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NewtonPulsifer

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A member registered 75 days ago

Recent community posts

(1 edit)

It does create complexity and additional calculation at the very least. That's assuming you're past the conceptual stage that is generic enough not to create a ton of corner cases. The pathfinding phase is already the most heavy loop in the game as far as I can tell, and going with alternate calculations can push that calc time up significantly. Which means that it would need to be optimized, which requires a higher skill floor and possibly delving chunks of the game out of the core scripting functions into custom C++ code. Donald Knuth says premature optimization is the root of all evil, but also that you DO need to optimize that critical 3% of the code that really needs it. I think it isn't clear yet that my pet peeve here should be part of that 3%, or that even if is, if the time is ripe for the optimization pass. EDIT: Forgot C# is also a choice in Godot. And probably a better one in a turn based game.

If diagonal is going to cost the same as orthogonal then adding it to the tutorial is a good idea.

1. I linked to a Reddit poll that 89/574 (so 15.5%) preferred grids over hexes. I'm guessing there might be a misunderstanding because you didn't click through that link and I didn't clearly reference it as my source?

2. I hear you on cost/benefit and agree. I'd recommend a poll or something to see what people think. In my opinion if the game is rated zero to 10, this is a hard -1 to the final score. My opinion might be off in the weeds. Or it might be mainstream. It's possible you're applying resources to something you believe is more important, but that people who play the game disagree. I think I'm up to 32 in terms of successful missions in my latest saved game so be assured that my opinion on this has been refined; diagonals=non-diagonals is bad. Any improvement is welcome.

3. I vote yes near circles for ranging and sensors is a better game even if movement is not. The game is noticeably distorted around diagonals as it is right now. Your comment of "I don’t think that’s a game that would be good" in regards to diagonals=non-diagonals on movement only....I'm not sure how to respond to.  From my perspective it would be an improvement. I take it you're disagreeing?

To be clear, I'm not talking about switching to hexagons. I'm talking about drawing circles on a grid for ranging sensors and ranged weapons.

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Not a little funky IMO. Very funky. I don't think I'm in the minority in believing that.

https://www.reddit.com/r/LancerRPG/comments/mactxi/hex_or_grid/

15.5% prefer Grids over Hexes. And I wouldn't be surprised if only 15.5% of that 15.5% range with diagonals as 1:1. So your decision is aligned with like 2.4% of Lancer players. The rest use D&D style diagonals cost 1.5, round down. One, two-three, four, five-six etc.

EDIT: Repeating my comment above because I don't agree with your interpretation of the game rules. They only allow diagonal distortion on movement, not attack range.

-Pg 64 RAW, range is range. So get out your ruler. Diagonals are only mentioned in regards to *movement* pg 62.-

EDIT2: Also, you don't need to use hexagons. You can use the Midpoint Circle Algorithm and keep a grid.  Here's godot-rgmap on github looks to have already implemented what you'll need so you can crib the code (MIT license) https://github.com/alex-karev/godot-rgmap   and a youtube link 

Pg 64 RAW, range is range. So get out your ruler. Diagonals are only mentioned in regards to *movement* pg 62.

Hi!

Enjoying this game, thank you. I did want to drop in my biggest current impediment to enjoying the game even more, and that's the ranging code where diagonals are the same distance as non-diagonals, where Range 10 on a Size 1 is basically a 21x21 square (area 441), rather than closer to a circle of diameter 21 (area 346). Current long range Attacks and Sensors are dramatically better than shorter ranged ones because of that. My vote is to get a Midpoint Circle Algorithm implemented sooner rather than later!

It runs just fine under Lutris using Wine for Linux, so IMO no rush on a new Linux build

Hmm hadn't really thought about it. I picked LL3 because that allowed you to max out one frame, and I was worried going too high would give me analysis paralysis. So it theoretically opened up all choices, but at the same time limited you with zero "side-grades" if you did.


So got to 19 before the risk/reward play of the Tokugawa finally caught up with the pilot. I did 1 more with just the three and I pulled it off but it's too much of a slog to continue playing that carefully. Did random maps, missions, and opponents by just rolling my polyhedral dice. But.....turns out there's a bug on TLALOC. It normally takes 2 Heat and currently it does none. I was abusing the hell out of that before I realized. Tokugawa 2 Pegasus 1 from earlier, Monarch 3 from earlier, but switched the Everest to Monarch 3, and finally Tortuga 2 Goblin 1 - he puppets opponents to walk into Overwatch and eating the Overpower Caliber Decksweeper Shotgun . It is very very satisfying to me for some reason. It always makes me giggle.

Though to be fair there's some bugs that made things harder (Overpower Caliber is consumed on an attack, in the TTRPG it is only consumed on an actual hit. So you can still get 1/2 OpCal on your Tactician Reaction if you miss, or get the full 1d6 if you pull off an Overwatch or use Overcharge or Everest Initiative. Also Assault's were recharging their Hunker Down 1/turn rather than 1/round, which gave Elite's more than they should have. 

Can we have it changed so that Brace is spammed on ANY hit if a Brace improving ability is active? e.g. Metalmark 1 Reactive Weave, Drake Fortress Protocol, Nelson 2 Armor-Lock Plating, Napoleon Flash Aegis? For Reactive Weave it can be a very important tactical choice to go Invisible and move Speed (as well as obtain the minus Accuracy until the end of your next turn) beyond just the damage reduction for the one hit. If you're going to have a global Brace threshold I'd suggest you put up a poll on what to set it at. Or say a regular Brace might take 9 damage to 5 (saving 4) but you'd get the same savings on a 5 damage for a Napoleon (Flash Aegis) where it takes it from 5 to 1 (saving 4).

Finally if you're going to implement a Brace spamming option for these special cases, maybe make it so it can be turned on as an option globally since that is probably pretty easy to implement at that point?

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Is there a way to randomly generate a random map, sitrep, and opfor? Didn't see an in-game way to do that.

Without using Siege Cannon, I've been able to get 5 in a row set at 2.0x number of enemies before I get sidetracked into submitting a bug report lol. But at that point I was averaging 2 repair used total per map, no uses of Core Powers yet. No idea if it'd spiral worse after that. A big problem that cropped up was that my Death's Head has a base Repair Cap: 2 and was going faster than the rest so I probably need to rethink either my battle doctrine or my team composition strategy.

EDIT: So far the answer seems to be Tortuga 2 Goblin 1 instead of Death's Head 2 Goblin 1

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Just bought it and been doing some LL3. I've found several counters to Berserkers - Goblin 1 Puppet System/Eject Power Cores on a Sensor range 20 Death's Head. Puppet walk one Berserker next to the other, Bracketing Fire so they are both Impaired, then get them whacking each other (for full damage since Impaired). Follow up by teammates taking advantage of the Impair for full damage. Sets off Tactician 3 etc. My current loadout (Overpower Caliber on everything):

Death's Head 2 Goblin 1 Heavy Gunner 3 Combined Arms 2 Infiltrator 1 Heavy Machine Gun Assault Rifle/Light Nexus a basic Neurolink+Perfected Targeting+Core Siphon build

Tokugawa 2 Pegasus 1 - uses Tactician 3 Nuclear Cavalier 3 Smartgun/Smartgun Light Nexus/Light Nexus. In the Danger Zone and running Limit Break. Plasma Sheath activates and turns all bonus damage to Burn. One shot is Opcal 1d6 +Nuclear Cavalier 1d6+Limit Break +3 bonus damage (burn), and Limit Break bonus dmg applies to all attacks, including the 1/2 dmg Tactician 3 reaction. Smartgun ignores cover and has 2 Advantage (Tactician+Smartgun) so I can tank Impaired and still stay Accurate. Hunkers out of line of sight if possible and shoots from safety. Feels really broken!

Everest Swallowtail 3 Heavy Gunner 3 Combined Arms 2 Infiltrator 1 Heavy Machine Gun Assault Rifle Light Nexus/Oracle Light LMG - this guy has the Athena NHP. Athena gives Blast 3 area cancels cover, prevents starting up Invisible/Hidden and if the enemy ends their turn there, adds free Lock-On and cancels Invisible/Hidden. And lasts the whole fight for one Quick Action.

Everest Barbarossa 3 - Tactician 3 Nuclear Cavalier 3 -  Siege Cannon Mortar. Fire, next round use Everest Initiative drop Reloader Drone if desired etc.  Will rework it so there's more of a challenge, probably to a Monarch Missile platform instead. 

Tactician 3 plus Smartguns and Mortars is very very effective for focus firing to the point the high value enemies are guaranteed to wipe.

Tentative plans for higher LLs is maybe Reactive Weave (Metalmark 1), Dusk Wing 2 for Flicker Field Projector (50% miss chance on next one attack after move/boost) or Mourning Cloak 2 for Singularity Motivator (reaction teleport 1d6 on a hit). You could Brace, turn Invisible for free, move Speed for free, and Reaction teleport 1d6. Or just Teleport 1d6 if hit damaged. Nice.

Do you have a typical loadout of certain frames for that team or do you adjust constantly?