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Author Topic: Challenge Modes  (Read 41186 times)

zxc

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Re: Challenge Modes
« Reply #25 on: December 16, 2017, 09:35:54 PM »

I think Trapped will be hilarious. Just imagine someone trying to speedrun it :D
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Kyzrati

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Re: Challenge Modes
« Reply #26 on: December 17, 2017, 03:40:07 AM »

I am already imagining you trying to speedrun it--you were the one who suggested it, after all :P
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zxc

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Re: Challenge Modes
« Reply #27 on: December 17, 2017, 10:25:26 AM »

What if it activated very rarely in the regular game...

You know, add even more proc gen by having unpredictable and rare events/mutations. Like when I got an infestation in the main complex (I assume that was meant to be for the Mines only, since I never got it since, nor heard about it in the main complex).

I'm sure it's high on your list already.
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Kyzrati

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Re: Challenge Modes
« Reply #28 on: December 17, 2017, 05:29:50 PM »

Small-scale infestations have always been possible in the main complex under certain conditions, they're just fairly rare. That said, the point has always been to keep the complex relatively predictable, so not too much special area RNG or wild adjustments. That's why there are almost no special rooms like those seen in branches. As we've discussed I'll consider adding more, but am moving slowly on that since I'd prefer to make the branches more interesting instead, as they're more flexible. The Beta 4 Materials update does make some significant changes, though... the first to the main complex in a long while.
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zxc

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Re: Challenge Modes
« Reply #29 on: December 17, 2017, 10:04:28 PM »

That is fair enough. It makes sense.

It's always really interesting when you have mutually exclusive choices. Extension and Armory tend to provide that. More branches (especially at midgame) really pile up the strategic depth and replayability, so you have an awesome system for extending the game.
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b_sen

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Re: Challenge Modes
« Reply #30 on: February 07, 2018, 10:19:45 AM »

Riffing off DDarkray a bit, for those who want more of an attrition game while still using branches.

challengeBranchGauntlet: All main access points blocked on main Complex maps (to you - Complex bots can still use the main access points); at least one branch access point is guaranteed to be present on every main Complex map.  Garrisons do not count as branches for this purpose, and will always bring you back to the same depth.  Incompatible with challengeGauntlet and challengeSuperGauntlet. <affects_seed>

challengeBranchSuperGauntlet: All main access points blocked on all maps that have other exits; at least one branch access point is guaranteed to be present on every main Complex map.  Garrisons do not count as branches for this purpose, and will always bring you back to the same depth.  Incompatible with challengeGauntlet and challengeSuperGauntlet.  Overrides challengeBranchGauntlet as a strict extension thereof. <affects_seed>
(No turning back early!)

Both of these would have to affect the seed in order to force every Materials level to have an available branch.
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Joshua

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Re: Challenge Modes
« Reply #31 on: April 24, 2018, 04:49:39 PM »

Idea: challengeHighSecurity: High Security is activated as soon as you enter any Complex 010b floor/branch.

Like Trapped, this might have some upsides in the nature of special equipment coming to you in the assaults that are dispatched.
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Joshua

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Re: Challenge Modes
« Reply #32 on: June 01, 2018, 03:55:39 AM »

Maybe this belongs in the bad ideas thread, but:

Challenge: Deteriorating Parts. All equipped parts deteriorate over time. The ultimate in forcing you to move quickly and have an adaptable build.
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Kyzrati

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Re: Challenge Modes
« Reply #33 on: June 01, 2018, 04:20:09 AM »

Hahahahaha... and most people are already surprised by the rampant part destruction as it exists now xD

I like that idea though! I think it'd probably be more interesting if based on movement rather than time, otherwise you have the huge difference between speeds and the significant advantage that gives to faster builds.

That said, this mode would also probably come with a significant bonus to kill score anyway (like some of the challenges do) to offset that particular flight advantage. Still, it'd be better if it remains interesting for flight to participate in the base challenge as well.
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Joshua

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Re: Challenge Modes
« Reply #34 on: June 01, 2018, 04:40:42 AM »

Corollary: Super Deteriorating Parts. Parts in inventory deteriorate, too. Not compatible with Pure Core since that would give you bonus points for doing nothing more than Pure Core + Deteriorating Parts. I'd like to see someone get a w6 with this :D

Possible achievement names: Zombiemind, It's Only a Flesh Wound, There's No Way They Could Have Survived That
« Last Edit: June 01, 2018, 04:44:05 AM by Joshua »
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zxc

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Re: Challenge Modes
« Reply #35 on: June 01, 2018, 06:15:47 AM »

Proximity Mine / Haywire:
All interactive machines explode when you get close enough.

Sitting Duck / Lethalmind:
Hostiles never miss you.

Red Alert / Shakedown:
Permanent High Security lockdown. (ah, didn't see it was basically mentioned above)

Regeneration / Integrity Siphon
Equipped parts slowly regenerate (faster with higher alert) (this would give negative score bonus) (mutually exclusive with all other challenges)
« Last Edit: June 01, 2018, 06:27:20 AM by zxc »
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zxc

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Re: Challenge Modes
« Reply #36 on: June 01, 2018, 06:28:15 AM »

Edited above post a few times
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b_sen

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Re: Challenge Modes
« Reply #37 on: June 01, 2018, 06:28:48 PM »

Regeneration / Integrity Siphon
Equipped parts slowly regenerate (faster with higher alert) (this would give negative score bonus) (mutually exclusive with all other challenges)

If they siphon from your core, that could actually be quite dangerous in Materials... but yeah, if you manage to set up a good flight stealth build despite that you're basically set to win.

Another idea:

challengeLoudAndClear: The Cogmind constantly emits IFF bursts, alerting nearby bots to your position.
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Kyzrati

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Re: Challenge Modes
« Reply #38 on: June 01, 2018, 08:36:20 PM »

Short Circuit: Random attached parts are randomly disabled for a while every so often.
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Joshua

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Re: Challenge Modes
« Reply #39 on: June 02, 2018, 03:03:13 AM »

Short Circuit: Random attached parts are randomly disabled for a while every so often.

That sounds similar to just starting with 50% corruption.  :D
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Kyzrati

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Re: Challenge Modes
« Reply #40 on: June 02, 2018, 03:09:45 AM »

Ha sort of, only I'm thinking pretty rampant, and also for a longer duration than you normally have to deal with, like 100-200 turns or some number that makes you consider whether it's worth keeping the item around or getting rid of it completely in exchange for something else.
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bugsniper

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Re: Challenge Modes
« Reply #41 on: June 17, 2018, 11:15:18 PM »

No starting analysis: You actually have to hack terminals in the same game to get the accuracy and damage bonus from analysis. That, or just disable the bonus altogether.
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Kyzrati

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Re: Challenge Modes
« Reply #42 on: June 19, 2018, 03:20:07 AM »

Not sure what you mean, there's no such thing as a "starting analysis"--you always have to hack them in the same run to get the bonuses! (allowing bonuses like that to last between runs would be very un-roguelike :P)

Maybe this misunderstanding came about because analyses were later added as an element of lore collection, and so you see that '!' indicator until you get it, but lore and in-game benefits are unrelated. You can tell whether you have an analysis bonus by examining the robot and you'll see the text and modifier at the bottom. These don't carry over between runs so you'll see nothing there unless you've hacked it on the current run.
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bugsniper

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Re: Challenge Modes
« Reply #43 on: June 21, 2018, 07:56:20 AM »

Yeah, my misunderstanding.
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Kyzrati

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Re: Challenge Modes
« Reply #44 on: July 05, 2018, 06:53:31 PM »

Search and Destroy: Each main 0b10 floor has some powerful bots on it which you must destroy before you can leave the map. They may be automatically shown on your map in real time, as if you had sensor knowledge.

These bots could be unique--more powerful than what you normally face, kinda like bosses and force combat throughout a run, getting harder towards the end of course.
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DDarkray

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Re: Challenge Modes
« Reply #45 on: July 05, 2018, 09:37:17 PM »

I like that idea! We've always been hunted left and right by the complex, so it's a nice change of pace that we get to be the hunter. :D
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zxc

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Re: Challenge Modes
« Reply #46 on: July 17, 2018, 05:42:31 AM »

Exiles?!

Exiled derelicts... causing mayhem and giving zionites a bad rep.
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Kyzrati

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Re: Challenge Modes
« Reply #47 on: July 17, 2018, 06:57:07 AM »

Exiles?!

Exiled derelicts... causing mayhem and giving zionites a bad rep.
Is this in the wrong thread? Feels like you meant to put this in a certain other thread :P
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Raine

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Re: Challenge Modes
« Reply #48 on: July 18, 2018, 10:32:00 PM »

Still sane, exile?

I really like the search and destroy idea. Perhaps branchless with a singular exit in the centre of each map but you must defeat the 4 garrisons strong enemies stationed in the corners of the map before it unlocks. Plenty big pool of bots already designed to choose from... would be fun to get a chance to fight heroes and protovariants and certain other bots that are not normally hostile or not accessible by a lot of players.

My most wasted challenge mode would be something akin to worshipping Xom in DCSS. The negative effects and mechanism are already there via corruption etc., there justs needs a suite of positive of positive effects to balance it out (items falling from the sky, robots suddenly getting confused and doing strange things, mutations and general mischief when it comes to Cogmind's physical and mental state etc. etc.) and also a capricious godlike figure to taunt you and encourage you throughout the run
Spoiler (click to show/hide)
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bugsniper

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Re: Challenge Modes
« Reply #49 on: December 05, 2018, 12:53:08 AM »

* Outnumbered - squads are twice as large and launchers are more likely to spawn for you.
* Noisy - Shooting alerts nearby enemies to your position. Active sensor arrays do too so you don't just stealth your way out of the handicap.
* Strategic enemies - Enemies wait outside doors they know you're behind. This may prevent certain chokepoint strategies but may give you time to adjust your build.
« Last Edit: December 05, 2018, 01:17:57 AM by bugsniper »
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