If you want to nerf storage units, I think you can simply remove HCP. Storage Units. Then Large Storage Units will be the biggest. However, I think for a trade, it would be good to remove player items getting insta-destroyed by crits. Also, saboteurs blasting off storage units are the worst, but I realise they're meant to be nasty.
I might agree that the player's parts should be immune to crits. They're quite deadly and can suddenly ruin everything--at the wrong time a string of bad rolls can bury you in short order. (A related issue: Player parts are already immune to disruption, for the same reason.)
Another option would be to keep that feature and add a new type of part that can prevent against it (or add this as a feature of one or more existing defensive parts).
Or perhaps make Cogmind parts immune to crits unless already at < 25% integrity. In any case, I was already planning to make Storage Units themselves outright immune to crits.
A hotkey to enable all weapons (and disable all weapons) would be great. Something like Ctrl-[. Often I want to disable all weapons but my launcher, or vice versa. Other times I just want to enable my energy weapons to not spend matter, or just a single weapon to scare off a Recycler, or a single cannon to make a hole in the wall. I'd make use of a similar hotkey for enabling/disabling all propulsion as well (Ctrl-= ?), for energy min-maxing when resting, but that's only relevant for non-combat runs and even then, not so often.
Good ideas.
It is rather annoying that when one of your weapons misfires due to system corruption, they all seem to get disabled. I'm not there is a point to this, because even when you have them disabled, they can still misfire. So it just results in more key-presses to turn everything back on again.
Adraius and I discussed this somewhere recently (can't find the post). It's due to how the player UI and fire control system work--a programming issue. I'll code a workaround to make it more friendly.
Behemoths could use a defensive buff I think. Obviously something innate, as they come with great defensive items already. Their huge size makes them very easy to hit, and they seem to get destroyed by system corruption really fast, though I haven't tried full EM weapon volleys on other enemies all that much. A single Hunter is a lot harder to kill I find, for my combat Cogminds.
Behemoths are already somewhat resistant to EM, unlike most other front-line units. The real buff would be to give them greater core integrity, or reduce their core coverage.
I've always thought EM in general might be an OP damage type, especially by the end of the game, though surprisingly you don't use it much.
Is there a way to 'shout' to get the attention of nearby enemies?
Only by shooting non-combat robots, or of course being spotted directly or by a Watcher. I wonder if adding such a feature would be too effective a tactical move.
I had a thought regarding the 1-tread build (and also perhaps in general regarding tactical escapes) - and getting these unexpectedly shot off. A utility that allows you to 'emergency detach' all items in a standard turn, to make a run for it (you don't want to stand in a firefight carefully removing items one at a time to get your speed up to something reasonable) would certainly make sense lore-wise (viewing the Cogmind as the 'core') - but might not be well balanced. Perhaps could be done so by applying an energy / matter cost (you need to plan the emergency detach procedure at least a little bit).
I remember a similar discussion during the 7DRL, or perhaps it was way back when I was brainstorming the new version... either way, I think it fits just fine into the lore, and would be a valid option. I don't see it being particularly unbalanced since you'd be giving up
everything except 4 inventory items. Other opinions? Imagine having had this option available on previous runs--would it have meant anything for you?
Separate request for Kyzrati: sort by rating for inventory? Decent idea or no? I mostly use sort by type currently, but maybe sort by rating would be useful as a shortcut to finding your 'worst' inventory items to more quickly work out what to drop for a shiny new item on the floor.
Unless you have a ridiculous inventory size
and it's filled with a lot of same-category items, I think type-sorting combined with 'q' mode is plenty good enough there. (Plus adding a new one would mess up the conveniently understandable keyboard scheme).
Reading this discussion about how Access is easier than research is making me a sad panda indeed. My guy on Access probably would have made it if I
I was thinking about you during this discussion, and when you first reported it imagined that you really should have won that run
I'm sitting on Factory -5 with like 4 different guided launchers. The problem is I'm basically out of everything else.
That seems to be one of my own trappings--
ooh stash of launchers I'll just carry all of them. My last game ended not long after I emptied my inventory to carry four Guided Mini-nuke Launchers
. It was great blowing everything to hell, but when I wasn't in a good position to use them I got picked apart; and matter was an issue. Should have just brought one and kept myself a little more versatile.
A part of me wants to try an ally based build revolving around allied programmers (you wouldn't need too many weapons or coolant systems) but I'm going to save all experimentation for after the tournament.
I'm assuming we'll go back to weekly seed runs once this is over?
Yep. I'd appreciate if someone else wants to take over management if jimmijamjams doesn't have time to do it anymore. I can provide the BBCode/content for the current format to save time--it's just a matter of coming up with a seed name and taking a couple screenshots.
A large part of why Access is easier than Research is because it's more predictable ie. after you've been there several times, you know what you're doing. My first time in Research was much like yours, although I didn't try to fight any enemies.
I imagine getting a stealth win
before a combat is a better idea, since the former can be achieved more quickly and allow you to scope out the maps rather than doing so slowly and without as many supporting sensors.