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bisonbison
Jul 18, 2002

stiknork posted:

I think we're going to post about this officially at some point, but if we added some additional modes to the game (think Time Attack or Endless) is there anything that people would be super into?

Slightly different take, and obviously a longer-term thing, but I think the game is well set up for pre-genned room puzzles. Could start at a tutorial-mode level of difficulty and get more and more complicated.

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Normal Adult Human
Feb 12, 2012

by FactsAreUseless

stiknork posted:

I think we're going to post about this officially at some point, but if we added some additional modes to the game (think Time Attack or Endless) is there anything that people would be super into?

OSP mode. All agents start with 1 additional point in anarchy and guards/safes are more likely to contain items. All items are sold at the end of the mission.

Normal Adult Human fucked around with this message at 23:35 on May 22, 2015

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

stiknork posted:

I think we're going to post about this officially at some point, but if we added some additional modes to the game (think Time Attack or Endless) is there anything that people would be super into?

I think this could benefit from a Castle Doctrine style 'design a level, prove that you can beat it, then publish to your friends and challenge them to beat it' - though that'd require a level editor, of course. Also the ability to obtain a seed for particular levels and type it in to generate a particular level would also be good.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

stiknork posted:

I think we're going to post about this officially at some point, but if we added some additional modes to the game (think Time Attack or Endless) is there anything that people would be super into?

I wanna play as corporate scum

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
It would probably be insanely hard to implement, but I'd love some kind of Nemesis Mode where a rival shadow corporation chose targets along with you, removing them from play. If you both unknowingly chose the same mission, you'd end up with a frenzied three-way stealth battle between Invisible Inc., the Nemesis, and the corp guards. :getin:

It'd be especially cool if they recruited operatives from the same pool, so you might run into Sharp working for your rivals and think, "poo poo, I should look for an opportunity to murder him before those guys turn him into a chromed-out hell machine."

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Gyshall posted:

I wanna play as corporate scum

Put-Everything-Back-Where-You-Found-It mode. Start with a fully equipped team, go back through the levels recycling everything at the nanofabs to get credits, then put the credits into the safes and lock the doors. Use incognita to turn the cameras and all the other hacked stuff back into hostile control. Drag all the guards back on to their patrol routes and massage them into wakefulness.

Pants Donkey
Nov 13, 2011

A versus mode where one player is the corporation would be cool as hell, but probably a nightmare to balance.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

RoboCicero posted:

Yeah, he straight up disables them. You also can't hack them while they're rebooting, so don't be the guy who accidentally spends two turns with Xu hunched against a fabricator.
The first time I found Xu in a game, I didn't use him much and so wasn't aware of this, then told him to disable the Security Hub in the final mission. Can't say I recommend it.

stiknork posted:

I think we're going to post about this officially at some point, but if we added some additional modes to the game (think Time Attack or Endless) is there anything that people would be super into?
Maybe an option that gives you a team of random agents before each mission?

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Rorus Raz posted:

A versus mode where one player is the corporation would be cool as hell, but probably a nightmare to balance.

Yeah and probably would result in a lot of cheese, too, but yeah sounds fun.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Wizard Styles posted:

The first time I found Xu in a game, I didn't use him much and so wasn't aware of this, then told him to disable the Security Hub in the final mission. Can't say I recommend it.

:laffo:

Well, that's one way to make it an epic siege.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

dyzzy posted:

The bench should cover Sharp from that spot unless I'm missing something.

At a second look, you're right the bench would keep him safe. I somehow missed it the first time.

Extropist
Apr 26, 2008
Holy cow, Stiknork, you guys have really hit the mark here as far as I'm concerned. I've been playing this through the pre-release period, and got my act together to push through Expert Plus. What a wild ride! That last mission is a huge step-up from the hacker rescue special mission I remembered from the pre-release, and the pressure was extreme.

Also, I can confirm that Sharpe aug'd up to max with rods, strength, and piercing upgrades is a complete and hilarious monster. Knocking out fools for this side of forever was a big crutch, but getting there was kind of a hurdle. I found that, overall, you can find the most bang for your buck in Strength for more gadgetry and drag speed while balancing that with keeping some in reserve and visiting every nanofab and secondary console you find in the levels. This let me pick up an econ chip, among other good finds, and explode into relevance with my duo, along with being able to pick up ping and wisp.

And I'd echo people in this thread calling for playing corporate slimeballs. The identities you guys have made for the corps are pretty fun, in and of themselves.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Actually... What if you could make your own corp, or pick one of the corps, and start as a ruthless underdog using "specialist contractors" to claw its way to the top? You'd need to cause a certain degree of damage and disruption to any given corp to destabilize it enough for a coup, at which point you could launch a literal hostile takeover (by way of an OMNI-esque climactic mission) and gain some cool bonus depending on the corp you just toppled. Naturally this would scare the poo poo out of the other corps, causing them to beef their security way up.

You could even introduce some morally vantablack mission types, like assassinations. Just go full Shadowrun megacorp. I would play that game mode basically forever. poo poo, I'd buy it as DLC.

e: hell, make Invisible Inc a selectable corp and you have an alternate storyline where you can actually steal, blackmail, kidnap and murder your way to the top, crushing the corporations once and for all.

RoboCicero
Oct 22, 2009

"I'm sick and tired of reading these posts!"
Oh, one weird mode that could be interesting would be a mode where you run through multiple maps in a row -- maybe call it Skyscraper mode and it's like you're racing to the top to capture an executive? Alarm tracker would go up much more slowly to compensate but is persistent across 5 maps. No world map either, so buying and selling would have to be while you're on a level. Only having 3 inventory slots would really hurt (especially if you get a vault room and you have to manually find a shop to sell them at instead of just escaping). Maybe introduce a third terminal type that lets you exchange money for attribute increases?

Totally spitballing here, but maybe the last map is always a "capture executive and drag them to a helicopter" mission and the last few floors require a exit keycard to reach the teleporter. Second floor could be a guaranteed detention center, while fourth floor is a guaranteed augmentation bay with four bays. There would be nanofabs and server terminals scattered through the floor as well.

Love Stole the Day
Nov 4, 2012
Please give me free quality professional advice so I can be a baby about it and insult you
I would love to see a multiplayer Splinter Cell-type thing with Spies vs Guards, where each turn has a time limit of 20 seconds or something (maybe make it a parameter you can set before playing). Multiple objectives so that the Guards can't just camp one place.

bisonbison
Jul 18, 2002

RoboCicero posted:

Oh, one weird mode that could be interesting would be a mode where you run through multiple maps in a row -- maybe call it Skyscraper mode and it's like you're racing to the top to capture an executive? Alarm tracker would go up much more slowly to compensate but is persistent across 5 maps. No world map either, so buying and selling would have to be while you're on a level. Only having 3 inventory slots would really hurt (especially if you get a vault room and you have to manually find a shop to sell them at instead of just escaping). Maybe introduce a third terminal type that lets you exchange money for attribute increases?

Totally spitballing here, but maybe the last map is always a "capture executive and drag them to a helicopter" mission and the last few floors require a exit keycard to reach the teleporter. Second floor could be a guaranteed detention center, while fourth floor is a guaranteed augmentation bay with four bays. There would be nanofabs and server terminals scattered through the floor as well.

I think something along these lines was my expectation during my very first play through. Linked maps across one mission.

Moof Strydar
Jul 13, 2001

bisonbison posted:

I think something along these lines was my expectation during my very first play through. Linked maps across one mission.

During Early Access, the teleporters were called elevators, and the interaction label to use them was "Go to next level", so I assume the devs originally intended multi-level maps and decided not to for gameplay reasons.

abardam
Mar 1, 2015
Shopcat mode: log onto Secnet, hack into people's games to spectate them, and then mess with the agents!

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Leaving doors behind me and doors to explored places open, has helped me immeasurably. The guards do tend to explore open-door rooms first. Thanks for that tip!

dyzzy
Dec 22, 2009

argh
A lone wolf mode, where you only get one agent, could be fun. There would probably have to be a change in the player's favor to offset that though.

uXs
May 3, 2005

Mark it zero!

redreader posted:

Leaving doors behind me and doors to explored places open, has helped me immeasurably. The guards do tend to explore open-door rooms first. Thanks for that tip!

Huh, that's interesting and helpful. Sweet.

Just finished my first experienced run. Quite a bit more difficult than the lowest difficulty setting... I had 6 agents to start the final mission and only 3 were still up at the end. Not sure what I could have done better in actual play on that level, I guess it's more a loadout issue. Maybe fewer agents with better weapons or more cloaking could've done it better.

Being aware that the guards on the last level have huge-rear end patrol routes would've been also rather useful.

I got a ton of XP at the end, unlocking not only Monster and Central as agents, but also Xu and Nika. (I had Banks and Shalem11 already unlocked.) I think I would've preferred it if I didn't unlock Nika until I had rescued her once from the brig, as I had already done with the others.

Keksen
Oct 9, 2012
I've played this game for around 20 hours now since picking it up at launch and I'm loving it. There's a great balance between risk and reward, and even on the lower difficulties there is a constant feeling of tension which makes it so much more satisfying when you finish a level. Even though I unlocked all the agents and programs now (to my knowledge) I'll be playing this a whole lot more. Which, you know, is as it should be.

If I had to pick one thing to criticize it would be that I wish the scope of the game was bigger, both in the way your agents get better over time, as well as the "Inc." part of the title, i.e. actually building up the firm instead of "just" saving your own asses. Maybe this can partially be improved upon in future DLC but it's a great game already.

As for modes, I really like bisonbison's puzzle map idea. I'd pay for that as DLC.

uXs
May 3, 2005

Mark it zero!
Argh, I was so close!



Map was a horrible layout: guard vault on one end of the map, generator completely on the other end - with the exit close to the generator. So I had to get to the generator first, then all the way back to the vault, then all the way back to the exit. The map was very long too, essentially just a series of rooms connected in a line with just one or two places that actually had rooms next to each other. A goddamn nightmare to get through once, never mind three times.

When I realized what the layout was, I had Xu go on to find the generator, while Banks tracked back to the vault. This worked well; by the time Banks arrived at the vault Xu had put a parasite on the generator and was heading to the exit. Unfortunately Xu got dropped when he was cornered by three or four guards at once. I was going to try to get Banks out, just because, when I realized that Xu was very close to the exit and could perhaps be dragged to it.

While I was busy dodging the millions of guards the game kept throwing at me, I stumbled across a nano fab. There was a cloaking rig there but Banks couldn't use it. I did the best I could anyway for this now rescue mission, getting another weapon and a med pack to get Xu out just that little bit faster. I spent about 10 turns in that room to the top right, hiding from 4 or 5 guards who kept running around in there. When most of them went to check out a dude I had just dropped the door out was finally unguarded and I could get through.

But instead of playing it safe and getting to cover in the teleporter, I went straight for Xu and got caught out of cover and no way out. If I had waited one more turn I probably could've made it, it would've been so heroic...


Game is great.

wolfman101
Feb 8, 2004

PCXL Fanboy
Just beat expert for the first time with using an archive Decker/file Internationale/rapier/fusion start. I think it is a very good combo since Internationale can make up for the early fusion power drain, and the speed of Decker plus the wifi of Internationale means you can spot most of the hackable equipment in the first 9 turns for cheap rapier attacks. I was able to escape with all the loot on turn 10 a couple times because I could just hack half the map in a couple turns.

Couple lessons from that run:
- don't bother hacking any databases except for layouts and maybe cameras. They serve as really good virus warehouses when you are using torus as well.
- individual cameras only raise alarm level once per turn. it might be worthwhile to just dash your whole team through a camera rather than hack it.
- holocover is awesome. Be sure to put it on someone with anarchy 2+ because then you can lead a guard around by tossing the holocover in his view, waiting for him to go pick it up, then stealing it back.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Does endless mode add difficulty over expert? I'm getting consistently taken out on security level 2 and 3 missions even though I've beaten expert multiple times now. Not sure if I'm just getting greedy/sloppy or what gives.

Finding Decker in a detention centre is kind of a let down. He looks cool and all but his augment is really bad.

RoboCicero
Oct 22, 2009

"I'm sick and tired of reading these posts!"
Just had a fantastic ending to a level where I was escorting a hostage out -- my entire team was waiting in a hallway waiting for a tagged guard to walk by -- he had heavy armor and none of my agents had anything that could take him out. I wait until he reaches the end of the corridor where I had knocked a guard out with a shock trap the previous turn and sneak three of my agents into the teleporter. I go to move the hostage and he's...one square short of making it in.

The next turn the guard turns around and locks on to the hostage, the guard I knocked out wakes up and does the same, and another guard opens the door and also targets the hostage. He takes one step into cover and the teleporter, and I slam on the button to extract all four of them. Seriously something out of a movie!

This was also the mission where I had to raid a security box, but after spending two turns realized that the power supply to the door was behind at least two turrets, so I just clubbed a guard over the head and spent three turns dragging him into the path of the lasers to disable it :v: Alls well that ends well!

legoman727
Mar 13, 2010

by exmarx
Woo, just got my first expert win after a surprisingly easy Omni. Says I unlocked everything, though. Are there no archive versions of the last four agents? A bit disappointing.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
I just finished my first experienced game, and this game is crazy good for being so simple. Started with Banks and Int, Banks paralyzer can give you so much extra room to move around and Int's wireless thing means you can just grab power as you run around, especially as you level it. Got decker and Shalem from detention centers too, but they didn't add much other then hanging out on KO'd guards from time to time. My Omni looked really daunting but turned out to be pretty easy with my setup.

For being procedurally generated, these maps turn out super interesting almost every time.

uXs
May 3, 2005

Mark it zero!
drat, expert doesn't gently caress around. Is it a coincidence that the levels just seem harder too? Hardly any unguarded rooms to be found, and the guards always seem to be in the most inconvenient locations, forcing me to take them out when I'd prefer not to.

I try to look for opportunities to distract them, but there's hardly any opportunities for that either. If only these super duper agents had some simple rocks on them that I could throw.

Suggestion for a new incognita or agent ability: remote door opener. Could make it possible to close doors too, but maybe that would be overpowered.

Edit:

1) poo poo yeah, got through a mission by dragging Banks' body to the exit. Xu's door thing is great when you want to slow down people behind you.

2) I have decided that executive suites are a terrible first mission because not only do you have to stay at the body for a billion years, you also have to retrieve the goddamn memory chip at the end. When you want to hit something and then get the gently caress out, that's a horrible thing to make you do. I think I'll pass on those missions early in a campaign, and maybe altogether.

Then again, maybe all the mission types are terrible at Expert, who knows?

uXs fucked around with this message at 16:37 on May 25, 2015

Miss Lonelyhearts
Mar 22, 2003


I had a great experienced run starting w/ Sharp and hitting a nano-fab for the first 3 missions, had him w/ 6 augments before I took any other mission and it really worked out.

legoman727
Mar 13, 2010

by exmarx
ahahahha, oh god, I just finished a Daemon Code (Central/Archive Decker, Internationale recruited) run on expert and dear god. Thanks to multiple unlucky Validate hits, I ended up with about eight guards clogged in the security hub, and I only got out with my agents intact due to multiple level 3 items, Wisp, and Ping. Cloaking 3 is absurd, and god drat is Shock Trap 3 great.

TastyLemonDrops
Aug 6, 2008

you said "drop kick" fyi
The jump in difficulty from Beginner to Expert shouldn't really be apparent at all, unless you rely on rewinds. Expert to Expert Plus is basically Beginner to Expert Plus is what I'm saying.

Sacrificial Toast
Nov 5, 2009

Well, I know on Beginner, the first alarm level is just a buffer, and cameras don't come online till Alarm 2. I don't know what other specific changes there are other than the default number of rewinds.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
I think in experienced the neural thing nearly everyone starts with is still a 3 turn KO weapon (like beginner), in expert it's actually the 2 the tooltip says. Also, the shield level of the missions jumps up a bit faster, in beginner you should get to Omni with barely any level 3 missions to pull off, in expert you'll be at level 3 and 4 (depending on your targets) by the third mission or so.

uXs
May 3, 2005

Mark it zero!
You get less money on Expert too.

Red Mike
Jul 11, 2011
And in anything past Beginner, guards will actually take different paths and path through your starting room, won't they?

uXs
May 3, 2005

Mark it zero!

Red Mike posted:

And in anything past Beginner, guards will actually take different paths and path through your starting room, won't they?

That's something I've never seen. Maybe after their routes change when you break into something, but I don't think they ever path through the starting room by default.

Dav
Nov 6, 2009

uXs posted:

That's something I've never seen. Maybe after their routes change when you break into something, but I don't think they ever path through the starting room by default.

It's one of the difficulty settings. They never will on beginner, but it's certainly happened to me plenty of times. Including once rather memorably on the final mission. Kinda hard to hide 6 people or KO somebody with 6 armor on the first turn :(

wolfman101
Feb 8, 2004

PCXL Fanboy

wolfman101 posted:

Just beat expert for the first time with using an archive Decker/file Internationale/rapier/fusion start. I think it is a very good combo since Internationale can make up for the early fusion power drain, and the speed of Decker plus the wifi of Internationale means you can spot most of the hackable equipment in the first 9 turns for cheap rapier attacks. I was able to escape with all the loot on turn 10 a couple times because I could just hack half the map in a couple turns.

I take it back, rapier is highly dependent on map layout and it is pretty easy to get hosed and have all the hackable things be on the rear end ends of the maps and now you have to spend 5 power to break a single firewall. D: It is really more of a "extremely good chance to get owned in the first few level, but by the 5th you should be unstoppable" kind of deals.

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Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Dav posted:

It's one of the difficulty settings. They never will on beginner, but it's certainly happened to me plenty of times. Including once rather memorably on the final mission. Kinda hard to hide 6 people or KO somebody with 6 armor on the first turn :(

Shock trap III. :smug:

Or cloak III, the Master Item.

Edit: well, any shock trap, for this particular problem, really.

Goatse James Bond fucked around with this message at 15:24 on May 26, 2015

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