509
9. Zyalin Ascended 16957
10. tourn Ascended 16676

Halloween2019/Abominations Adventurer
1. Ms Vella -7/Factory 4371
2. MojoPoop -8/Materials 3608
3. core_nxt -9/Materials 2620
4. sideriver81 -8/Materials 2275
5. Zntyl -9/Materials 1515
6. Joseph -10/Materials 926
7. Scandroid -10/Materials 508

Halloween2019/Abominations Explorer
1. sideriver81 Ascended 18935
2. n8leveler -9/Materials 2166
3. Arctrect -10/Materials 372

AFD2018/Launchers Rogue
1. Kyzrati -3/Research 18075
2. sideriver81 -2/Research 16709
3. Judas -8/Storage 3960

AFD2019/Pay2Buy Rogue
1. sideriver81 Ascended 25734
2. FontPeg -7/Garrison 12822
3. Cookie -6/Factory 11775
4. K.Ioz -9/Materials 1926

Winter2019/RPGLIKE Rogue
1. Valguris Ascended++ 308052
2. Terminus Ascended++ 212967
3. Invest in Accuracy Ascended++ 202396
4. Nikolayag -1/Command+ 174314
5. spruce (@macklemurr) Ascended+ 163866
6. Pimski -1/Command 160756
7. badjay Ascended+ 157794
8. Trione -1/Command 140796
9. Joshua Ascended++ 133805
10. cptwinky Ascended 118191

Winter2019/RPGLIKE Adventurer
1. DanielJ -2/Research 60069
2. slh -1/Command 53920
3. PaultheNerd -4/Factory 43484
4. Rev -3/Quarantine 42784
5. Zntyl -1/Access 37822
6. Sir Arcana -1/Command 36709
7. Driana Ascended 35526
8. Legion -6/Factory 34842
9. BW-032 -3/Research 31416
10. Ms Vella -3/Research 30427

Winter2019/RPGLIKE Explorer
1. Solar Sloth Ascended++ 119385
2. ApolliniaD Ascended 96879
3. n8leveler -3/Armory 76484
4. RezTeKK -1/Command 67078
5. zill -3/Quarantine 60088
6. viper -2/Research 54024
7. BillyNate -1/Access 42347
8. Asura Daeva -1/Command 42093
9. K.Ioz -5/Upper Caves 36672
10. Blade_Drake -2/Research 36479

Rogue Challenge
1. Alexbot Ascended 71378 Gauntlet
2. Zyalin Ascended+ 68608 Pure Core
3. Filthy Flyin Ascended 62204 Fragile Parts, Pure Core, Simple Hacker, Unstable Evolution
4. Joshua Ascended 33574 Devolution
5. cptwinky Ascended 24298 Trapped

Explorer Challenge
1. Solar Sloth -6/Garrison 12534 Super Gauntlet


CategoryTotalWinWin Rate (%)
Overall43542575.9
By Difficulty
Rogue35952346.5
Adventurer50871.4
Explorer251166.4
By Input Type
Arrows34492.6
Mouse1428201.4
Numpad20821798.6
Vi500499.8
By Mutation
CRM1194739.5
DC651320.0
Farcom6819313.7
Imprinted2593613.9
RIF4865210.7

RIF Usage:
Installers Used123456789101112
Overall48624416812187614631231754
Autoassimilate000151591123210
Program Shield0302813125142102
Patrol Navigation044181596313010
Alert Id Control040161982431200
Robot Detection043271665032100
Coupler Efficiency048201411151162721
Autooverride00332219131452201
Crosswire000000067010
Structural Interface03926776211200

Win Distributions:
Win-+++
w01623
w1147
w21449
w31423
w422
w532
w616

35
Competitions / Re: unofficial high scores [beta 9-9.4]
« on: February 10, 2020, 06:33:00 PM »
Ooh wow that's some interesting stats we can now get with depthwise info!

The numbers make sense since some abilities clearly have a minimum install "RIF level" ;)

Crosswire is really just for those who stick to it and go Full RIF.

I've done that at least 2-3 times and haven't gotten it yet :)

Edit: In fact, I am that guy who pushed it to 12 times (in an Access garrison!) and got Coupler Efficiency for my pains. That was an exciting run, I think I escaped through the Command door on core hover with <100 integrity left. Didn't realize how bad High Sec on Access would be.

36
Competitions / Re: unofficial high scores [beta 9-9.4]
« on: February 10, 2020, 06:14:35 PM »
Since I haven't gotten Crosswire yet, I was wondering what the odds are.

RIF ability counts: the value in each column is for games where that ability was gotten on that install. e.g. A number in column 7 means it was gotten on the 7th install.

Installers Used123456789101112
Overall42221114810776534127201444
Autoassimilate000141491123100
Program Shield0252313112032102
Patrol Navigation039171176312010
Alert Id Control034111782231200
Robot Detection037241263032100
Coupler Efficiency042191410121152621
Autooverride00302014131232101
Crosswire000000065010
Structural Interface03424666211200

37
Fixed Bugs & Non-Bugs / [beta 9.4] Useless intel
« on: February 05, 2020, 03:49:40 AM »
A Derelict terminal just gave me "Extension Garrison Access Intel", but there are no Garrisons in Extension that I've ever seen. :)

38
Competitions / Re: unofficial high scores [beta 9-9.4]
« on: January 19, 2020, 05:31:12 AM »
The other win rate which is interesting to look at is the per-player rate, i.e. whether each player got a win at all with a given version. Like for beta 8 it was over 13%, which is pretty decent.

Pretty good split across the mutation categories.

Note this calculation considers them independently so a win might be counted in multiple rows in this table. I am new to data analysis like this so still trying to formulate the questions, but one is: what's the win rate compared to people who got far enough to get that mutation, but chose not to? I noticed that the win rate for mutations is considerably higher than overall but I don't know how many of those overall dropped out in the first 3 or 4 floors. By the time you get CRM you are much closer to the end of the game, anyway, and good enough to survive some dangerous areas.

Thinking some kind of bar chart comparing mutations by depth reached might be good here. :)

I might try to code the player rate later, it means processing the data a little differently.

39
Competitions / Re: unofficial high scores [beta 9-9.4]
« on: January 18, 2020, 07:13:38 AM »
Some more analysis on game count and win count. I can't figure out how to make this table look good but here it is anyway. :)

CategoryTotalWinWin Rate (%)
Overall35011855.3
By Difficulty
Rogue28981705.9
Adventurer41130.7
Explorer192126.3
By Input Type
Arrows26072.7
Mouse1190171.4
Numpad16351197.3
Vi4164210.1
By Mutation
CRM922931.5
DC511019.6
Farcom5366612.3
Imprinted2022612.9
RIF4224410.4

40
Ideas / Re: Show mass for unknown items in scan window
« on: January 17, 2020, 03:52:40 AM »
I don't think it's as tedious as all that. I think for non-hackers it's often better to simply attach-ID and risk it, while if you do use Scanalyzers to identify things it's actually quite a high chance to succeed. The base chance per attempt is 80%! And it doesn't even scale depending on the part in question, only the level of the Scanalyzer as with all other hacks, so even without any hackware you should generally get at least one ID out of a Scanalyzer, if not more. (Remember this is different from actually getting the schematic.)

I was only trying to id, not get schematics, and still failed. Maybe I had the bad luck to get 2 level 3 scanalyzers at -6, I don't remember.

Quote
That's pretty accessible, even easier than fabricating stuff, which non-hackers can do as well.

For attach-ID: Sure you can drop things you want to protect, although that doesn't work for processors and has an associated matter cost, plus a cost of still potentially losing something else that you didn't remove (since you're certainly not removing everything). One of the goals of that system is to create risk-reward scenarios with some optional ways to circumvent it but requiring more effort on your part. The effort in this case isn't really tedium, though.

If you do it consistently to protect key parts it is rather repetitive. I find myself saving up prototypes to id them all at once because of this, for example, which is a change in how I would otherwise use inventory. The matter cost may act to discourage tedious behavior but unless it actually does it just makes it more annoying (just have to carry around a matter pod or compressor to avoid running out). Note that because I'm typically preparing for extended (and I'm not very good at it xD) the goal is not typically to survive the current situation, but to prepare for the late and extended game by finding certain important parts (Exp. Targeting Computer, etc.)

Quote
Quote
(e.g. I broke a Vortex Chain Reactor by use-id, and recalibrators won't repair them).
Well something that valuable probably should've been removed first xD

Quote
Mass id can at least give you an idea, especially if you're constrained on support and might not even be able to support an item even if it was good.
Of course, it could also have any other number of qualities that simply wouldn't work with your build, either--that just potentially eliminates one of many.

True, but most of them could be made to work with some build on low mass support - the notable troll prototypes I can think of are the Exp. Reclamation Unit (light) and Exp. Field Recycling Unit (heavy). Most things weighing 1-2 are pretty good. Propulsion is a pretty big commitment build-wise though, as is melee vs ranged since they use different suites of processors and utilities.

Quote
I think the talk of ID'ing things is sorta tangential to the idea of whether mass is shown or not, because it leads to meta gaming that suggests you should use a wiki for optimal play, even more so once you're experienced, which is kinda the opposite of what Cogmind wants to be (even though some players do enjoy using outside info to make important decisions, if it's avoidable in a case like this why not remove it?).

I think the connection is that I find mass ID and context ID (e.g. learning loadouts of prototype bots or cross-referencing hauler manifests or caches or layouts in particular branches) to be the fun part of the ID game, losing a build by attaching a random faulty utility off the floor not so fun. If it didn't risk so much damage to other parts (e.g. 200+ damage to storage units, which I experienced in my current run) or completely breaking important parts it might be more fun. As it is, I tend to avoid it most of the time when I have a build I care about, typically after the first half of the game.

Processors are a category where mass id doesn't work at all and I typically wait until I either have a Component Analysis Suite or a Scanalyzer to id them instead of risking attaching them. (Also partly because you can still use a scanalyzer on a faulty processor to get the schematic, but only if it's not attached.) That's different and I suppose it proves you don't entirely need mass id, but I find it less fun to wait sometimes for floors before finding out it wasn't something you needed anyway.

I see a bit of tension between enjoying the main game as it's designed (taking risks, experimenting, rebuilding when things go wrong) and being able to win ++ which requires -- in my experience -- minimizing risks of a certain kind, like attaching potentially faulty prototypes, and other tedious preparation. In the context of the first play style I think I can even agree with removing mass id as tedious, even if I want those last bits of lore from ++. :)

41
Ideas / Re: Show mass for unknown items in scan window
« on: January 16, 2020, 05:49:07 AM »
It would probably be tedious if I was going for optimal play - you'd have to memorize or look up the weight of every unknown item - but I like that it gives me a general idea of what something could/couldn't be.
Yeah this is exactly the issue. It's helpful and nice if you're not trying to be optimal about it, but optimal tedium is generally removed from the game wherever possible...

I wonder how removing it might change high-level players' approach to late-game areas in particular with regard to deciding what unidentified parts to use. Good? Bad? Mixed bag?

I have been thinking about the alternatives for prototype id and to me they seem to be more tedious:

1. Carry prototypes until you can scanalyze them. Easy for a flight hacking build to run a scanalyzer, though there is constraint on inventory space, but flight has less need to identify prototypes anyway and I locked myself out of 2 scanalyzers on the last factory floor I played (not flight hacking) without id'ing a single item.
2. Carry around a Component Analysis Suite and wait for it to do its thing. Better and more reliable than a scanalyzer since you are guaranteed an id in probably less time than it would take to find a scanalyzer anyway, but still kind of tedious because the base model is slow.
3. Drop everything you have of value before attaching a potentially faulty item.
4. Hack terminals for prototype ids either via MC or Zion intel. Very random, unlikely to identify any given item you carry.

What I really want to know when seeing a prototype on the floor is: is this worth equipping or carrying instead of something I already have? If you use id them you are making a gamble that it will be worth it but sometimes it destroys your existing important parts :/ (e.g. I broke a Vortex Chain Reactor by use-id, and recalibrators won't repair them). Mass id can at least give you an idea, especially if you're constrained on support and might not even be able to support an item even if it was good.

Edited to add:
Making (the first?) Insert on a Scanalyzer a guaranteed (100%) action could alleviate this somewhat.

Edited to add: a couple less tedious ways, but limited in scope:
1. RIF gives you drop id for haulers and researcher hacks (I've considered trying to fab an analyst, then try to get it assimilated by a programmer so I can use those hacks outside of R branches)
2. Datajack bots with prototype parts

42
Ideas / Re: Show mass for unknown items in scan window
« on: January 15, 2020, 05:31:28 PM »
I should add, the particular case that made me post this idea was looking at a cache of unknown items across a room and wondering if they were all the same item or not. It's fairly slow to examine all 9 via keyboard to determine if you want to cross a room.

If item ids couldn't be lost by corruption this would be less of an issue - I would say fair enough if you have to scan it or risk it or use a component analysis suite on a prototype - but because you can even lose lots of prototype ids if you're corrupted for a while I like the slight advantage having an idea of relative masses gives me.

In other silly unknown id cases: there's so few 2-slot utilities that you can identify them both even if unknown (QC and coolant network), since one is a prototype. I guess now there's launcher loaders too but I hardly ever run across those.

43
Ideas / Re: Show mass for unknown items in scan window
« on: January 15, 2020, 05:26:40 PM »
Actually I think mass should ideally be removed from unidentified items, because mass ID is stupid, no? :P

It's not really intended to be used that way, it just made sense "logically" speaking, so it's been that way since the beginning. As a player it personally doesn't bother me being there (and I'd even prefer it stay) since I don't really remember item masses myself, but it can be nice to have a general idea. I suppose for unidentified items in particular it could be converted to a non-specific value like "light/heavy" or some such, if necessary.

Wonder what other people think...

I personally like it - helps distinguish between AAs which are consumable and ones which are durable, for one thing, and in general gives you some idea of the category of unknown item - whether it's worth traveling across the room for. eg something 1-2 is never going to be a force field and 10+ is never going to be a heat sink, if you've had a lot of corruption losing items ids (or CRM) and you need one or the other.

It would probably be tedious if I was going for optimal play - you'd have to memorize or look up the weight of every unknown item - but I like that it gives me a general idea of what something could/couldn't be.

44
Ideas / Show mass for unknown items in scan window
« on: January 15, 2020, 05:22:01 AM »
Suggestion: could the game show the mass for unknown items on the floor in the scan window like for identified items? It seems at least that mass id is intentional so it would be nice to not have to open the description window for an unknown item just to see how much it weighs :)

45
Ideas / Re: Challenge Modes
« on: January 14, 2020, 06:39:39 PM »
Haha that indeed sounds like the threads are being crossed :P

Why stop at those--at that point why not just make everything fly!

Because it just doesn't seem right to have flying Behemoths! :)  But it would definitely change the fight/run/hide calculus if the most common enemies were much faster...

46
Ideas / Re: Challenge Modes
« on: January 14, 2020, 03:30:48 PM »
This may belong in the bad ideas thread: a "Grunts Fly" challenge (possibly an AFD mode). i.e. Grunts, and maybe Hunters would be reconfigured to have enough flight propulsion to move fast xD

47
Competitions / Re: unofficial high scores [beta 9-9.4]
« on: January 12, 2020, 06:16:11 PM »
I've edited the title as suggested.

Looked through the scores, looks like you were at #13 with a score of 15561 for Abominations. :)

I basically wrote something similar to your description of analyze_scores for the old system to load all the data and sort it into these lists -- mostly as an excuse to practice Clojure programming, since I am trying to learn it. I've also been playing with Incanter for creating graphs but nothing very interesting yet. I'd like a graph showing whether or not vi-keys players have a higher win rate than others. ;)  I might look at Ape's graphs again and the Alpha challenge for other ideas about data to pull out.

48
Competitions / unofficial high scores [beta 9-9.4]
« on: January 12, 2020, 05:29:21 PM »
While waiting for the leaderboards, I made this with score data Kyzrati shared with patrons. Data is from January 8.

Rogue
1. Nikolayag Ascended 679427
2. Valguris Ascended 122075
3. FacGarFacGarFacWasFacGar Ascended++ 121031
4. Alexbot -1/Access_0+ 93367
5. Terminus Ascended++ 90620
6. whitenitro0 Ascended++ 86569
7. kiedra -1/Command 83455
8. Pimski -1/Command 78777
9. Joshua Ascended++ 77202
10. cptwinky Ascended 76541

Adventurer
1. Suslik -3/Section 7 73320
2. sideriver81 -1/Access 59919
3. Snowflake -1/Access 40181
4. Demise -3/Armory 32752
5. FooBarZisch -1/Access 30361
6. toad3k -3/Research 27438
7. Donnie -2/Section 7 26482
8. Sir Arcana -1/Access 25963
9. Rian -6/Factory 21459
10. mu -3/Proximity Caves 20922

Explorer
1. ApolliniaD Ascended+ 90642
2. Khal42 Ascended 55385
3. Kiks Ascended 52436
4. sideriver81 Ascended 29106
5. Pseudo-ku -1/Access 28853
6. RezTeKK -3/Testing 26762
7. n8leveler -2/Research 22819
8. viper -4/Factory 22665
9. Daisuke -6/Waste 19843
10. Aubrey -3/Research 19595

Halloween2019/Abominations Rogue
1. PhenomPhear Ascended 31292
2. Pimski Ascended 26508
3. Trione Ascended 25058
4. Valguris Ascended 25017
5. Gitida Ascended 20207
6. lsend Ascended 19985
7. Nikolayag Ascended 19459
8. Puzzlebark Ascended 17509
9. Zyalin Ascended 16957
10. tourn Ascended 16676

Halloween2019/Abominations Adventurer
1. Ms Vella -7/Factory 4371
2. MojoPoop -8/Materials 3608
3. core_nxt -9/Materials 2620
4. sideriver81 -8/Materials 2275
5. Zntyl -9/Materials 1515
6. Joseph -10/Materials 926
7. Scandroid -10/Materials 508

Halloween2019/Abominations Explorer
1. n8leveler -9/Materials 2166
2. Arctrect -10/Materials 372

AFD2019/Pay2Buy Rogue
1. K.Ioz -9/Materials 1926

Winter2019/RPGLIKE Rogue
1. Valguris Ascended++ 308052
2. Terminus Ascended++ 207420
3. Invest in Accuracy Ascended++ 202396
4. Nikolayag -1/Command+ 174314
5. spruce (@macklemurr) -1/Access_0++ 160800
6. Pimski -1/Command 160756
7. Trione -1/Command 140796
8. Joshua Ascended++ 133805
9. cptwinky Ascended 118191
10. PlasticHeart Ascended 105439

Winter2019/RPGLIKE Adventurer
1. DanielJ -2/Research 60069
2. slh -1/Command 53920
3. PaultheNerd -4/Factory 43484
4. Rev -3/Quarantine 42784
5. Zntyl -1/Access 37822
6. Sir Arcana -1/Command 36709
7. Driana Ascended 35526
8. BW-032 -3/Research 31416
9. Ms Vella -3/Research 30427
10. Moredread -3/Research 21158

Winter2019/RPGLIKE Explorer
1. Solar Sloth Ascended++ 119385
2. ApolliniaD Ascended 96879
3. n8leveler -3/Armory 76484
4. RezTeKK -1/Command 67078
5. zill -3/Quarantine 60088
6. viper -2/Research 54024
7. BillyNate -1/Access 42347
8. Asura Daeva -1/Command 42093
9. K.Ioz -5/Upper Caves 36672
10. Blade_Drake -2/Research 36479

Rogue Challenge
1. Alexbot Ascended 71378 Gauntlet
2. Zyalin Ascended+ 68608 Pure Core
3. Filthy Flyin Ascended 62204 Fragile Parts, Pure Core, Simple Hacker, Unstable Evolution
4. Joshua Ascended 33574 Devolution
5. cptwinky Ascended 24298 Trapped

Explorer Challenge
1. Solar Sloth -6/Garrison 12534 Super Gauntlet

49
Fixed Bugs & Non-Bugs / [beta 9.3] overheating zionite
« on: December 24, 2019, 01:32:25 PM »
I don't know if this is a bug or not but it seems weird: a random zionite appears to be overheating (haven't aggroed Zion). See screenshot and attached save. Maybe related to rpglike mode, if it affects non-Cogmind-bots heat dissipation somehow?

50
Ideas / Re: Challenge Modes
« on: December 23, 2019, 04:24:12 AM »
Hey GJ, sounds interesting! Also... very scary? :P

Although harder, I guess this sorta limits the tactical nature of the game, eh? I mean the various forms of intel, including what's coming for you "at some point" (because even then you really may not have an idea of whether it'll be sooner or later), are important for keeping the game more about planning for possibilities, and in this case you simply know fewer of them, are more... in the dark.

Anyway, just thinking through it to help brainstorm ideas for names and further expansion of the mechanics.

"Fog of War" comes to mind. Cogmind currently has lots of ways to get extremely reliable information at a distance. Even corruption only affects sensors if you don't have a signal interpreter. If the Complex took Cogmind (and/or NPCs) seriously as a threat, it wouldn't have so much info be unsecured on its network. "Super Fog of War" could remove, or make unreliable (e.g. sometimes they give false info) all ways of getting map and enemy information at a distance: e.g. you can't always trust what sensor or terrain scanner shows or it might be scrambled by installations even starting in Research, access(*) and enumerate(*) hacks don't work, trojans that show you where robots are or let you know when they've been dispatched don't work. RIF should probably be disabled too. 010b decoders should maybe remain as thematically the idea is they are able to access the encoded transmissions in the Complex.

Not sure whether this should apply in caves or if sensors / terrain scanners should work there -- because the Complex installations aren't there - could also be fun if outposts in the caves had a local scrambling installation so as you get near them (within 50 tiles?) your sensors / terrain scanners stop working. They would be maybe a little harder to avoid then.

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