Grid Sage Forums

Grid Sage Forums

  • December 17, 2024, 07:10:37 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jazzer

Pages: [1]
1
Ideas / Re: Part swapping multi slot parts.
« on: July 04, 2024, 12:31:51 PM »
I was kind of wondering about the complexity especially since there are temp slots and all manner of other corner cases with many of the updates recently. I certainly would rather have fun an exciting new items and just deal with multislot parts as is for sure. I hadn't played in over 5 years and have to say I'm really impressed with all the improvements that have been made. I even have my 11 year old starting to play as of yesterday and he's really getting into it!

Thanks for the response and for making such an engaging game.

2
Ideas / Part swapping multi slot parts.
« on: July 04, 2024, 06:43:51 AM »
I'd love having the ability to use modal part swapping for multi-slot parts.

For me, handling the larger parts while my inventory is full is one of the more tedious processes I encounter when I'm playing, particularly during combat. Maybe I'm missing something, so please let me know if I'm doing things wrong.

How I imagine it could work:

If you start a swap from a larger part in your inventory, it would require selecting enough equipped parts to make room for it.

If you start a swap from a larger part that's already equipped, as long as the part being swapped in is equal or less to the number of slots of the part being swapped out, it simply swaps the two. There also would have to be a check for enough inventory space.

If you start a swap from a smaller part in your inventory, just allow it to replace the larger item if there's enough inventory space.

If you start a swap from a smaller part that's equipped and select a larger part from the menu, just treat it the same as starting a part swap on a larger item from the inventory.


There's obviously a lot of cases to consider and I don't have a solid idea for swapping multiple smaller parts in for a larger one which would be a really nice thing to have. But even if that case was ignored, having the functionality I laid out would cover the majority of cases.

3
Fixed Bugs & Non-Bugs / NumLock weirdness.
« on: February 16, 2018, 08:12:12 AM »
There seems to be some weird interaction when using the numpad for movement, coupled with shift-modified commands.

Force melee by using Ctrl+Shift+Numpad does not work with NumLock on.

When in inspection mode (x key), holding shift and using the numpad to move around does not jump tiles when NumLock is on.

4
Stories / Sensors are awesome!
« on: February 13, 2018, 01:37:51 PM »
So I started my run off heading for the mines branches, hoping to stumble across the Exp. Sensor Array. With luck, I end up finding it.

Off I go on my merry way, and yet being able to sense just about everything on the screen, I get myself stuck between a couple nasty patrols. Plus, I'm still in Materials. Things were not looking good at this point. I find myself surrounded by all manner of enemies. However, I realize I'm standing right next to a neutrino reactor. With things looking grim, I decide to thrust my melee weapon right into the core, instantly blowing it up along with nearly everything that was attacking me!!!

SUCCESS!

I chase down the remainder of the enemies with my ripper and hack them to pieces. Things are suddenly looking okay, except...

I LOST MY AWESOME SENSOR!

So, I continue with the run, a bit defeated over the loss of my toy. I end up grabbing an adv sensor, which gets me into Factory without much issue. At this point, I'm looking for a cave exit. I find one, and sneak my way through the caves without much issue. I was hoping for Z, but I ran into DM instead.

Turns out, this is quite the fortuitous turn of events, as one of the schematics I'm given is for the sensor array I lost back in materials!!

So I make my way back to Factory, and am now looking for another caves exit, hoping to hit Z before I continue as well as find a fabricator to make that sensor.

Things are going fairly well, but I'm having a super hard time tracking down a caves exit. I feel like alert is rising, and I don't feel like I'm any closer to finding a caves exit, I end up stumbling across some good hover propulsion, so I equip it, since the speed will really help me out before things get too insane. I finally manage to find a fabricator and successfully craft my exp sensor again. I feel complete, yet I'm still no closer to finding that mines exit.

I'm just about to give up on it and head to the next Factory floor, when I catch a glimpse of a chute trap out of the corner of my eye... Wipe my alert and get another shot at finding caves? Sounds good to me!

I figure it shouldn't be too bad since I'm on hover and all. I was a little overconfident it turns out as I'm getting trapped in a dead end by 2 crushers. I swap to my rockets in an attempt to blow them up, which is less than successful, plus, I'm running out of matter. I do manage to skirt around them with the walls blown up. This turned out to be great because the debris started caving in on them, but as soon as I get out of this dead end, I've got a couple more on me!

Suddenly, at the edge of the screen... I notice some non-crushers with my AMAZING SENSOR.

I head to investigate.

HOLY MOLY! I've suddenly got a TON of allies who promptly go to town demolishing those crushers!

I find my way to the exit and am barely able to fit all my new allies into the circle to take them with me, but I do in the end, and head back to Factory to find that next caves exit. This time, I'm able to carefully find a caves exit without much issue, not to mention, I've got an army of allies at my back. I do run into a bunch of assembled. We won. Toward the end of this floor, I end up finding an Adv terrain scan processor + Lrn terrain scanner. I take it with me for now, but don't really have the slots to equip it. I find the caves exit and head right in.

On the first caves segment, I have a pretty easy go of things with my sensor and allies. As I'm closing in on the exit, I notice something inside of a wall with my sensor. There's no apparent pathway cleared to it, so I hack the walls to reveal what's behind...

Spoiler (click to show/hide)

So at this point, I toss on my terrain scanner/processor, running along with my sensor array and signal interpreter, I've got mega-wall-hacks!

At this point, the rest of caves is trivial as I'm able to completely avoid combat and tunnel my way through since I can see where everything is. I find Z with a few allies left.



Aaaand this is as far as I've made it so far but is easily the most storied run I've had so far. If things stay eventful, I'll come fill in the rest of the story.

5
Ideas / Re: Item label display filtering.
« on: February 12, 2018, 05:33:21 PM »
I suppose once you are familiar with all the robot drops, it does get a bit easier to know what to look for. I still feel a little new to things with only 2 weeks of play (which is super refreshing for a change; having a game this deep to learn).

6
Ideas / Item label display filtering.
« on: February 12, 2018, 08:32:57 AM »
Situation: I've just blown up countless robots in a prolonged battle, I'm in pretty good shape, but my weapons took a beating.

Problem: The floor is absolutely littered with all manner of components. I can turn item labels on, but half are obscured by other labels and those that aren't obscured are for items I don't care much for at the time. To make things even worse are the neutral bots roaming over things, covering up their icons.

Idea: Give us a way to label items only for a specific slot. Ideally, we could label a specific subclass of items (legs for example), but I think if we were able to filter out a single slot type, that would go a long ways toward making the process of sifting through the debris much much simpler.

Attached are a couple of images highlighting the issue.

Perhaps while item labels are showing, the -/= keys could cycle through the part slots as well as matter.

7
Fixed Bugs & Non-Bugs / Map generation placed inaccessible exit to Storage.
« on: February 10, 2018, 02:36:09 PM »
Level: -9/Materials

Hacked a terminal to show me the branch exits, and when I reached one for Storage, I found it was placed under a cache of items.

I stood where the exit is shown, and pressed (shift + ,) which gave the message "No level access here".

I picked up the item that was covering the exit, and it looked like a grayed out exit.

The seed is: PulseSuspensionHammer

8
Unless this is a feature of storage, there was a weapon cache with a door/terminal that was generated without a door/path to access it. I discovered it by hacking Layout(Zone) and checked for a hidden entrance with Access(Emergency) on a nearby terminal. Both hacks were successful, but there was no apparent path to the walled off area.

Fortunately I had explosives with me  ;D

This was Beta 5 with the seed SuspensionCoilMagmablaster on level -9/Storage, right near the entrance point.

9
Ideas / In-game clock
« on: February 06, 2018, 11:49:23 AM »
How about an in-game clock. It's way too easy to lose track of the time while playing this game.

Along these same lines, a run-timer would be kinda neat to have too.

Pages: [1]