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Weekly Seed #2 [Alpha 2b] [Seed: AlwaysRun]

Started by jimmijamjams, July 20, 2015, 11:46:01 PM

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zxc

#25
Quote from: Kyzrati on July 26, 2015, 08:41:10 PM
Quote from: zxc on July 26, 2015, 12:49:02 PM
Quote from: Kyzrati on July 26, 2015, 09:23:44 AM
Nice description of your strategy--it's unsurprising that the one who won a copy of Cogmind through a competition about taking on unbeaten roguelikes is now very quickly becoming a master of its systems :D

I'm happy to learn such a cool new game :)

I wonder what the other winners have been up to. Haven't spotted them on the forums just yet.
biomatter has been taking a break because he Cogminded himself out over the first month.

One of the other winners, KY, doesn't hang out on the forums but I talk to him via Twitter.

So far the only wins managed are the speed variety, but I'm sure we'll have some combat wins before too long. Certainly after the next release where I'll be giving another boost to tank-ish Cogminds.

I was actually referring to the other three folks that got Cogmind keys along with me :)

I noticed that a lot of the score is derived from 'value destroyed', but I don't know what that refers to. Reactors and stuff like that? I'm thinking you can actually farm up quite a lot of score by flying around with a rocket launcher and just destroying stuff safely while avoiding any tricky combat and then hack down the alert level and keep doing it for a while.

Quote from: Kyzrati on July 26, 2015, 08:41:10 PM
I guess it started with the idea that it's "logical" for hover/flight to consume energy even while you're stationary.

I know what you mean--when I play and energy gets tight I do occasionally disable them all, but that doesn't quite apply to all situations. Technically those modes give you an advantage while active, even if you're just sitting around on defense (or during a volley/firefight), because you have a bonus to dodge while flying, and active propulsion can work in tandem with certain utilities like Maneuvering Thrusters for further benefits.

I imagined doing something like assuming no upkeep for those as long as you're out of combat, but being "out of combat" is not always so obvious since you may not be aware of a hostile about to open fire, as with Hunters tracking you through the walls, for example.
That's fair enough. I forgot about the dodge bonuses. There isn't a readily-apparent ideal solution so what we have now is a good compromise. Unless there were a way to activate/deactivate all propulsion slots with a single hotkey etc, but that would be a niche use and would complicate keybindings.

Kyzrati

[This topic was being derailed by an otherwise useful but whole separate discussion about scoring factors, which has been moved to the Ideas board here.]
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

AlanWithTea

Not as bad as it could have been...

Spoiler
Cogmind - Alpha 1b

Name: AlanWithTea

---[ CORE DESTROYED ]---

Performance
-------------
Evolutions (1)             500
Robots Destroyed (18)      90
Value Destroyed (426)      426
Prototype IDs (0)          0
Alien Tech Identified (0)  0
Bonus (0)                  0
              TOTAL SCORE: 1016

Cogmind
---------
Core Integrity             0/400
Matter                     280/300
Energy                     49/50
System Corruption          0%
Temperature                Cool (0)
Location                   -9/Mines

Parts
-------
Power (2)
Propulsion (2)
Utility (2)
  Heat Sink
Weapon (3)

Inventory
-----------
Flight Unit

Peak State
------------
Power
  Ion Engine
  Improved Ion Engine
Propulsion
  Light Treads
  Light Treads
Utility
  Heat Sink
  Heat Sink
Weapon
  Shotgun
  Small Laser
  Small Laser
[Rating: 11]

Favorites
-----------
Power                      Ion Engine
  Engine                   Ion Engine
Propulsion                 Light Treads
  Treads                   Light Treads
  Wheel                    Wheel
  Leg                      Aluminum Leg
  Flight Unit              Flight Unit
Utility                    Heat Sink
  Device                   Heat Sink
  Processor                Seismic Analyzer
Weapon                     Light Assault Rifle
  Energy Gun               Small Laser
  Ballistic Gun            Light Assault Rifle
  Ballistic Cannon         Light Cannon
  Special Weapon           Mining Laser

Stats
-------
Classes Destroyed          7
  Tunneler                 3
  Recycler                 1
  Watcher                  1
  Swarmer                  4
  Grunt                    6
  Brawler                  1
  Sentry                   2
NPCs Destroyed             0
Best Kill Streak           7
  Combat Bots Only         10
Matter Collected           599
  Salvage Created          603
Parts Attached             33
  Power                    7
  Propulsion               8
  Utility                  6
  Weapon                   12
Parts Lost                 28
  Power                    7
  Propulsion               6
  Utility                  3
  Weapon                   12
Average Slot Usage (%)     81
  Naked Turns              15
Spaces Moved               905
  Fastest Speed (%)        285
  Slowest Speed (%)        33
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           10
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             19
  Greatest Overweight (x)  6
  Average Overweight (x)   0
Largest Inventory          4
  Most Items Carried       4
Core Damage Taken          596
Volleys Fired              60
  Largest                  3
  Hottest                  140
Shots Fired                98
  Gun                      74
  Cannon                   23
  Launcher                 0
  Special                  1
  Kinetic                  73
  Thermal                  25
  Explosive                0
  Electromagnetic          0
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              0
  Impact                   0
  Slashing                 0
  Piercing                 0
Damage Inflicted           1025
  Projectiles              996
  Explosions               0
  Melee                    0
  Ramming                  29
Highest Temperature        102
  Average Temperature      28
  Shutdowns                0
  Energy Bleed             0
  Interference             0
  Matter Decay             0
  Short Circuit            0
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         0
  Message Errors           0
  Parts Rejected           0
  Data loss (map)          0
  Data loss (database)     0
  Misfires                 0
  Misdirections            0
  Targeting Errors         0
  Weapon Failures          0
Haulers Intercepted        0
Robots Corrupted           0
Tactical Retreats          5
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             0
  Drone Recoveries         0
Derelicts Assembled        0
Machine Familiarity        2
  Terminals                1
  Fabricators              0
  Repair Stations          0
  Recycling Units          1
  Scanalyzers              0
Machines Hacked            2
  Terminals                1
  Fabricators              0
  Repair Stations          0
  Recycling Units          1
  Scanalyzers              0
Total Hacks                3
  Successful               2
  Failed                   1
  Catastrophic             0
  Database Lockouts        0
  Manual                   0
  Terminals                2
  Fabricators              0
  Repair Stations          0
  Recycling Units          1
  Scanalyzers              0
Terminal Hacks             1
  Record                   0
  Part Schematic           0
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        0
  Open Door                0
  Level Access Points      0
  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
  Alert Level              0
  Unreport Threat          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    1
  Recall Assault           0
  Hauler Manifests         0
  Registered Components    0
  Registered Prototypes    0
  Zone Layout              0
  Sector Layout            0
  Machine Controls         0
Hacking Detections         1
  Full Trace Events        0
  Feedback Events          0
  Feedback Corruption      0
  Feedback Part Disabled   0
  Feedback Blocked         0
Robot Schematics Acquired  0
  Robots Built             0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   0
  Parts Built              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             0
Robots Hacked              0
  Non-combat               0
  Combat                   0
  Parse                    0
  Link                     0
  Rebooted                 0
  Overloaded               0
  Assimilated              0
  Manual                   0
  Secondary                0
Robot Hack Failures        0
Allies Hacked              0
Hacks Repelled             0
Total Allies               0
  Largest Group            0
  Highest-Rated Group      0
  Highest-Rated Ally       0
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               0
  Total Damage             0
  Kills                    0
Peak Influence             150
  Average Influence        35
Maximum Alert Level        0
  Low Security (%)         100
  Level 1                  0
  Level 2                  0
  Level 3                  0
  Level 4                  0
  Level 5                  0
Squads Dispatched          0
  Investigation            0
  Extermination            0
  Reinforcement            0
  Assault                  0
Exploration Rate (%)       27
  Regions Visited          5
Turns Passed               1121
  Depth 11                 121
  Depth 10                 401
  Depth 9                  599
  Scrapyard                121
  Materials                553
  Mines                    447

Prototype IDs
---------------
None

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

[close]

Kyzrati

Looks like you also found that early Light Cannon! That's a really good weapon for robot blasting. It certainly helped both jimmi and I through the beginning.

But I see you ended up in the mines--that can be rough when you were expecting a regular exit...
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon