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Author Topic: New Scoresheet Values  (Read 1981 times)

Kyzrati

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New Scoresheet Values
« on: December 23, 2017, 03:58:31 PM »

As you all probably know, I'm always adding new entries to the scoresheet layout, which is now huge. If you ave any suggestions/requests for more info, feel free to drop them in this thread for consideration and/or discussion.

Note that I also plan to revamp the scoresheet format at some point so that it can fit more stats (for example by allowing horizontal lines to contain containing multiple values in order to create charts), though I'm not yet sure when.
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Kyzrati

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Re: New Scoresheet Values
« Reply #1 on: December 23, 2017, 04:03:44 PM »

Quote
Melee Attacks              17
  Impact                   0
  Slashing                 0
  Piercing                 0
  Sneak Attacks            0
  Follow-up Attacks        0
I think Entropic category should show up here if someone used entropic melee weapons, just like with ranged category.
I originally opted to leave all non-melee damage types off the melee attacks list, if only to keep it shorter, even though there are technically several weapons which do non-melee damage. But I'll add them in as "optional" values since the scoresheet supports that.
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Joshua

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Re: New Scoresheet Values
« Reply #2 on: March 28, 2018, 05:37:40 AM »

I suggest adding turns spent per category of Propulsion used, e.g.

Code: [Select]
Propulsion Used
  Core Hover           12
  Legs               1270
  Treads             5213
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Kyzrati

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Re: New Scoresheet Values
« Reply #3 on: March 28, 2018, 07:00:40 AM »

Sounds good! (also the # of actual moves with each)
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bugsniper

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Re: New Scoresheet Values
« Reply #4 on: March 28, 2018, 09:34:30 AM »

I'd be interested in seeing how many combat programmers are killed, as a separate number from regular programmers because killing them and then winning can be considered a mark of expertise.
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Kyzrati

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Re: New Scoresheet Values
« Reply #5 on: March 28, 2018, 06:50:41 PM »

Quite true! The reason there's no separate entry is because the list is handled by class, and CPs share the same class as all the regular variants. Same situation with a number of the "prototype" robots. Really the whole way the list is handled could/should ideally be redone, though it could get long and complex by comparison... In any case, something like this would need to wait until most of the robots are actually in there (or the whole scoresheet format gets an update).
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bugsniper

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Re: New Scoresheet Values
« Reply #6 on: June 13, 2018, 01:17:39 PM »

How about alert level sources, to help answer the question about where your high alert level came from.
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Kyzrati

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Re: New Scoresheet Values
« Reply #7 on: June 13, 2018, 05:38:53 PM »

Hm, that could possibly be interesting... In most cases it's really just shooting stuff though.

Update 241015: Just a little belated here, but this data is coming to the scoresheet in Beta 15 :D. The systems are pretty much set and stable, and this information would indeed be helpful. Working on expanding the scoresheet yet further at the moment and this made it in. Should be informative for both devs and players, I believe. (Some more sources these days, too.)
« Last Edit: October 15, 2024, 01:41:41 AM by Kyzrati »
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