Thrilled to have such detailed responses.
Now it is worth noting than when I speak of domination, machinehacking specifically does not get dominated by anything, even less-utilized hacks like enumerate(patrols) are incredibly powerful and I foresee a need to nerf machinehacking in some way if other in-the-meta strats get nerfed, it will dominate the game again in a rather obnoxious way and I'm surprised how little players talk about its power-level, to some extent I read that as players still experimenting with new things like RIF and forgetting to consider whether hackware is just better than couplers.
Maybe a nerf through a new mechanic or something? Like... as you get detected more often, main.c gains familiarity with your hacking fingerprint, which has some effects down the line.
[storage capacity]
I feel a hard "no" on med-storage giving you 3 slots of inventory, 4 strikes me as the point where the fun starts and you're not just getting marginal benefits from equipping a unit. It's worth noting that med. is supposed to be somewhat effective if it's all you have, because of mass-considerations or because for whatever reason it's all you have on the floors where it's what you get from Haulers, or Recyclers once Haulers are more dangerous to kill. I would much rather see a no_stack applied to storage.
First impression of doubled values is... positive? It makes me question whether +16 inventory for one utility slot is more powerful than current builds, so at the very least it would not be crippling. Perhaps the bigger question is whether 64-mass properly prevents a situation where every single combat build runs 1x hcp., it could be just barely enough if being non-overweight on legs/treads ends up being more attractive than it currently is.
Reducing storage unit capacity does feel bad, a bit like how the hackware nerf felt bad. 64M is probably within range of most combat builds, but humpback would be an option too. Maybe we could discard the old values and start from scratch. Small = +4 for 12M, Medium = +8 for 24M, Large = +12 for 48M, HCP = +16 for 96M. Or 10M/20M/40M/80M?
We could also make HCP 2x slot and increase the inventory size bonus further. E.g. +20 for two slots, and increase humpback further. But it seems like humpback already fulfils the role of maximum storage regardless of slot efficiency.
Cave-ins
Simplify to two rules: walls don't cave-in, and dirt can cave-in at any time (checked per turn and per move)
Mostly a player nerf because digging is extremely strong, but some flexibility is offered regarding walls
This would be a major nerf to current stealth builds and one that creates a risk that players should probably never take, given that these stealth builds often have several essential but weak parts (flight units, sensors, processors, etc) and little storage for backups or temporary removal, and losing one of these pieces can be detrimental to a run. This kind of risk already occurs when put in a position where you have to take shots from enemies, but is much worse in the case of a cave-in, which I believe does not respect part coverage. Combat builds likely to not care about this risk, so this continues down the path of nerfing flight builds (the primary users of stealth tactics and digging); but feels like a step too far, as it is likely to remove the "digging through dirt" option for many players (which is fine if this is the goal, but it seems like the current game design wants multi-tile digging to be an option).
I'm not sure it's a 'major nerf'. It's basically just eliminating two things: hiding in dirt indefinitely (cheesy), and making wall-earth-wall digs risky (for ONE tile!). Wall-earth-earth-wall is already risky in the current system, and so on.
On the other hand, this restores one of the larger impacts of the recent melee-digging nerf, which made it very difficult to destroy reinforced barriers in common prefabs where the reinforced barriers are surrounded by walls. Melee weapons are one of the best ways for destroying reinforced barriers (especially for faster bots with momentum bonuses) -- towards the end of the game, very few ranged weapons are capable. The melee-digging nerf has made it so that in many of these prefabs you now have to risk a cave-in as you are melee-attacking from one of the adjacent wall tiles. If walls never caved in then you could still attack from them.
Additionally, having walls never cave-in would restore the killhole tactics that were the source of the melee-digging nerf, albeit in much more limited locations. Another option would be to make both walls and dirt always be unstable, which would eliminate this.
The reinforced barriers thing wasn't something I thought about. I don't have an opinion on that. For kill-holing, some degree of that is cool I think. Depends on just how cheesy it can be.
That'd be my biggest worry--stealth builds could much more easily get trapped in rooms with no safe way out (due to incoming hostiles, for example) unless they're willing to risk it one way or another. Maybe that's okay, though? Require a bit more forethought and preparation than almost always having a pretty safe way out of things?
This happens anyway.
Also compared to the current rules, in terms of stealth digging this only actually comes into play for wall-earth-wall scenarios. So maybe it's not quite as big of a hit as it seems, given that we already nerfed that approach as far as melee digging goes. Having experienced a bit of the difference so far, it only comes into play so often unless you're being greedy or careless.
Bingo! The only real change is to wall-earth-wall. Shorter digs are the same or better. Longer digs were always risky due to the three-move rule. Wall-earth-wall isn't so common that it's always a get-out-of-jail-free card. This is why I don't think the change is that drastic.
I had another idea at the time which I didn't voice because it seemed to favour flight too much. But since Tone and Kyzrati have voiced concerns over dig changes affecting flight more than combat: make earth tiles only have a cave-in chance by time, not checked per-move as well. Then the faster you travel through the less risky.
Makes digging in caves much worse, probably a good thing as it trivialises caves
Digging in caves makes them much easier for experienced players who are taking advantage of sensors, optical arays, drones, or other data; allowing them to potentially dig around known threats. But this is actually not such a simple thing for newer players (many find the caves maps difficult based on what I see on discord) and rewards players in general for developing map sense (something that the caves reward in general, which very specific and predictable layouts for those who understand the maps). If we were only balancing for the top percentile of players then nerfing this aspect would be fine, but I think this is a good feature for the game overall.
Newer players are already having a harder time by not taking advantage of digging in caves to the degree that more experienced players do. So this nerf hits experienced players much more. Map sense and all that is still important no matter what. Caves are pretty much dead easy for experienced players with sensors (or even without in many cases). The big problems I have are with unavoidable ambushes at the start of the map, and chokepoints where you are forced to aggro enemies. But there are always cool ways of dealing with the latter. I'm not a fan of the ambushes.
Note: all this may go out the window if you stole from exiles, but that's on you.
I do like the idea of being able to store energy/matter in your inventory still. Another option could be to halve the storage while in inventory, so they are more effective while equipped.
Does energy/matter storage share the property of inventory storage units where they can't be dropped due to corruption or severed by slashing damage? That would be necessary for this change, otherwise losing an equipped energy/matter storage part and watching as potentially 1000 energy or 500 matter vanishes could be devastating in a way that isn't very fun. This could be very nasty in A0 where you are repeatedly ambushed by slashing attacks.
This also exacerbates an issue that many kinetic builds have in A0, where matter can be difficult to come by (especially when the Architect constantly consumes resources without dropping matter). It's an issue I've run into a handful of times and essentially losing at this point in the game because you don't have enough matter isn't very fun. Perhaps I should just "get good"
If energy storage were to always consume a slot regardless, there is going to be a breakpoint here where evolving more power slots or using power amplifiers is better than having energy storage equipped. I haven't looked at numbers on this but depending on where this lands, energy storage could become somewhat irrelevant to a lot of builds that used to use it. This could also make endgame builds more interesting where you can't rely on large stockpiles of energy storage in your inventory. Any potential Storage nerfs will also affect this by putting more stress on inventory slots that could be dedicated to energy/matter storage.
Not a big fan of the arbitrary-feeling half space while in inventory or rate-limited recovery off the floor.
You can already lose power slots through severing, so IDK if that is necessary for energy storage. It was only added for inventory storage units because of the huge MESS it made when all your items splurted out.
Matter is more of an issue I think, in general. That part of the game could benefit from matter piles lying around or something. Or maybe base Cogmind matter storage could be increased from 300.
What if energy storage items increased max storage by %, like power amplifiers? That would require combining with power slots. I guess it messes with AI robot balance when many of them using batteries.
Changing energy storage to increase maximum capacity would probably necessitate reducing coverage.
If cave walls became earth it would push players to spend more time digging (essentially digging out every tile in a 3-tile radius to find an opening, instead of just 2), which would cost more time (not always a critical resource in the caves) but be a potentially tedious behavior.
This is already a thing for ascii players, which is why I was upset to find out that tiles players did not experience this.
No current plans to make full trapper builds viable as their own sustainable thing, so it doesn't really have any bearing on the storage discussion. Not to say they couldn't become something there one day, but it's not intended or balanced for that right now.
That's alright, I just thought I'd bring it up.