Cogmind > Strategies

Large volleys considered harmful *spoiler*

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Decker:

--- Quote ---Time will tell whether or how abuseable it is, but preliminary testing says it's 1) hella fun and 2) didn't seem so overpowered that it ensured success by any measure, considering what you have to give up to attach that many weapons.

--- End quote ---

o_O

There's a good reason it doesn't seem overpowered: these changes actually work against you!

Firepower increase since alpha 4:
- 2 slots: 325/300 => +8%.
- 3 slots: 425/325 => +31%.

Hence, in Factory, those hunters and programmers get a +8% damage bonus against you. In Research, thoses bonuses become +31% for terminators and behemoths. Of course, your own firepower also increases, but there's just one of you and many of them. Finding good cover is now even more important, but having good mobility is harder with the heavier storage units. Combine that with the alert(purge) nerf, and combat just got more challenging.

Don't get me wrong: I love that the game is becoming harder.

So, let's talk about volleys. The balance of the game currently sorts these combat variables in the following order of importance:
1) Mobility.
2) Churn rate balance.
3) Inventory size.
4) Integrity + coverage.
5) Exit-finding capabilities.
6) Firepower.

What happens if you confuse ranks 6) and 1) and equip 6 weapons? You get a glass cannon that runs afoul of the food clock and lacks the mobility to deal with the consequences.

Behold.


[Alert] Weapon churn rate HIGH.
[Alert] Alert level HIGH -- HURRY UP.

*Cogmind exploring*
Grunt detected.

*Engaging target*
  sssssswwwwwwwwwooooooooooorrrrrrccccCCCCCHHHHHHHHHHHHH!
  Target down!!

Grunt detected.
Grunt detected.
Grunt detected.


[DANGER] Engagement OUT IN THE OPEN.

*Engaging hostile 1*
  sssssswwwwwwwwwooooooooooorrrrrrccccCCCCCHHHHHHHHHHHHH!
  Target down!!

Pink!
Ponk!
ARC deploys payload.
ARC deplays payload.


[CRITICAL] Unsustainable conditions. RETREAT RETREAT RETREAT.
[CRITICAL] Current speed 180 -- TOO SLOW.
[CRITICAL] OVERRIDE -- HEAD FOR NEARBY DOOR AT ALL COSTS.

*Moving*
Pink! Pink! Pong!
Weapon 4 down.

*Moving*
Pang!

*Moving*
Trrrrfgh! Trrrrgh!
Propulsion 1 down.

[CRITICAL] Sustaining HEAVY DAMAGE.

*Moving*
Puck! PLONK! Tff! Tff!
Weapon 3 down.
Weapon 5 down.

*Moving past door*
*Equip*
*Equip*
*Equip*
Pang! Pffft!

*Equip*
Pink! Pink! Pong!

[CRITICAL] KILL FAST

*Engaging hostile 2*
  sssssswwwwwwwwwooooooooooorrrrrrccccCCCCCHHHHHHHHHHHHH!
  Target down!!

Puck! Puck!
Weapon 6 down.
Secret door opened.


[PANIC] Engagement OUT IN THE OPEN.

*Equip*
Pink! Pink! Pong! Puck! PLONK! Tff! Tff!
Weapon 3 down.
Weapon 2 down.

[PANIC] ...
*Cogmind emits distress signal*





In contrast, in the above scenario, a mobile war bot would use its speed to retreat and fight in a good spot. You can "live off the land" for a long time by vacuuming the items that roll under your feet in a tight corridor. Picking up / equipping items aggressively as they appear (even if it's junk) goes a long way to keep supplies high. That works best if your churn rates are balanced in each category. On average you'll get the items that you need. Being mobile, you can also afford to move under fire to pick up critical items before they disappear.


Example of a mobile war bot.
Spoiler (click to show/hide)
Stats (buggy score).
Spoiler (click to show/hide)Cogmind - Alpha 5b

Name: Decker

---[ ESCAPED! ]---

 Performance
-------------
Evolutions (9)             4500
Robots Destroyed (297)     1485
Value Destroyed (13486)    13486
Prototype IDs (25)         500
Alien Tech Identified (0)  0
Bonus (12787496)           12787496
              TOTAL SCORE: 12807467

 Cogmind
---------
Core Integrity             779/1600
Matter                     290/300
Energy                     45/140
System Corruption          27%
Temperature                Cool (12)
Location                   Surface

 Parts
-------
Power (1)
  Light Quantum Reactor
Propulsion (14)
  Medium Treads
  Centrium Leg
  Biometal Leg
  Biometal Leg
  Myomer Leg
  Myomer Leg
  Improved Anti-Grav System
  Medium Treads
  Experimental Anti-Grav System
  Medium Treads
  Improved Anti-Grav System
  Improved Anti-Grav System
  Improved Anti-Grav System
  Improved Anti-Grav System
Utility (7)
  Large Storage Unit
  Medium Storage Unit
  Advanced Heat Sink
  Large Storage Unit
  Medium Storage Unit
  Advanced Heat Sink
  Advanced Heat Sink
Weapon (3)
  Gamma Rifle
  Fusion Bomb Launcher
  Enhanced Nova Cannon

 Inventory
-----------
Micro Fission Core
Light Particle Reactor
Improved Anti-Grav System
Phase Gun
Phase Gun
Quantum Rifle
Gamma Rifle
Railgun
Railgun
Railgun
Linear Accelerator
Advanced Heat Sink
Advanced Heat Sink
High-capacity Storage Unit
Matter Compressor
Advanced Terrain Scanner
Experimental Terrain Scan Processor
Improved Medium Armor Plating
Gamma Rifle
High-powered Shock Rifle
Gamma Rifle

 Peak State
------------
Power
  Improved Quantum Reactor
Propulsion
  High-density Centrium Heavy Treads
  Experimental Anti-Grav System
  Anti-Grav System
  High-density Centrium Heavy Treads
  Anti-Grav System
  Improved Anti-Grav System
  High-density Centrium Heavy Treads
  Centrium Heavy Treads
  High-density Centrium Heavy Treads
Utility
  Experimental Terrain Scan Processor
  Large Storage Unit
  Large Storage Unit
  Large Storage Unit
  Medium Storage Unit
  Centrium Medium Armor Plating
  Advanced Heat Sink
Weapon
  Hypervelocity Railgun
  Enhanced Quantum Rifle
  Enhanced Quantum Rifle
[Rating: 186]

 Favorites
-----------
Power                      Light Angular Momentum Engine
  Engine                   Light Angular Momentum Engine
  Power Core               Micro Fission Core
  Reactor                  Light Anti-Matter Reactor
Propulsion                 Flexi-carbon Leg
  Treads                   High-density Centrium Heavy Treads
  Leg                      Flexi-carbon Leg
  Hover Unit               Improved Anti-Grav System
  Flight Unit              Field Propulsion Drive
Utility                    Large Storage Unit
  Device                   Advanced Heat Sink
  Storage                  Large Storage Unit
  Processor                Experimental Terrain Scan Processor
  Hackware                 Decryption Engine
  Protection               Improved Medium Armor Plating
Weapon                     KE Penetrator
  Energy Gun               Gamma Rifle
  Energy Cannon            Beam Cannon
  Ballistic Gun            KE Penetrator
  Ballistic Cannon         Anti-matter Cannon
  Launcher                 Long-range Missile Launcher
  Special Weapon           Remote Datajack

 Stats
-------
Bonus Breakdown            12787496
  Entered Garrisons        200
  Win                      3000
  Fast Win                 12784296
Classes Destroyed          19
  Worker                   23
  Builder                  34
  Tunneler                 4
  Hauler                   8
  Recycler                 25
  Carrier                  1
  Mechanic                 1
  Operator                 6
  Watcher                  4
  Swarmer                  32
  Grunt                    76
  Brawler                  3
  Duelist                  4
  Protector                2
  Sentry                   17
  Specialist               1
  Hunter                   23
  Programmer               31
  Behemoth                 2
NPCs Destroyed             0
Best Kill Streak           11
  Combat Bots Only         9
Matter Collected           8943
  Salvage Created          18286
Parts Attached             514
  Power                    31
  Propulsion               151
  Utility                  177
  Weapon                   155
Parts Lost                 128
  Power                    15
  Propulsion               52
  Utility                  15
  Weapon                   46
Average Slot Usage (%)     94
  Naked Turns              2
Spaces Moved               5617
  Fastest Speed (%)        434
  Average Speed (%)        90
  Slowest Speed (%)        12
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           3
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             106
  Greatest Overweight (x)  28
  Average Overweight (x)   0
Largest Inventory          26
  Most Items Carried       26
  Average Items Carried    19
Core Damage Taken          2021
Average Core Remaining (%) 79
  Depth 10 Exit            100
  Depth 9 Exit             75
  Depth 8 Exit             93
  Depth 7 Exit             91
  Depth 6 Exit             18
  Depth 5 Exit             81
  Depth 4 Exit             94
  Depth 3 Exit             100
  Depth 2 Exit             95
  Depth 1 Exit             48
Volleys Fired              736
  Largest                  3
  Hottest                  302
Shots Fired                1946
  Gun                      1463
  Cannon                   433
  Launcher                 34
  Special                  16
  Kinetic                  696
  Thermal                  697
  Explosive                34
  Electromagnetic          503
Shots Hit Robots           1201
  Core Hits                581
Overload Shots             14
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 2
Melee Attacks              0
  Impact                   0
  Slashing                 0
  Piercing                 0
Damage Inflicted           33922
  Projectiles              28937
  Explosions               4924
  Melee                    0
  Ramming                  61
  Kinetic                  9405
  Thermal                  12349
  Explosive                4165
  Electromagnetic          7942
  Impact                   0
  Slashing                 0
  Piercing                 0
Self-Inflicted Damage      451
  Shots                    10
  Rammed                   3
Highest Temperature        416
  Average Temperature      65
  Shutdowns                0
  Energy Bleed             1
  Interference             8
  Matter Decay             0
  Short Circuit            0
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         27
  Average Corruption       7
  Message Errors           27
  Parts Rejected           8
  Data loss (map)          31
  Data loss (database)     25
  Misfires                 6
  Misdirections            12
  Targeting Errors         116
  Weapon Failures          17
  Depth 7 End              4
  Depth 6 End              3
  Depth 5 End              4
  Depth 4 End              2
  Depth 2 End              3
  Depth 1 End              27
Haulers Intercepted        8
Robots Corrupted           31
Robots Melted              0
Power Chain Reactions      0
Tactical Retreats          25
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             0
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            0
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Machine Familiarity        30
  Terminals                29
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          1
Machines Hacked            30
  Terminals                29
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          1
Total Hacks                102
  Successful               30
  Failed                   72
  Catastrophic             26
  Database Lockouts        0
  Manual                   77
  Unauthorized             28
  Terminals                101
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          1
Terminal Hacks             18
  Record                   1
  Part Schematic           0
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        1
  Open Door                1
  Level Access Points      5
  Branch Access Points     0
  Emergency Access Points  0
  Machine Index            0
  Terminal Index           0
  Fabricator Index         0
  Repair Station Index     0
  Recycling Unit Index     0
  Scanalyzer Index         0
  Garrison Index           0
  Alert Level              1
  Unreport Threat          9
  Locate Traps             0
  Disarm Traps             0
  Reprogram Traps          0
  Dispatch Records         0
  Maintenance Status       0
  Security Status          0
  Surveillance Status      0
  Patrol Status            0
  Transport Status         0
  Investigation Status     0
  Extermination Status     0
  Reinforcement Status     0
  Assault Status           0
  Recall Investigation     0
  Recall Extermination     0
  Recall Reinforcements    0
  Recall Assault           0
  Hauler Manifests         0
  Registered Components    0
  Registered Prototypes    0
  Zone Layout              0
  Sector Layout            0
  Machine Controls         0
Hacking Detections         51
  Full Trace Events        1
  Feedback Events          0
  Feedback Corruption      0
  Feedback Part Disabled   0
  Feedback Blocked         0
Garrisons Disabled         2
Garrisons Compromised      0
Robot Schematics Acquired  0
  Robots Built             0
  Total Robot Build Rating 0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   0
  Parts Built              0
  Total Part Build Rating  0
  Part Fabrication Matter  0
  Part Fabrication Time    0
Parts Repaired             0
  Part Repair Time         0
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
Parts Scanalyzed           0
  Part Schematics Acquired 0
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             1
Robots Hacked              0
  Non-combat               0
  Combat                   1
  Parse                    0
  Link                     0
  Rebooted                 0
  Overloaded               0
  Assimilated              1
  Manual                   0
  Secondary                0
Robot Hack Failures        5
Allies Hacked              0
Hacks Repelled             0
Total Allies               2
  Largest Group            1
  Highest-Rated Group      20
  Highest-Rated Ally       20
Total Orders               0
  STAY                     0
  GOTO                     0
  ROAM                     0
  FOLLOW                   0
  GUARD                    0
  AID                      0
  BUILD                    0
  TUNNEL                   0
  DROP                     0
  PICKUP                   0
  COLLECT                  0
  EXPLORE                  0
  RETURN                   0
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               9
  Total Damage             135
  Kills                    0
Allies Corrupted           0
Allies Melted              0
Peak Influence             1386
  Average Influence        466
  Final Influence          884
Maximum Alert Level        4
  Low Security (%)         37
  Level 1                  14
  Level 2                  16
  Level 3                  23
  Level 4                  8
  Level 5                  0
Squads Dispatched          38
  Investigation            3
  Extermination            11
  Reinforcement            10
  Assault                  8
  Garrison                 6
Exploration Rate (%)       14
  Regions Visited          14
Garrisons Visited          1
  Relays Disabled          4
  Generators Disabled      0
Turns Passed               10517
  Depth 11                 53
  Depth 10                 231
  Depth 9                  697
  Depth 8                  784
  Depth 7                  1090
  Depth 6                  3536
  Depth 5                  733
  Depth 4                  611
  Depth 3                  317
  Depth 2                  584
  Depth 1                  1881
  Scrapyard                53
  Materials                1568
  Factory                  4746
  Research                 901
  Access                   1881
  Mines                    144
  Garrison                 1224

 Prototype IDs
---------------
Cold Fusion Reactor
Compact Particle Reactor
Improved Quantum Reactor
Centrium Heavy Treads
High-density Centrium Heavy Treads
High-density Centrium Leg
Experimental Airjet
Experimental Anti-Grav System
Improved VTOL Module
Advanced Beam Rifle
Compact Ion Cannon
Proton Burst Cannon
Enhanced Coil Gun
Anti-matter Cannon
Rocket Array
Scatter Rocket Array
Advanced EMP Blaster
Guided EMP Blaster
Experimental Terrain Scan Processor
Quarantine Testbed
Centrium Medium Armor Plating
Experimental Melee Analysis Suite
Improved Footprint Analyzer
Decryption Engine

 Alien Tech Recovered
----------------------
None

 Game
------
Seed: 1450397671
^Manual?: 0
Play Time: 268 min
Sessions: 3
Mod: N/A
Game No.: 21
ASCII: 0
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 66x50


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Notice that I'm only using one power source. That's enough to fully sustain two heat sinks, two energy weapons and one kinetic weapon. It's also enough (barely) to power 3-4 hover units as well as terrain scanner/processor outside combat. Adding another power source is not possible without compromising storage, firepower or mobility. The heat sinks are swapped with the terrain scanner/processor every fight.

Sensors: not useful enough to justify the power/slot/inventory/matter/time costs.

Combat utilities: none. I don't have power to spare. I'm not missing much. Combat utilities are low integrity, low coverage, power-draining, hard-to-replace parts. It's a bad combination right there. Besides, only a few top-tier utitilies are useful. Would you really spend a slot for a +4% targetting bonus?

Armor isn't much better. It's heavy, hot, rare, and churns like crazy. Most of the pieces you find are made of recycled paper. 3x slots for 300 total integrity? Riiiiight. The one redeeming feature is that armor protects your core with high coverage. Then again, if you don't find armor, you have to fill the utility slot with junk and *that* compromises your core integrity. In the long run, I feel that armor makes you more vulnerable. In my next game, I'll ditch armor on Factory and replace it with storage. At least it's useful and helps to take off some weight pressure.

[Edit] Ended up using just 6 utility slots and added another propulsion unit. Worked like a charm.

To wrap it up, time is working against you, fighting out in the open is suicidal, and sluggishness makes chute traps deadly rather than a boon. Adding more legs/treads makes you slower, not faster. Put two and two together and get airbone. Or else.

Kyzrati:
Whoa, that's a lot of info.

I disagree on many points, though, even your ordered list of important combat variables.

For me inventory space is not invaluable, nor is mobility in most cases if you're thinking about where conflicts will likely happen before they actually do, and make sure you're in the right position. (On a related note, if you look at Cogmind as a pure numbers game, you'll be omitting the non-quantifiable value of information in warfare, e.g. that gained through sensors and hacking.)

With the added firepower you can now be set up to one-shot anything, including even Behemoths. The effect is even deadlier when you properly line up hostiles!

This, however, is very true:

--- Quote ---Of course, your own firepower also increases, but there's just one of you and many of them. Finding good cover is now even more important
--- End quote ---
But that's always been an important factor in play, and one of the main reasons less experienced Cogminds go down more easily.

I'd forgotten that Terminators also have three weapons, though, which is something I'll want to address, because three-weapon hostiles are going to be a bit too powerful under this system. Behemoths, on the other hand, I think are fine with a bit of a boost, because they've been fairly weak overall, and aren't incredibly common.


--- Quote ---Armor isn't much better. It's heavy, hot, rare, and churns like crazy. Most of the pieces you find are made of recycled paper.
--- End quote ---
This has somewhat changed, because before Alpha 5 enemy criticals were doing double damage to your armor, which could rip it up pretty quickly when fighting some of the more dangerous yet still common hostiles (Hunters, Programmers).


--- Quote ---3x slots for 300 total integrity?
--- End quote ---
That's an extreme case! There's only one such part--Reactive Heavy Armor, which makes all of your parts nearly half-immune to the most common form of damage in the game! With that many slots it should possibly either be better or have its slot count reduced. Slot space is a very valuable stat, after all, though such a change might require expanding one of its other drawbacks.

A large part of the reason you're able to sustain your recent builds is that propulsion had its integrity vastly increased in an earlier alpha, somewhat destabilizing the original balance because you can effectively use it as free armor. (Armor used to be without question the sole best way to increase your overall resilience.)

Possible solutions:

* Inactive propulsion does count towards your mass total. This is something I've been avoiding from the beginning because it would make everything a bit too complex for the player.
* Reduce coverage of inactive propulsion to 0.

I like the rundown and your tank pic :D

Decker:
Looking back at what I wrote, I see that I could've been more diplomatic in my wording. I apologize for that.



--- Quote ---I disagree on many points, though, even your ordered list of important combat variables.
--- End quote ---

I'll go out on a limb here and say that we're looking at the game from two opposite viewpoints. Yours is the optimistic viewpoint. You don't care about mobility and inventory so much because you're good enough to reliably choose the terms of engagement and find the exit before running out of time. Then large volleys make total sense. If you do have to make a stand, it's best to take down the enemy as fast as possible.

I think I finally understand the logic behind the combat utilities. They're not meant to carry you through hell, they're meant to make you more effective in a limited engagement under favorable conditions. Then, the incoming firepower is limited, so your utilities and armor last a long time.


My own approach to combat is pessimistic. I'm a good strategist but a sloppy player. I play too fast, make mistakes. Thus my build is designed to cope when things have gone south. Mobility helps when I get unexpectedly surrounded. High inventory helps when I'm forced to make a stand on a bad spot.

The true aim of the build is to survive on alert level 4-5. I often play for score and intentionally go and stir up trouble. Also, the alert level skyrockets when I can't find the exit and I'm forced to stay on a floor for a long time. My sorted combat variables are specific to the high alert level scenario.

1) Dash to cover when spotting incoming ARCs, explore frantically when there's a lull.
2) The enemy becomes the main supply source. The churn rates must be compatible with that.
3) The supply situation is chaotic. High reserves help to survive a dry spell.
4) The core and the parts must absorb an intense amount of incoming damage. Brittle parts won't do.
5) I'll eventually die if I don't find the exit soon.
6) I must take down enemies as fast as possible. Large volleys obviously help, alas they're not compatible with the requirements above.

That's why I don't think much of the combat utilities and armor. They're long gone when I most need them.



--- Quote ---Possible solutions:

* Inactive propulsion does count towards your mass total. This is something I've been avoiding from the beginning because it would make everything a bit too complex for the player.
* Reduce coverage of inactive propulsion to 0.
--- End quote ---

[Significant abuse of game mechanics detected! Programmer dispatched.]

Which problem are you trying to solve here? The free armor part or the high mobility part?

With the second solution, my hover units are invulnerable when I make a stand. I think that would actually work in my favor. I hate running out of hover units (and storage parts).

The first solution would definitely force me on the slow path. I don't know if it would really help with the free armor part, though. I'd just cover myself with legs.

Personally I hope that the mobile combat bot remains an option. It does already require many sacrifices.

Kyzrati:

--- Quote ---I'll go out on a limb here and say that we're looking at the game from two opposite viewpoints. Yours is the optimistic viewpoint. You don't care about mobility and inventory so much because you're good enough to reliably choose the terms of engagement and find the exit before running out of time. Then large volleys make total sense. If you do have to make a stand, it's best to take down the enemy as fast as possible.

I think I finally understand the logic behind the combat utilities. They're not meant to carry you through hell, they're meant to make you more effective in a limited engagement under favorable conditions. Then, the incoming firepower is limited, so your utilities and armor last a long time.

My own approach to combat is pessimistic. I'm a good strategist but a sloppy player. I play too fast, make mistakes. Thus my build is designed to cope when things have gone south. Mobility helps when I get unexpectedly surrounded. High inventory helps when I'm forced to make a stand on a bad spot.

--- End quote ---
That sounds like a very good assessment. I was mostly reacting to the fact that it sounded like you weren't leaving any leeway for these other strategies, which do work, just not necessarily for you the way you like to play :P

I like the idea of stirring up trouble, but by comparison your desire to survive on maximum alert level is quite a lofty goal and I can see why you'd have to try to find every way possible to optimize a build for doing that!


--- Quote from: Decker on December 19, 2015, 08:28:44 AM ---
--- Quote ---Possible solutions:

* Inactive propulsion does count towards your mass total. This is something I've been avoiding from the beginning because it would make everything a bit too complex for the player.
* Reduce coverage of inactive propulsion to 0.
--- End quote ---
[Significant abuse of game mechanics detected! Programmer dispatched.]

--- End quote ---
He's here! He's here!


--- Quote from: Decker on December 19, 2015, 08:28:44 AM ---Which problem are you trying to solve here? The free armor part or the high mobility part?

--- End quote ---
Free armor. I never really liked that aspect of the system, and as mentioned it originally wasn't a problem when legs and treads had much lower integrity--you'd still prefer having armor to protect them.

I'll admit I've carried treads around as makeshift armor before, and I thought it was a cheap exploitative tactic, but it wasn't such a big deal in small numbers and I liked the versatility that provides in terms of options to quickly switch between forms of propulsion when you're carrying multiple types.

It would be unfortunate to lose that flexibility.

I can see how a coverage change could even work in your favor here.

The mass-based solution is the more extreme one, but I dislike it from a player convenience perspective, because then activating or deactivating a single propulsion part changes not one number, but two (both mass and support), and then you have issues like temporarily disabled propulsion suddenly causing drag (which is an interesting challenge in itself, but could make some situations a lot more deadly).


--- Quote from: Decker on December 19, 2015, 08:28:44 AM ---Personally I hope that the mobile combat bot remains an option. It does already require many sacrifices.

--- End quote ---
I do see the sacrifices and won't do anything about this just yet. Free armor from so many treads is the main thing I don't like. (The more I look at it it's an interesting strategy! I wonder how many people would want to play this way, actually, besides you :P)

Note there will be a propulsion overhaul at some point (I'm thinking Alpha 6), and I'll take this into account when the time comes. Probably within the next week I'll start looking at all this.

Shobalk:
My Decker run begins!

Follow along as I try my hand at Decker's mobile combatant Cogmind. I'll be talking though strategy, crying a lot, and enjoying one of my favorite games.

Youtube Playlist - The Deck Run

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