Grid Sage Forums

Cogmind => Strategies => Topic started by: Joshua on March 24, 2018, 08:54:52 AM

Title: Resource thoughts
Post by: Joshua on March 24, 2018, 08:54:52 AM
I haven't edited this enough to justify calling it a mini-guide, but here are some thoughts on resources in Cogmind.

Like most roguelikes, this is a game about resource management. It includes more resources and food clocks than most games:

Intrinsic (you are / carry with you)
Extrinsic (found around you)


Food clock #1: core integrity. Once this runs out, it's gone. But it could also be considered a kind of currency: it's often a good idea to stay on a level while your core is still healthy if your build is not as good as it could be yet instead of going on to a more dangerous area.

Food clock #2: part integrity. If you have a specialized build that requires certain parts, it's very important to not let them take too much abuse. The supply of replacement parts is limited and often requires taking more damage, like in chess.

Food clock #3: programmers.

Food clock #4: alert level.

Extrinsic resources:

Title: Re: Resource thoughts
Post by: fluff12321 on April 03, 2018, 10:00:21 AM
Thanks for the mini-guide.  About 10-15 runs in (still no wins), much of this comes through experience, but it's helpful to crystallize understanding via this summary. Food clock #4 is probably the one I've neglected awareness to the most as a newer player. First several runs I didn't think about it at all. 10-15 runs in, I'm trying to avoid unnecessary fights and damage to neutral robots that request reinforcements, but am still not actively checking terminals to keep an eye on (or attempt purging) alert level.  Currently playing on 'easiest' mode until I can get a win and move up to 'easy' and finally 'normal', it seems alert level is much more forgiving on easiest.  :)
Title: Re: Resource thoughts
Post by: b_sen on April 09, 2018, 07:34:00 PM
Quote from: fluff12321 on April 03, 2018, 10:00:21 AM
Currently playing on 'easiest' mode until I can get a win and move up to 'easy' and finally 'normal', it seems alert level is much more forgiving on easiest.  :)

Alert is much more forgiving on easiest, as the manual indicates; however, there are a lot of tactics that will work on the easier difficulties but not on normal mode, so you will likely have to do a lot of relearning every time you move up if you choose that route.