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Author Topic: We make bad suggestions and come up with horrible ideas  (Read 70575 times)

Laida

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Re: We make bad suggestions and come up with horrible ideas
« Reply #75 on: February 24, 2018, 08:18:58 AM »

After reaching the surface, game turns into ASCII 3D-shooter, in which you make your way through the fake city to the Sigix ship and fight with robots, coming out from the entrances to the Complexes. :D
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Kyzrati

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Re: We make bad suggestions and come up with horrible ideas
« Reply #76 on: February 24, 2018, 06:39:19 PM »

Haha that would be a great surprise xD

Actually...

There are certainly a lot of fun ways to think about how Cogmind could continue after winning/escaping. Whole other games or mechanics :)
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b_sen

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Re: We make bad suggestions and come up with horrible ideas
« Reply #77 on: February 27, 2018, 02:24:16 PM »

Cogmind / Dwarf Fortress mashup as a prequel, where you play out the backstory from the perspective of MAIN.C.

New game creation screen: (some actual Cogmind spoilers)
Spoiler (click to show/hide)
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Kyzrati

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Re: We make bad suggestions and come up with horrible ideas
« Reply #78 on: February 27, 2018, 05:57:07 PM »

Great mockup! For sequel ideas I've certainly spent a lot of time thinking of potential scenarios moving forward in the timeline, but not so much backward :)
Spoiler (click to show/hide)
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Laida

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Re: We make bad suggestions and come up with horrible ideas
« Reply #79 on: February 27, 2018, 11:30:05 PM »

New game creation screen:
Wow, nice art!  :D
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b_sen

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Re: We make bad suggestions and come up with horrible ideas
« Reply #80 on: February 28, 2018, 07:06:52 PM »

New game creation screen:
Wow, nice art!  :D

Great mockup!

Thanks!

For sequel ideas I've certainly spent a lot of time thinking of potential scenarios moving forward in the timeline, but not so much backward :)
Spoiler (click to show/hide)

Forward is generally the more natural direction, but in this particular case backward works nicely with the timeline because it's clear in Cogmind that MAIN.C has already been pretty successful at managing and expanding a "fortress"
Spoiler (click to show/hide)
so no retcons are needed between games.  The challenge would be somewhat different from Dwarf Fortress though, as MAIN.C's robots are a lot less finicky and more single-minded than DF's dwarves. XD  (Maybe you can't micromanage them instead, to line up with observed "glitches" in the behavior of 0b10 bots?)

Spoiler (click to show/hide)
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Joshua

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Re: We make bad suggestions and come up with horrible ideas
« Reply #81 on: March 11, 2018, 07:57:13 PM »

Challenge mode: Hackers. All patrols and dispatches replaced with Combat Programmers. The starting area has a Flight Unit, Hacking Suite and Datajack to give you a ghost of a chance.

Also, add Combat Thieves with 10 speed and Imp. Tearclaws that have 100% chance to rip off your favorite items.

Shoptown - to be honest I am not quite sure this is a bad idea lorewise because efficient markets would seem to fit in with some of the Imprinter's ideas about evolution. And Packrats and Thieves need some place to fence their stolen goods, of course. But adding money to the game would make it a tremendously different game. :)
« Last Edit: March 14, 2018, 06:09:45 AM by Joshua »
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Kyzrati

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Re: We make bad suggestions and come up with horrible ideas
« Reply #82 on: March 14, 2018, 06:28:22 PM »

Shoptown - to be honest I am not quite sure this is a bad idea lorewise
Well if I ever get that far, to be honest this has been a major feature in my notes for a very long time, but I can't go into the details here because it may never happen, dunno.

However, this at least makes clear it's not a terrible or inappropriate idea ;)
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Joshua

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Re: We make bad suggestions and come up with horrible ideas
« Reply #83 on: March 17, 2018, 04:40:39 AM »

Grease Gun: cause bots with ground-based propulsion to slide backwards a distance proportional to the recoil of weapons fired by them and also recoil from incoming volleys. Nullifies the effect of treads. If they slide into a wall or another robot, stop the slide and cause impact damage to both.

It should be standard equipment on the Combat Mechanic. ;)
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Kyzrati

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Re: We make bad suggestions and come up with horrible ideas
« Reply #84 on: March 17, 2018, 05:34:53 AM »

Hahaha, Combat Mechanic xD. I love how "Combat X" is one of the go-to terms for making a fearsome new version of a bot. The most common one by far at this point is Combat Swarmers, although that's a fairly serious request, something to strike fear into the hearts of evasive flying hackminds...

Also common is the much less serious 2x2 Recycler boss :P
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bugsniper

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Re: We make bad suggestions and come up with horrible ideas
« Reply #85 on: March 21, 2018, 07:48:43 AM »

Give first-time players a vision test. For people who fail, the game just plays dwarf fortress instead.
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Kyzrati

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Re: We make bad suggestions and come up with horrible ideas
« Reply #86 on: March 21, 2018, 08:01:32 AM »

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b_sen

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Re: We make bad suggestions and come up with horrible ideas
« Reply #87 on: March 22, 2018, 02:36:44 PM »

Or plays this :P

Yup, that's the correct Dwarf Fortress-like game to play instead.  Getting a Cogmind to the surface can even still be a win condition! :P  (Just not by piloting it yourself...)

Endgame spoilers, including likely extended endgame content:
Spoiler (click to show/hide)

E and 0b1 spoilers:
Spoiler (click to show/hide)

Challenge mode: Alien Invader.  You're so different from MAIN.C's robots that you don't even have part slots; your slots are replaced by the option to permanently integrate a corresponding number of beyond-prototype-special items.  (The list of said items may have to be somewhat revised...)  In exchange for the much better average item quality and the fact that your build can't be shot off, you have no build flexibility and 100% core exposure.
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bugsniper

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Re: We make bad suggestions and come up with horrible ideas
« Reply #88 on: March 31, 2018, 12:36:08 AM »

A Cogmind imprint of reading glasses. Advise people based on a reading test and their monitor size which one to choose.
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Joshua

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Re: We make bad suggestions and come up with horrible ideas
« Reply #89 on: March 31, 2018, 05:04:49 AM »

Melee combat should be more simulationist. It really shouldn't take the same amount of time to hack through a wall with a Particle Cleaver or Plasma Sword as with a Katana. Instead, open a side-scrolling 2D robot-vs-robot combat window where you use X, Y, A and B to chain combos against that wall... :)
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Laida

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Re: We make bad suggestions and come up with horrible ideas
« Reply #90 on: April 04, 2018, 02:59:34 AM »

Radiation contamination:
When nuclear reactor explodes, some area near it is exposed to radiation contamination. All robots in this area mutate and their class changes to "derelict - mutant"
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bugsniper

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Re: We make bad suggestions and come up with horrible ideas
« Reply #91 on: April 07, 2018, 12:24:08 PM »

...and they should get another slot and pick up a suitable part.

Combat operators that shut down all nearby terminals and summon more reinforcements for each one.
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Joshua

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Re: We make bad suggestions and come up with horrible ideas
« Reply #92 on: April 13, 2018, 04:34:11 AM »

Cursed items. Random chance for items you pick up, and ones that become non-functional, to actually provide maluses and become non-removable until blown off. That Hvy. Armor Plating you just equipped suddenly provides -100% EM resist. Now you'll really be scared of getting scanned...
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Kyzrati

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Re: We make bad suggestions and come up with horrible ideas
« Reply #93 on: April 13, 2018, 04:52:01 AM »

Haha!

(On a serious historical note, the idea of "prototypes" originally emerged from the roguelike concept of cursed items, though obviously reworked for the mechanics of Cogmind.)
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Joshua

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Re: We make bad suggestions and come up with horrible ideas
« Reply #94 on: April 13, 2018, 05:35:40 AM »

The more interesting curses are the ones that come with a huge bonus, like the One Ring. Invisibility but you get regular Ringwraith dispatches. Perhaps a high-powered EM weapon that acts as a signal generator when used (because of all the RF traffic in the area disrupting maintenance, etc.) and calls down assaults. Things like that. :) But that might not be in bad idea territory anymore, since there already some late game choices along those lines.
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Joshua

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Re: We make bad suggestions and come up with horrible ideas
« Reply #95 on: April 21, 2018, 05:50:28 AM »

Storage Units should act more like bags of holding - they should keep their contents when dropped, or if you scan one and fabricate a duplicate. :D
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bugsniper

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Re: We make bad suggestions and come up with horrible ideas
« Reply #96 on: April 27, 2018, 09:06:44 AM »

iCogmind, which cannot use prototypes or hacking suites and is only corrupted by combat programmers. -50% core integrity because you're coated in glass.
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bugsniper

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Re: We make bad suggestions and come up with horrible ideas
« Reply #97 on: May 03, 2018, 05:47:38 PM »

When we implement a market with repair shops, iCogmind has to pay double because, even after the collapse of civilization, Apple's legal task force remains litigious and their algorithms continue to enforce their patents.
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Joshua

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Re: We make bad suggestions and come up with horrible ideas
« Reply #98 on: May 07, 2018, 05:14:35 AM »

EM damage should have a chance of mutating Cogmind and granting superpowers like become immune to all projectile damage, see through walls and inside robots inventory, and time travel.

Robot Launchers that fire a Rocket Propelled Carrier which breaks apart and unleashes a cloud of Swarmers and Imps around the target.
« Last Edit: May 07, 2018, 05:23:33 AM by Joshua »
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Joshua

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Re: We make bad suggestions and come up with horrible ideas
« Reply #99 on: May 15, 2018, 05:16:34 AM »

Nanoswarm Launcher: acts like a datajack attack for every robot caught in its radius, with a high chance of causing disruption if the datajack connection fails.
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