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Messages - TheJournier

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1
General Discussion / Re: Are shock traps meant to attack everyone?
« on: October 26, 2017, 08:15:49 PM »
Shock traps do (unless they are traps from derelicts and it doesn't trigger with them?). I've seen them trigger with Enemy, neutral, as well as myself. Regardless of whether I reprogram them or not. When I reprogram. I tested, triggers log says something like "power surge wells from underneath.." or something then +1 or 2 corruption.

Alarm traps also another batch of traps that suck too. You can only manually reprogram (enemy triggers them to summon investigation squad...)

2
General Discussion / Re: Terminals what does it take to destroy them?
« on: October 26, 2017, 05:56:58 PM »
Thanks... sometimes the menus and key bindings overwhelm me.

3
General Discussion / Are shock traps meant to attack everyone?
« on: October 26, 2017, 05:55:17 PM »
So I recently reprogrammed a shock trap... and when I stepped on it, it triggered.

4
General Discussion / Re: Any combat runs letsplays/twitch streams?
« on: October 26, 2017, 05:52:33 PM »
This game is more for asymmetric for warfare. I play... commando a lot. Basically, I destroy things before they can hurt me (like terminals when they become dangerous to use them). Also go for tactical weaponry XD. 3 slots vs 4+ weapons. Speed vs. raw hauling power (I usually go via wheel/hover route).

Anyways I'll look forward to your next stream.

5
General Discussion / Terminals what does it take to destroy them?
« on: October 25, 2017, 11:58:08 PM »
So, I've taken a habit of destroying terminals after I can't use them (or they become too risky to use rather). But some terminals, I found are very very hard to destroy.... after they impervious to certain damage? If so, what kills what? Here's what I've found on my own experiments.

Level 1 Terminal   Level 1 machines (aside from terminal)
Emp gun.             Mining Laser
Cannon (any)       Melee Weapon
Mining laser         Explosives
Explosives.
Melee weapons

Level 2
Melee weapons...



6
Ideas / A list of all the Schematics you dowloaded
« on: October 24, 2017, 06:01:05 PM »
This would also be handy, I tend to go for schematics on terminals.

7
Ideas / Better Orders for Transport
« on: October 24, 2017, 02:11:20 PM »
So I noticed that the transport, doesn't pickup specific items. "Collect" and "Pickup" do exactly the same thing, the robot picks up random junk closest to it.

8
Seed is impossible, too many characters ("HypervelocitySurgeInterprete") is the closest thing you can use... should I use that?

Update

I manage to use that exact sed via. editing the config file.
Made it to 2nd lvl XD. I died to pesky swarmers.

9
Strategies / Wheels over legs?
« on: October 24, 2017, 02:42:19 AM »
So I noticed a lot of people recommend legs, but I honestly don't like them. They are kindof a medium/slow higher power part. I like wheels a lot better because they are at least 20 faster to 40 if you go plain "wheels". The trap triggering goes down to 50% which is better than the legs or treads. At 75% and 100% respectively.

I would rather go full on treads than legs because they at least have the hauling capability that legs don't. Even weak Com. Wheels carry more (and you find them off of scavengers)... what am I missing?

10
Ideas / Re: Borderlandesque Rando. Parts.
« on: October 24, 2017, 02:34:23 AM »
I noticed, particularly with the derelicts... have interesting range 20 energy weapons which you hardly ever see.

11
Ideas / Re: Universal weapons for light builds.
« on: October 24, 2017, 02:32:53 AM »
Yeah... that's hard early on without getting that 3rd propulsion, a competent cooler/engine, because large/medium storage (Only ones worth having are heavy). The Hover can possibly fit 1 small storage with just two, but the flight units, forget it.. too weak.
XD ^

That being said, I understand. It is a fairly complicated game already ;).



12
Ideas / Universal weapons for light builds.
« on: October 24, 2017, 01:17:51 AM »
No sure how this would work, I thought a bit about this with the WAND (since deleted the thread to include it in a more broad idea) thing I was talking about. It would interesting to have multiweapon/universalweapons with toggleable features. For example weapons that melee/shoot, or hack/em damage.

There's obviously a concern with balance. So my thought for a trade-off with using swiss army knife weapons/tools is that they tend to do poorly in each class based on their level. They exchange functionality with portability. So for example EM./hacker could be restricted to melee hacks (unlike ranged hacking) and their em damage tends to be short range or weak for their lvl.

13
Ideas / Re: Borderlandesque Rando. Parts.
« on: October 24, 2017, 01:10:55 AM »
I prefer this approach over simple randomization, which honestly is more about just changing numbers than having truly interesting differences between items. The latter is achieved via additional abilities that cannot be randomized. So I'd rather put effort towards developing these abilities!


Hey man you do you. If you feel up to making loads of unique items in terms of feel/design. It is safe to say I am your fan, I think I would follow any game you make... real talent here.

I like the approach in Cogmind. TOME, for instance, has loads of randomised items, but it's hellish trying to sort through them trying to find what you want, and there are terribly marginal differences between a lot of items resulting in a lot of wasted time spent making decisions.

The Cogmind way means items can be learned, and then you don't need to examine them - you know them just by their name, so you can make split second decisions. And there are lots of items to find.

Addressing concerns with that I stated here. Yeah, I think you should have standard parts basically "core" designs that are mass produced. They aren't considered prototypes, they are gear and equipment found 80% of the time off of machines you kill and most transports/rooms. So, guided munitions "missles", volley weapons, lazers etc. will all have very standard unique characteristics. models that are not random, and very consistent. My thought was an icing on the cake for prototypes you would scan to find their function/design etc. my thought was it added to how prototypes work in my brain. 1 or 2 are made with very unique stats (maybe not so unique function), and you have to produce more of them through fabricator.


14
Ideas / Borderlandesque Rando. Parts.
« on: October 23, 2017, 05:50:56 AM »
So I was thinking. This game would be great if it had something like borderlands with randomization. Now it's cool you have a "standard", which is used by all the NPCs, and well almost every part that is Standard. However I was thinking this could be applied to prototypes more than anything else.

You could have a naming scheme like (Prot. "type name" "####") Where you have type which determines is class/sound/effects/damage type.... and number serial which determines lvl and stats.

So you'd have for example "Prot. Pulse Cannon 3453" which may be slightly different from "Prot. Pulse Cannon 3342" you found somewhere else. Really the only way you would replicate the guns is though fabrication.

Just a thought, may be too much work etc.

15
Ideas / Re: Volley Order Matters
« on: October 23, 2017, 05:24:21 AM »
You'd probably want the weapon with higher salvage value to be the one hitting first in order to maximise what you gain from the enemy. Other than that, not much of an effect. Firing regular weapons in a volley with explosive launchers often is a waste of time considering how much more powerful the launchers are.

Haha yeah. That's until you discover emp launcher, love those suckers. The do the whole crowd control with out destroying walls and such forcing loads of neutral bots to get in your way.

Didn't think of that, whole putting penetrating weapons first or beam weapons. I actually cut back on volleys unless I'm conered (I use wheels and kite walkers with kinetics/and longer ranged beam guns). Can't quite do that with defenders though.


16
Ideas / Volley Order Matters
« on: October 22, 2017, 03:13:32 AM »
So I notice in the game there's a recoil penalty with kinetic guns, I find it funny that the order of the volley doesn't matter but in the game order determines which shoots first. I.e.

A. Ass. Rifle
B. Med. Laser gun

when you fire a volley the assault gun clearly shoots first, then med. laser gun. or vice versa. Kinetics should have recoil penalties for what fires after and not what shoots first. This could add an element to bot design. For example.
A. Ass. Rifle -0%
B. Ass. Rifle -2%
C. Ass. Rifle -4%

or
A. Ass. Rifle -0%                             A. Ass. Rifle - 0%
B. Beam Cannon -2%       VS.          B. Ass. Rifle - 2%
C. Beam Cannon -0%                      C. Beam Cannon - 4%
D. Ass. Rifle --0%                           D. Beam Cannon - 0%

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