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Wow have I been busy lately. Tons of design work going into future releases, followed by lots and lots of coding to make this stuff a reality, all a very vague way to say good progress is being made on some fun content for everyone :)

In the meantime there's also been five patches to 16.1, about one per week since it was released, the last of which came out at the beginning of this month. It was mostly minor stuff that could wait, but each time there was something that forced my hand to actually get a patch out rather than wait who-knows-how-long until the next full release.

Actually... I was planning on releasing something specifically on 4/1 this year, but I've recently had to accept that I simply cannot make that deadline while ensuring this thing is as good as I want it to be. So funny date is out the window, quality being more important than deadlines, after all!

The future is bright, however, and I know as part of that future players are always eager to discuss and vote on "optional features/content" coming to the next major version, in this case Beta 17... Well, the usual voting list could come later, but for now I have something perhaps rather unexpected: voting on something else!

First, some background...

Wannabes

Historically in the world of Cogmind you have common derelicts, and the Unchained which evolved out of some of them, but what about those who exist in some state between the two? One would expect that just as there are fans of the Heroes of Zion and other powerful derelicts for good, although generally evil the Unchained might have their own following, even other derelicts who see them as role models, aspiring to one day become equally powerful and join their ranks.

These are the "wannabes."

Aside from the lore implications and opportunities, more importantly wannabes can serve multiple roles from a mechanics and balance perspective.

Unchained are clearly at the more extreme end of powerful threats trying to challenge you, or at least just kick you out of areas in response to your behavior, but there's clearly room for dangerous but somewhat less extreme unique hostile NPCs, kinda like the inverse of others you meet which tend to (normally) be friendly, e.g. 7R-MNS, VL-GR5, and others. So this is one area we can use such NPCs, found in various locations under different circumstances (to be determined).

That said, the original reason I started considering the concept of "wannabes" actually has to do with Hexidium. This is the Unchained HQ you should be able to visit in Beta 17 for yet more interesting lore and tech, but who is there?

From a balance perspective, if it's a bunch of the Unchained themselves, well... you are probably in for a very very bad time, even more so as it's out of the way and you have to even get there first (attrition!). Lucky for Unchained-fearing Cogminds everywhere, to be honest I don't think it would be architecturally reasonable to enable meeting most Unchained outside their normal conditions (hunting you in 0b10). Theoretically doable, yes, but not worth it in most cases, especially again considering it's a rather different operational environment than they're used to when tracking and fighting Cogmind.

We may eventually see some there, it depends on implementation needs and particular Unchained, but I believe it will be more interesting and realistic to prioritize a different sort of inhabitant for that map, these "wannabe" fellows. This way we can develop a more "acceptable" power level for Hexidium while keeping it fresh. (I've previously brought up this topic on Discord--I like the description Infomantis coined for them: "discount Unchained" :P)

They're not really Unchained, but they are meant to be unique, and have their own (simple but unique) personalities. One of the best ways to make bots truly unique is of course via their parts/tech.

"Gooftech"

Wannabes aren't true Unchained, after all, but their tech may be interesting, or weird, but not really top-tier. Heck, most of them probably have strange drawbacks, features that could be loved or unloved depending on the situation, or simply have other limitations--in general think Exiles parts.

The Unchained of course recognize that their fans/underlings/potential recruits may be short a few marble bearings, and are using unique and sometimes effective but generally worse tech than their own, so I imagined that they dub the special parts used by wannabes as a sort of "gooftech." Just a random name that popped into my mind one day :P

This is where you come in.

I've always got more of my own ideas than I can ever implement, but I know players appreciate any opportunity to provide more direct input on future content, so now is your chance to get some gooftech (and therefore wannabes built around it) added to Cogmind! As many have discovered, I do also indirectly accept and adapt ideas that emerge from random discussions, such as on Discord (if/when the right opportunities present themselves), but this is a much more direct method that we've actually done once before, ages ago.

If you have an idea for some part that we could add for these folks, drop it in the comments on this post!

General notes on part/mechanic design and suggestions:

From a player POV (because in the end we often want tech to be usable by the player as well), one might consider builds that don't normally work too well, but might be interesting with the right complementary gear--superheavy legs combat (instead of treads), slow treads melee, ...whatever.

Technically player use is not a requirement here, however--even more interesting ideas are possible when the player does not have access to certain tech! Or as in the case of Unchained themselves, they can have neat tech but also when Cogmind uses it the effectiveness is somewhat reduced in one way or another. This allows for greater design possibilities.

In this case the mechanic needs to be usable by / meaningful to an AI-controlled bot. Ideally something that does not require unique AI to use, just the regular features/behavior.

Unlike the last time we did something like this, there is no per-person submission limit, but if you want to submit more than one idea, please do so as separate comments to aid organization.

However, please do not just spam comments with many simple/short ideas: Try to do your own pass on what you consider with regard to feasibility and power level based on what you know.

If you're not sure, just list it in the comments and I can provide feedback about feasibility. If possible I could still of course make an effort to do what's necessary to integrate a concept in a way that's suitable for Cogmind, if the original idea doesn't quite fit.

As for voting, if there are few suggestions that work and I can manage to fit them in, I may just do all/most of them, otherwise I'll set up voting in a later post to cull the list a bit and/or at least see what everyone wants to prioritize.

On the simple side, as an example from my own notes:

MK-SMN uses a weapon named Hellshot, a long-range sniper rifle that also causes thermal melting damage over time. Sometimes, however, the shot gets stuck in the barrel for a moment, failing to actually go out and hit the target, somewhat melting the weapon itself (integrity damage, and in that sense it's akin to a special sort of less-reliable vortex weapon).

Historical note: This sort of mechanic/part voting process is in fact where treads siege mode originally came from! That was only one mechanic that was going to be added, against which all other submissions were weighed in voting, whereas this time around we have an opportunity to see multiple additions so it's not quite the same scale, but we'll see.

Other News

The GSG forums now require an account to even view. The level of AI scraping has just gotten too bad to keep them public, but as a private forum it sure works a lot more smoothly now :D (more info on that in the relevant announcement... if you have an account there--in short, it's still the place for more permanent announcements/sharing threads and bug tracking, as well as of course any REXPaint discussion)

7DRL 2026 just came to an end a week ago! Over a hundred new games to explore, many of them probably roguelikes :P. We had/have sharing threads on r/Roguelikes and r/RoguelikeDev, and you can also find links there to sign up as an official reviewer if you want to help with that effort. Post-jam activity also continues on the #7drl channel on our Discord server. During the event I shared some highlights as I was following progress in that channel. Being even busier than usual working on Cogmind at the moment, in the near term I won't be playing and sharing those like I've done many times in the past. We'll have to see if/when I can get around to that later on! I completely missed 2025, the first time in ages, due to health reasons keeping me from streaming, but at least for now I've been able to get back into it (with shortened stream times), so there is hope!

Files

Comments

Infomantis

I am once again submitting 3X-TR4, the worlds #1 ion burst cannon and weapon shielding enthusiast, armed with a system that enables the eventual second volley to actually hit things and a heavy exo

Young Young

How about some kind of deviant trickster character that has super effective cloaking and tearclaws and jamming, but these parts work as a reverse system guard and give u corruption as long as u have it attached? Perhaps after stealing an item from the player successfully and disappearing they may come back to ask a riddle to the player maybe something like "what could u catch but cannot throw? A virus!" And would drop the stolen item if the player answers the riddle correctly. Maybe the trickster would have a chance, based on corruption %, to not give the item back even if the player answered the riddle correctly

Xintrosi

Perhaps one of the wannabes can be equipped with bootleg versions of Exiles prototypes. The power level may be higher based on the intended difficulty of encountering said wannabe. I don't intend this as a full reuse of exiles tech since you are looking for new ideas, but that and the subcaves prototypes sound interesting to me found later in a run. Flightbrick melee or something. Similarly maybe one of them is a derelict hunter and is equipped with a hodge podge of Zion Hero parts with some core utility that helps them synergize better. A utility that scales its effects based on the number of sources of unique prototypes equipped and it's only serviceable at the typical player count, but gets closer to cracked the more cogmind collects. May require tagging prototype items differently to make work, so may not be viable. e.g. any number of exiles prototypes counts as 1, any number of main floor OB10 prototypes counts as 1, Any number of warlord prototypes is 1, any number of scrap town is 1, any number of branch OB10 prototypes is 1, etc. It's not unusual for a player to have 2 or 3 different types so any sizable bonus may have to both apply to the wannabe and to cogmind at some critical number of proto sources.

Plasmoid Dude

Ever since the scrap engine was added, I have been enamored with the concept of what a proper not-construct Treaded Exoskeleton would look like. It's just a super interesting part idea that would be cool to see explored as it's own part rather than simply something the scrap engine spits up.

JayNine

I'm thinking of something to weaponize heat buildup... I'll call it the Volcano for now... A special weapon that creates a cone shaped blast of thermal damage adjacent to the user. At normal heat levels it wouldn't really deal much damage nor transfer much heat, it would only become fearsome if the bot's heat is at DANGEROUS levels which, of course, can be risky. Shooting the weapon would vent some (or all) the unit's heat, the more heat, the more damage and heat transfer (maybe range too, if possible, dunno)... I'm concerned about how this would combo with some very heat intensive lategame weapons, since they'd feed into the Volcano's potential, which would then solve the heat problem of these late game weapons (in a very destructive way)... So maybe it should have a limit, like a chance to break if the heat exhausted exceeds a certain value, or a finite number of uses.

why will you read this?

Disclaimer first, I don't have that much experience in the game, I only beat it twice with a FarCom flight build and haven't really explored much branch contents, if the idea is already used in a weapon, please ignore me. I also have no idea how much effort is needed to implement it. With that said, I think a cool idea is to make some sort of ricochet weapon, similar to ULTRAKILL's sharpshooter, where each additional ricochet adds more damage. The difference however is that the ricochet can also hurt the weapon holder and the degree of reflection is a range so there's always risk, in addition to how the map is shaped that I don't think the mechanism can be easily exploited unless you and the enemy is together inside two wall close together, which the damage both to you and the enemy will be quite large. When you use the weapon, you either gamble for more damage at higher miss chance, or lower damage for more consistent hits.

Plexion

I have been asking for this for ages: Pen launcher - launcher with penetration. We've been blessed with more and more parts using unique combinations of normal stats - damage types, crit types, etc - but one we've always been missing is a rocket launcher you can shoot through walls >:) Maybe something with a small but potent aoe, might need some special logic though to only explode when hitting enemies idk.

F3-RNM

Okay, here's my pitch. Might do another but this is definitely the golden child: 5N-A1L The nearly immortal snail. One single Hds. Centrium wheel supports a massively bulky loadout. Stolen Vortex Field Projector, Rnf. Reactors to back that up, heavy armour and the Mortaliser, a comically large 4 slot sawblade that does low base damage but scales up based on the mass of the wielder Could give it an AOE swing too, a-la the Laser Shovel, and unable to be switched off. Moving shreds everything. High-mass melee loadouts are outshined considerably right now by the fast ninja loadouts of hover and flight. Bonus points if it has a Recycler tile.

Plexion

1C-R4B's Crab Launcher: Somewhat high matter and energy cost weapon, launches a solid ball of matter dealing impact damage. Projectile then spawns a mini crab drone that dies after some delay like QV-33N's drones. They have fast legs and little pincer melee weapons. Maybe pierce damage and impale for added fun (and terror when they're attacking you). We are borg? Nah, WE ARE CRAB! v_o_v

invalid

I think there's significant room for horror-type enemies. Here's two ideas, more to be added if I think of any: W3-3P3R: A once-feared derelict bandit that was captured by MAIN.C, experimented on, and unexpectedly released again. Many speculate that something related to their inline intelligence unit went terribly wrong, and the fact that he has no weapons to speak of supports that point. Mechanic: only moves if the player cannot see them. If the player is ever directly adjacent, W3-3P3R uses a special melee "tool" to destabilize their propulsion, causing massive heat spikes and eventual shutdowns. Heavily armored, but if their core is damaged, they can purge all their items (like Cogmind) and sprint out of there at speed 15, never to be seen again. ST-4LK: It has a small, invisible cubbyhole in a long passageway. If the player comes within a few tiles, it activates but only follows at a distance, ensuring it is never in the player's sight. Has spectral analyzer + a "optical booster" which grants +2 vision on top of the spectral analyzer. Cogmind receives increasingly urgent messages from any adjacent allies: "I think something is following us!" "I feel like we're being watched." If/when the player ever reaches a dead end, ST4LK puts on a burst of speed and skewers Cogmind with some kind of impaling weapon. Bonus points of the impaling weapon causes propulsion malfunctions, disables weapons, or has some other kind of debilitating effect. If Cogmind ever sees ST-4LK, however, ST-4LK panics and starts fighting early with some kind of hilariously primitive cannons.

Infomantis

Wannabe armed with a “borrowed” molde (called M0-LDY of course) (Also has a huge storage unit filled with niche utilities)

Infomantis

Rogue technomage MR-DRD with twin latent energy gatlings (and a spear I mean wizard’s staff for when those run out of power and he can’t run off to recharge them fast enough or you break his power station)

Byrnorthil

Boomerang (alt: throwing disc) Throwable (1-stack) On impact, has one of several possible outcomes: - Returns to the user and re-attaches (may take small integrity damage, may consume matter and energy). - Drops on the ground at the target's location. - If the target has an empty weapon slot, attaches to them instead.

Infomantis

Exiled Scrapper armed with Ovr. Launchers (unfortunately he was exiled before the scrap suits went into production, so he doesn’t actually have one. Rare case of cogmind potentially being able to use the parts better than the bot?)

Infomantis

Main.C fanboy MA-1NC that’s running an exact copy of his build from like 3-4 iterations ago when rating 7 protos were cutting edge

Infomantis

I Will be using this for garrisons

Infomantis

SP-3DY, a modded cutter with a centrium greatsword and a util that allows momentum to go up waaay higher than normal

cherman

Kinda funny item idea that came to mind: Entropy tether. A weapon that, instead of dealing damage, averages the heat level of the bot who uses it and the target they hit. This would presumably be evaluated after the heat is added from the volley but before cooling dissipates it. The bot that uses it might rely on it to cool an overly hot build, and you could potentially mess them up by intentionally running hot such that it actually makes them hotter to fire. The concept is vaguely inspired by cursed anti-entropy armor from pixel dungeon, which can freeze enemies that attack you but also set you on fire when it does this

Terminus

I apologize, but I'm going to post a few ideas. I may think of more, but hopefully not. So, first, H0-DN1's Switcher. The design of a reclusive genius afraid to take a punch. 2 slot utility. While active, when the bot wearing the Switcher is shot at, there is a 50% chance they swap positions with some other bot within a 5-tile radius of them before the shot lands. Wannabe can come with 2 assistive processors, one that increases the range by 2, one that increases the chance by 25%. Assistive processors could also have additional functions to make them valuable in case the Switcher doesn't drop? Or, they could never drop and only be parseable and provide the Wannabe with an advantage over Cogmind.

Terminus

M0-55Y's Grow-Gun. A supposedly reverse-engineered zionite phaser. 1 slot energy gun, range of 12. Deals phasic damage. Cannot be detached without destroying it. As it deals damage, it grows additional heads and fills empty weapon slots with more instances of Grow-Guns. Damage, energy cost, and heat generation increases with heads dramatically. Should be hard to support more than 2 heads. High coverage, high integrity. Can act as effective weapon armor. Wannabe can start with a 4 or 5 set, very dangerous, but cannot sustain volleys beyond the first couple shots and must wait for energy to refill. (Can/does the AI ever factor heat into action considerations? If so, maybe another way to limit the Wannabe's use, and make them vulnerable to overheating?)

Terminus

GL-C3R's StackNought. Assembled from the salvaged legs of several U-03 Stackers and hastily armored with centrium plating. 6-8 slot propulsion (whichever is more inconvenient), leg type. High coverage, high integrity. Per-slot integrity probably slightly less than centrium, per-slot coverage slightly less than hvy. shield legs. Movement speed 360. If moved last turn, movements in same direction reduce TU used per move by 30 to a minimum of 60 TU used per move. Any change in direction resets speed back to 360.

Terminus

AR-CHR's Fin(ale). An APFSDS-firing cannon. 3-4 slot ballistic cannon, fires long-ranged projectiles. At close range projectile does moderate KI damage, middling crit chance impact type, produces small EX explosion. Beyond close range, the projectile "discards the sabot" and can penetrate through 3 entities and deal good damage with high crit chance, either destroy or impact, whichever is meaner to Cogmind. At close range the weapon has an aim malus, say around -36%, while firing from long range has an aim bonus of 12%. Wannabe could have hunter AI and either spectral analyzer or some new vision+ processor to take advantage of range and penetration. Small matter cost, generally more efficient than T or FRG ballistic cannons. Close versus long range probably separates at 16 tiles, perhaps 20, requiring users to snipe to make it worth-while.

AngelSpirit

My submission so we may finally see the fabled pink hauler in the game. Also, I really like the UFD's way of treating scrap parts and junk as a vital resource and think it would be cool to see someone on Main.C's side who happens to think the same way. Also also, I was tickled by the idea of a fancy storage unit that lets you store more stuff than normal, except instead of having quantum shenanigans like the Lightpack this one just crunches it with compactors. H4-L3R's Compactor Storage 2-slot Utility Mass 20, +20 inventory capacity Parts placed inside are damaged by 20-40% of their remaining integrity, with a small chance to instead destroy the part outright. The chance is higher for lower-integrity parts, and also becomes higher the more full the storage is. For the bot itself, it would spawn with a bunch of random, non-prototype damaged parts, and its gimmick would simply be that destroying any of its parts causes it to equip something to replace it from storage. On death it would drop whatever's left in its inventory in a hauler-like lootsplosion, but as it'd all be damaged non-prototypes it (hopefully) wouldn't be too unbalanced.

AngelSpirit

On the topic of storage, another potentially interesting one could be a very large matter or energy storage, with the catch that it has less than the normal 100% transfer efficiency -- you only get 1 energy or matter in storage for every 2 you put in, for example. Alternatively, a storage that occasionally bleeds out part/all of its contents could be appropriate.

Plasmoid Dude

WR-B0Y, Wannabe Unchained who sole desire is to be witnessed riding a firey death to Valhalla by his idols. Throws explosive spears at you similar to explosive claymores and then if it reaches low core integrity self detonates with quite a bit of thermal damage. Equipped with overloadable wheels, befitting the mad max reference.

szymekc

DL-GNR (Doppelganger, not sure how to abbreviate) - wields a special mirror weapon that fills the owner's empty slots with random copies of parts that the target has equipped, the copies are fragile and have a fraction of the integrity or other stats. Targets Cogmind or others if Cogmind is stubborn enough to not have anything good on. Wishes to become Unchained via copying one and perhaps replacing them while nobody notices. The mirror also makes the user change their tile to the last target.

JayNine

Okay, I was thinking about this a lil' more, and I realized there's an issue with the original plan regarding enemy AI... If the cone aoe always originate from a tile adjacent to the user, that means its FIRING range is the same as a melee weapon, and the AI would only use it in melee range... My idea for AI use is to combine it with high heat generation weapons (the volcano would shoot last), but if it's too low range compared to these other weapons, that would never be the case and the bot would just melt instead... So... I'd change the Volcano design to be a special Flamer instead of a cone aoe... it has the same range as the Flamer, and can be paired with a bunch of other flamers in the AI for the heat generation (the bot would not have heat dissipation utils, aside from maybe a cryofiber web to prevent bad effects in exchange for some extra heat build up needed) Gosh... The bot can even be a Fireman class Wannabe

alice_fexa

MA-CH9, the speed junky attaches numerous flight units and Wind Turbin(Power, 3-slots) to supply the power required to maintain them. Wind Turbin generates Energy based on speed. More faster, more Energys(or based on momentum is also fun). That may makes Flight-EM cannon build possible. With prolonged use, wear and tear will set in, loses integrity and eventually falls.

leiavoia

Mine are launcher themed, because of course they are: UN-SU8: Bot fascinated with Subdweller culture. Wants to get closer to nature. Thinks the best weapons are the simplest ones: rocks. Wields a Rock-It Launcher modeled after Subdweller tech (3-slot launcher, kinetic damage, multi-projectile, small arc, effectively a catapult. 100 matter, requires 10 turns to reload). *Reasoning: We need a 3-slot launcher. Kinetic launchers are underutilized. Helps get Subdwellers back in the conversation. LV-01B: LV-01A's annoying fan. Read online that "launchers are good", and now refuses to use anything else. Possesses cringy hand drawn fan art of 99-TNT and YI-UF0. Hypocritically looks down on Rocket Launcher Guy as a cheap imitator. Wields a DIY Thermoblaster Array (3-slot thermal damage launcher, 4 small projectiles, 400 heat and 400 energy per volley.) *Reasoning: a 3-slot launcher is something game doesnt have yet. Thermal launchers are rare. I'm interested in weapons that would require a battery be equipped to meet minimum firing value. This would basically be a poor bot's Firepult with unreasonable cost to fire.

F3-RNM

GR-V0S wields five swords and the Armed Actuator Array: it greatly increases both coverage and follow up chance of melee weapons, but only if they are non-duplicate in the weapon stack. Optionally, Follow-ups have a chance to alternatively select any valid target within range, ncluding walls, explosive machines, and other robots. His loadout would otherwise be speedy (VSS legs?) and five swords - Plasma Sword, a Mak. Sword, a katana, a phasing sabre and a Ripper. HMelee builds more than 2 slots are a bit of a meme. Actuator arrays especially. I pray for a good one. Knight portrait would be cool too. I like them.

Kyzrati

Yes we've been missing it for ages because the couple times I've gone to try to implement it, it's just not very compatible with existing systems :P I have a list of possible workarounds, but kinda hackish so it's just remained on my "possible items" list for over 10 years now. If it was likely to happen, it would've been the last time I raided that list for top ideas, but that one failed to pass muster yet again...

Kyzrati

So the unique tech take here is what, precisely? Something about improving accuracy on subsequent volleys? (trying to clear that up, since we technically have this already in one form)

Kyzrati

Main problem with this as an enemy is just that cloaking and jamming don't work against Cogmind. We can technically choose to ignore that aspect and just make wannabes have parts that are part of their theme anyway, and therefore a source of said parts. A bot killing itself to corruption if left alone is funny... (maybe there's an upper limit) I was going to say the cloaking couldn't be necessarily *super* effective, if only because really good cloaking in the hands of Cogmind is insanely effective (as we know from the existing specimens which are locked away tightly), but with the drawback you mention it could actually work fine. Only thing that keeps me wary of using corruption as a drawback too frequently is that these mechanics may want to be used later for (or designed in relation to) Chaos Squad, if they do become a thing. But at this point maybe wouldn't worry about that. Noted.

Kyzrati

I should add that the other riddle stuff etc is a bit too far, more like something for an *actual* Unchained, because that would be quite a lot of extra AI and coding.

Kyzrati

I see what you mean, although "helps them synergize better" is quite vague. What actual bonus are we getting here? Keep in mind that Cogmind only operates with specific bonuses, rather than variable or varied bonuses. The main exception to that added recently was studies, after careful consideration and a lot of work (and they're still fairly limited in what they can do). Exiles/subcaves tech could certainly be leveraged, though, especially the latter given the Unchained connection on both sides.

Kyzrati

Hm, true, although for non-SE parts, "exoskeleton" as a propulsion term was meant to imply legs, for consistency in naming (and therefore understanding by the player). SE got its own adaptation by necessity, since it's clearly unique anyway and needed a "vague" name given its nature. As a unique named part such an exo could be possible, though probably implies having temp slots for it to really make sense. Might serve as a basis for something... (also easy to do, which increases the likelihood of it happening :P).

Kyzrati

I like the idea of a Fireman class Wannabe :) This could work in theory, with careful balance of their build, though I wonder how quickly they would die to anyone attacking them with thermal weapons... Being a wannabe that is probably not super important, I guess :P. Naturally they can also just dissipate using their weapon as well, though if they're already balancing the values against their own heat generation... it's still going to put them out of whack since the AI will not turn off weapons as necessary. Well, this could factor into how the drawbacks are designed, anyway. The idea of dissipating heat by channeling it into a weapon has generally been avoided, but maybe we could work it in here with proper interesting limitations, yeah.

Kyzrati

More specifically, once a bot reaches dangerous heat levels, any thermal transfer against them has a good chance of melting them outright (non-Cogmind bots don't deal with heat very well...), so yeah this wannabe would probably die pretty quickly... I could see this working if they only build up their heat *slowly*, or rely on the enemy helping them do this, which would be very in theme for wannabes.

Kyzrati

Richochets are always fun. We did relatively recently get various forms of deflection mechanics, which naturally operate on a similar concept, though these are only robot-based features, whereas environmental ricochets could be problematic in a lot of ways (not least of which being making them both somewhat realistic but then also able to actually hit stuff and be effective in any meaningful way). On that thought, we could make them *non*-realistic, instead kinda like misfires that may be directed at interesting objects. This would be more fun, but also probably leaves out any semblance of control/choice in the matter. That alone actually makes it more feasible as a mechanic for wannabes, though I think actual ricochets might be a lot of work mechanically? I'll add this to the list to explore a bit, since maybe it could actually work as a mechanic using my deflection work as a foundation.

Kyzrati

Mass-scaled damage is interesting, if a bit involved to implement (damage is normally static--anything that modifies damage needs to be taken into account separately, possibly in ways that are not currently supported without architectural adjustments). And if we need to just "add mass" (and protection) there are simple ways to do that aside from giving them powerful unique tech like the VFP, unless maybe it's almost broken or something... but still, probably outside scope for them. Just layering on a ridiculous amount of Mak. armor plating would be fine, along with some regular shields. This could work though.

Kyzrati

Haha, "we are crab." So yeah it's been posited a few times, a launcher of drones. This idea sounds like... a borderline wannabe that might eventually actually become an Unchained (by lore).

Kyzrati

RE W3-3P3R (name format isn't compatible, but that's not important here anyway): I'm not quite sure how "only moves if the player cannot see them" is translated to gameplay, in that if you just spot them at a distance (as you do most enemies), you just shoot them anyway. Also there's the question of how they interact with your allies or other bots hostile to them. ST-4LK sounds essentially like a bad DW-4LL? Overall a bit specific on the requirements there, though, as in interesting for a story but harder to apply more generally to procgen environments and situations. It's true that DW-4LL doesn't actually *build up* tension more than simply being announced (very scary, better run), though doing so would be more the realm of actual Unchained than low-effectiveness wannabes.

Kyzrati

Really had to go all the way with the huge storage with niche utils, eh? :P I do wonder how fearsome an actual *enemy* with Moldecon might be if pitted against Cogmind. It's actual direct core damage, after all. Wasn't really designed for that originally (and of course effects could be adjusted if/as necessary), but worth considering, I guess. Don't necessarily want to water down the "uniqueness" of some existing parts by making them more accessible through other means, but a few exceptions can be made if worthwhile (and themselves not super common anyway).

Kyzrati

Sorry but no technomages! They are... reserved. But also this sounds (and should be) super deadly, not wannabe material xD

Kyzrati

An interesting concept. Especially a target, uh, catching it? xD I imagine that wouldn't really come into play very often, except of course against a Cogmind who knows about this fact and therefore opens a slot to catch it, thereby rendering them harmless. Well, I guess they could have more than one (and would need to know how to actually use them). We do have weapons capable of physically dropping at a target location, and weapons that "return" are easy to do since that's actually just an animation, though a *combination* of the two, or even a third possibility thrown in, becomes a lot more complicated in practice. This one is probably a huge can of worms (bugs) as described, though maybe there is an easier alternative derived from the boomerang concept. (It's been discussed before in the community, though nothing came of it at the time.)

Kyzrati

Sometimes slips its way into Heavy reinforcements? :P Though I see no drawbacks yet, except for whoever's on the other end! It could require actually moving to generate the increased momentum, rather than creating it from scratch like our existing +momentum utils. That said, a fast bot also doesn't necessarily need a momentum boost since it probably gains the full damage potential from its speed factor anyway. It could make up for being stationary with such a build, in which case it's just restoring our old force booster effect? That part was redesigned since no one wanted to use it in its original "gain significant momentum" form, but it could be added back in this way... just as a unique for another bot?

Kyzrati

Interesting concept, though probably difficult to translate into practice.

Kyzrati

No need to apologize, I did ask for everyone's suggestions, and didn't set a limit :P For this idea in particular, that was actually going to be the concept behind BL-1NK, reactive teleporting, before I adjusted it to be more interesting and added other mechanics so their Blink Core could be balanced for player use as well. However, I don't think wannabes in particular should have access to teleport technology. Even Blink's is a one-off that "doesn't quite work right."

Byrnorthil

I've used warlord statue so I figured the only part not implemented would be the catching bit, and it'd be as simple as putting in a randomizer to call the relevant functions and tuning the chances balance-wise... If it needs to be simplified to work correctly it would be really funny for the catching/sticking effect to be the weapon's crit... just a thought :P

Xintrosi

Patreon ate my edit! good point, the vision was for variable bonuses and I forgot that Cogmind does not support that functionalty. As an amendment I see it as a no_stack boosting utility that solely boosts prototypes (and no longer includes the main complex floor prototypes). It boosts stats of all kinds: accuracy, crit chance, melee min damage, dodge chance (for legs), recoil, all sorts of things. Probably way more work than you'd like to make. The key is that this boost is only applied to special prototypes. And the boost magnitude is lesser than a dedicated utility. An advanced recoil stabilizer is better for recoil, a femtoactuator is better for melee speed, etc. The draw would be for the Cogmind with elevated collector tastes, who steals Exiles protos, hacks Warlord's cache, kills Dataminer, and is overall a special loot goblin.

F3-RNM

To be honest I put the VFP on there because it’s gigantic and impractical. A stack of mak. Heavy armour plating would be funny though. Good to know you approve… there’s hope yet.

Plasmoid Dude

Honestly, imagine how pissed the other Wannabes would end up being if the fucking crab guy who sounds the most like a joke ended up being hired before any of them. Like, imagine being one of these guys with this super weird and unique text, and 1C-R4B, of everyone, get's to be the real big one.

Terminus

M5-TNG's F.I.R.E: Fission Igniting Recursive Exploder. Suspiciously "Atomic Chain Inverter" shaped. 1 slot special weapon. Fires a projectile, and for each tile the projectile passes through it emits an explosion dealing high EX damage. Max range of 16, substantial energy use, *no matter cost*. This includes the very first tile, adjacent or diagonal to the user, so the user will never not be caught within an explosion. Wannabe equipped with this can either be immune to EX damage or highly resistant, and if not immune then salvaging the weapon could be rather difficult (probably a good thing!).

F3-RNM

Another one. C4-FTN uses the Concussion Lance, a lance with high base damage that on hit spawns a small, low-damage concussive blast (like a concussive RPG blast) knocking everything (including the user) back. He would also have an RCS and Cmb. Hover to take advantage of this, as well as some fodder processors so you can watch them break in the combat log. As for their personality, they would be screaming about death and dishonour or something. I was inspired by the Gravity Hammer from Halo.

F3-RNM

And another one. Sorry. FD-D3R has the Fodder Fabricator, a device that at a low matter and energy cost prints low-level green bots quite quickly. (Or maybe drones idk). This would be fragile and unable to be turned off, and have a maximum capacity. To take advantage of this screen of bots, he would have an array of pen weapons.

Infomantis

Exactly that yeah, tho there’s room for other unique ideas as well, maybe. Combination heavy duty weapon shielding/weapon mount perhaps, for the real gun armor enthusiasts?

Kyzrati

Ai will just not fire if it's getting too hot, as you can tell when you see hostiles that are overheating--they become sitting ducks. This also makes any bot that can heat itself up to even flat sustainable levels easier pray for thermal attacks. So any bot that goes even beyond that is pretty much a non-issue for any Cogmind using TH weapons. Interesting you mention "high coverage, high integrity" for phaser-derived weaponry, since their defining feature is normally incredibly low integrity-to-coverage ratio, requiring weapon shielding to protect them during actual combat (as a tradeoff for the fact that nothing can resist them, plus high damage and excellent range). The general concept of growing weapons to fill slots, and also using those same weapons as armor, is interesting though. It would likely be much more noticeable and interesting if they *did* have high coverage and low integrity, as they would actually need to replace some... Not quite your idea directly, but probably a more suitable iteration of it.

Kyzrati

Separate note: Lore-wise phaser-type weaponry should not really appear outside its current location unless you are responsible for it. That is top secret stuff.

Kyzrati

Will consider the possibilities! (Also this is what people were always hoping wheels could do at one point, aside from the very slow base speed part, though I've never wanted to add yet another benefit for them since they are balanced as is.)

Kyzrati

I like the idea of a large cannon that is only more worth it at longer ranges, it fits in a lot of ways, although I think architecturally speaking it would not be very feasible to have a weapon with two different sets of stats depending on projectile distance traveled. Parts are generally assumed to have static values in most cases. In theory this could maybe be faked by having a separate non-existent weapon do one of the attack types, but it would likely cause problems in a lot of areas.

Kyzrati

Damn, this is my favorite idea so far :) Basically a way to introduce a new type of weird storage with extra space, at a unique cost. I don't think we should do the thing where they actually use/attach parts from their inventory, since this is technically something very hard or rare for bots to actually do for themselves (it's one of the features that makes Cogmind unique as other bots see it--it's even commented on). Normally it would only really be acceptable if the storage unit itself plays a role in the attaching (a la Scrap Suit), as an additional mechanic, which would also then presumably occur if used by Cogmind as well... although it's possible an exception could be made if that'd be too much--just have it not do that part for the player (although random attachment could also be funny! even useful?). Or maybe this bot is specially capable of it, would have to see what works... It could be enough to maybe give it a random junk loadout with lots of junk (the replacing of parts from its inventory is pretty secondary in nature, if it has enough junk attached anyway--the theme is already there).

Kyzrati

Somewhat related, I've considered a few times "metered" resource containers, in fact as a way to encourage actually equipping those you need, for extraction purposes, though here it appears you're referring to a very different angle, actually storing at a lower rate in exchange for the greater capacity, making them harder to fill... I rather like it! A little complicated, perhaps (or a lot complicated xD), when you have a mix of containers in your inventory/attached, and they don't share the same behavior/rates, but maybe doable. This alone may not be something we'd really need/want for wannabes in particular, but it could otherwise go on a long-term mechanics list for use elsewhere.

Kyzrati

I do love me some Mad Max. Seems possible! (aside from overloadable wheels... probably rocket booster would be a better option here)

Kyzrati

Haha oh man, dynamic tile xD (not really doing that, though funky) Interestingly we *do* have CL-0N3 already... (who in my earlier incomplete notes was actually filed under "doppelganger" :P) Overall seems a bit too good for wannabes though, and also steps on Clone's toes.

Kyzrati

Hm, is a theoretically interesting part mainly for the player, I guess. AI wouldn't be taking advantage of this, unless its target is actually fleeing... so unfortunately not of much use for any wannabe itself, or the source of much interest in an encounter. Unless... we build them in a way that might indirectly result in some use? Just imagining if for example their weapon is intentionally disarmed after it fires once or twice, then they will flee by default, which requires movement, then it starts up again and they switch back to attacking. This could actually be somewhat interesting as they both reposition and are also somewhat harder to hit while moving around. Worth considering.

Kyzrati

Haha "we need a 3-slot launcher." That doesn't mean it will be as good as (or better than) 3 slots worth of launchers, unlike most multislot parts, but yes, could happen. Thermal launchers are indeed rare, by design because TH damage tends to be extremely good and most things are weak against or at least can't defend against it as easily :). But yeah if the costs are "unreasonable" enough, I can see it happening.

szymekc

Conceptually it can be similar to Clone, I wanted something like an "evil Cogmind clone" and there's nothing in the game that copies your own parts.

Plasmoid Dude

RA-1DR - Quite deranged, this wannabe is notable both for wielding a unique Gamma Cannon, which is basically just a gamma rifle but cannon, as well as not having a proper power source. This is because of their unique propulsion, the Nuclear Exoskeleton, which has an inbuilt nuclear power source that provides energy as long as it is active. Whilst this is usually enough to handle it, this lack of an actual proper power source can come back to bite the user in the butt. (This idea has already been talked about in the discord, I just resubmitting it here just for the sake of organisation and it being easy to find).

Kyzrati

A nice concept, though this is creeping into "should probably just be actual Unchained" territory considering how decent it is, combined with the amount of work required :P. It'd be a new utility type, so all new base code with what looks like several different areas of mechanics to apply. Would take a while to work through this one, otherwise I'd add it. I do love the touch of attacking other random nearby objects. This is altogether a fun idea. (Also can never have enough Star Wars references, eh? xD)

Kyzrati

This... is a funny idea. It could potentially work as a weapon design, I think, the problem being there is currently no trigger for special effects to be checked on every projectile passing through every cell (tile), which is what would be required to implement it. Of course one could be added, it's mainly just a bit extreme of an addition for use in just this one case. The kind of thing where it'd be added if there was also other content that could take advantage of the same architecture. Well, I write that and then I think of the Obliterator, which seems to sort of have such an effect, impacting objects along and near its path, though this is a special case: It actually operates entirely as special code that is not run until the projectile has already impacted its final target, a feature I added just for that weapon in particular (definitely worth it, of course!), but also technically can be applied to other weapons as well if they want to also make use of that feature. So essentially this would mean all the explosions would happen simultaneously (could not do so slowly, unless, again, I guess even more special code could be added *just* for this weapon, but still with such an approach it wouldn't line up properly with animations, for example...). Having the entire line of fire simply explode is probably a bit excessive xD Anyway, I feel this would be more interesting if it were a bit slower, but fast would be the only feasible option, and I'm not sure how good it would look. I like how it's sort of self-balancing though, so that alone means it could be worth exploring if it's not too much trouble!

Kyzrati

Mmm, similar to something I have made recently (unreleased), so I am familiar with how this might work out :P I can see this as a possibility though, yeah. I like it because it's fairly easy :) (though I haven't deciphered the name you present here--is it also a Halo reference? not super familiar with the franchise, despite having played a few of the earlier titles)

F3-RNM

Chieftain, like the Brute chieftains with the big hammers.

alice_fexa

Ah, I hadn’t really thought about how this would work with AI. Combined with charging weapon (like Voltaic Drivehammer) is maybe interesting...

Kyzrati

Mmm, well even the absolute craziest aggressive AI will not shoot through *allies*, so the penetration doesn't really help here. Unless an even more aggressive AI setting were added, though the current code that would be adapted would require that they could at least *destroy* the things they're shooting through (so not just penetrating), and therefore still not be helpful here. It would require a completely separate level of aggressive AI. On examining it... it might be interesting to have such a thing... and not an excessive amount of code... I'll think about it. It'd have to also calculate how many objects it could penetrate based on its weapons, and also need suitable penetrating weapons... (most are not *that* penetrating, or if they are they're good, so it might need a special type?)

Kyzrati

Gotcha. CH-FTN or something would be closer to that, not sure where the 4 came in (it generally represents A).

Kyzrati

Yeah, sounds a bit powerful/extreme for a wannabe. But also in general we're trying to avoid being similar to other content, if possible.

Terminus

5W-4RM's NanoShroud: The Worm that Walks has arrived on Tau Ceti IV. 3 slot utility, part shielding type. Covers *all* parts. High integrity. Consumes matter while active and regenerates a moderate amount of integrity per unit matter consumed. Causes 50% EM vulnerability. Breaks when detached. Wannabe is immune to EM with innate 75% resistance + EM resistance utility, so they can't simply be corrupted to death. EDIT: Is it/would it be possible to have the part's coverage value change depending on whether it is active or inactive?

F3-RNM

MD-M4N has the Scream Engine, a power core that isn’t very good, producing a lot of heat, but periodically radiates EM bursts with low damage and high disruption stats, with a sound like screaming. He’d be an EM specialist with disruptor rifles and a remote datajack. (More for flavour than anything else but a robot based on disrupting/hacking would be cool.) intended to be a nuisance. Power core hits self. Damage would be low enough that corrupting enemies to death would take ages. Demented sprite..? That or a programmer.

Geraldo

A wannabe exile that was too mad scientist even for them, so they got super pissy about it and joined the wanna be unchained. Ex-1led I'm thinking he'd be a hovering bot (researcher sprite) with some "Special versions" of exile prototypes on his build. Basically he stole the schematics of some of the exiles prototypes and made very questionable modifications to them. (get to reuse content but with a fun twist!) Their propulsion would be the Flying Fortress 7.1 XTR3M3, A modified version of the flying fortress that generates way more passive heat, and has a passive ability that makes it faster the higher the ambient heat level of the bot, going stupidly fast at critical heat levels, but it goes slower than the original flying fortress at cool temperatures. To go along with this, he'd have a modified YOLO cannon, the YOLS cannon (You only live short cannon) That generates way more heat every time you fire it, has way less base damage than the original cannon, along with a weaker thermal explosion and way less crit change. However, it'd have a special effect when you fire it above 350 heat (maybe even larger). Whenever you fire it above that heat threshold, it drains the ambient heat of your bot nearly back to zero, and fires a mega shot with way more heat transfer, base damage, and bigger thermal explosion.

Merlin

I would love to see a quantum capacitor for special weapons, I'll call it "Tool Cycler". A mad tunneler, "M1-N3R" has strapped multiple high powered mining lasers together into a mining laser array and wields it together with the tool cycler to great effect. That would teach unsuspecting Cogminds how handy mining lasers can really be, and give niche builds like flamers, voltaic drivehammer, etc. something cool. Might pair well with the Deep Earth Scanner, a strictly worse variant of the Deep Structural Scanner that only reveals earth tiles. This is used by M1-N3R while digging deep underground to eventually reveal the hollow center of TC4 that is covered up by MC. M1-N3R is currently perfecting their stunning entrance, in which they carefully bore a hole next to their target and shout a witty one-liner, just like DW-4LL!

Kyzrati

Coverage can't change based on active state, no. That could only be done by, for example, having it detach/attach as necessary. I've considered some sort of "cocoon-like" bot protecting all of its parts before, but nothing came of the idea at the time. Not quite sure I understand the EM situation since you say they have 100% EM immunity from resistances+utils, but also this cocoon applies negative EM resistance, so doesn't that mean they can be corrupted to death? Or I guess you mean to give them greater than 100% immunity from the other sources combined? Based on those numbers it would require giving them by far the most powerful EM Shield, a high-rating prototype. Pretty valuable! Anyway, so their main point is a regenerating matter-consuming shield that protects all their parts... Cogmind getting hold of this would likely be too good (unless we mean that it isn't just fragile, but actually can't drop, though it's nice to avoid such things if possible, especially where such unique mechanics are required--it's a fair bit of work, this one). Now that I think of it, this one's a bit of an issue because it combines *three* different mechanics into a single part: regen, part shielding, and a resistance mod. That's a bit too specific. In general utilities should only have one function. It's true exceptions are made for some unique parts, but this one goes even beyond what the game architecture can support without hacks...

Kyzrati

Note that for consistency we don't reference "sound-based" factors in Cogmind, so any such theme needs an alternative foundation. This basically sounds like Demented, though. Could technically be adapted for such a purpose, considering they're not used anymore/elsewhere!

Kyzrati

I like the concept of a bot kicked out of the Exiles lab. I see ways this could fit into the lore and support a wannabe.

Kyzrati

Not going to be adding a QC for anything else. Technically weapon cyclers and/or using stacks already works decently close to that if you really want to, but regardless of whether that approach or even better, it's not going to be considered worth it, certainly not for special weapons. (Separate note: the drivehammer requires charging, so QC-like mechanics would not actually be meaningful for it.) Of course we're supposed to be making wannabes with what can often be less-than-useful tech here, though "special weapons" as a category is too broad to really apply this concept. The closest I think would make sense is for example such a part that *only* affects like flamers. Hyperspecfic, but that could maybe be interesting, especially given that they're normally slow weapons... Honestly though at that point it'd probably just make more sense to give them one or more unique flamers that simply *aren't* as slow, rather than adding some separate part for this purpose. Could serve as the basis for something.

F3-RNM

BG-GUN uses the Blast Accelerator. This device increases kinetic damage at the price of breaking a part every volley (it could even be every single gun fired individually breaks a part, but I don’t know how much harder that would be to add) He would be equipped with Recalibrators, either one experimental or several adv. Recalibrators. His build would otherwise resemble a Heavy, and he would have a Heavy tile. Single big cannon build? This very much fulfils wacky part in my mind – a bot that breaks and fixes its own parts during combat would be interesting, and this is something that is better on a dedicated bot than Cogmind.

cingulata

So my idea is just for a goofy part, maybe it fits as part of the load out for a bot, or perhaps given to you by some kooky bot on the outskirts of Scraptown. It also may be funny if poor Cogmind winds up in a bag themselves! "Smash Bag" or alternatively "Bag of Hammers" A single use melee weapon. Captures and immobilizes target. Effect: adds +10 salvage and holds target's salvage value constant. Delivers X impact damage every 100 time units. This item has integrity, any damage incoming (with exception of bag's impact damage) or outgoing from target is absorbed by the bag. If the bag runs out of integrity before target is destroyed, lose all salvage.

Kyzrati

This... is an interesting concept xD Seems a little complex, definitely funky, though I'd say the complexity might take it out of the running if only because it is a single-use sort of thing that wouldn't even have widely applicable alternative/similar uses. It appears to be a heavy mix between Stasis Traps, CPS Tubes, and impact weapons... but according to the game mechanics, you're probably going to end up with a bunch of corrupted parts when the impact damage kills the bot inside. In that sense, you really may as well just hit the target with an impact melee weapon? (in most cases they're probably going to die pretty fast all the same, and the immobilization part is not a big factor here given normal positioning priorities when using such a loadout.) Obviously it's for another bot, not Cogmind per se, though yeah I think the complexity isn't going to be worth it in this case.

Kyzrati

Sounds like a new/similar application of the otherwise not-heavily-used Siege Cannon mechanic. If you weren't aware, using it while not in siege mode has a decent chance of causing a "violent recoil" effect that damages the user's own core and part integrity. Overall seems like a workable idea--simple and fun, I like it.

cingulata

Ok, one more part related to some real world issues with battery chemistry. My thinking is this could be a useful short-lived utility for use in an otherwise energy-prohibitive activity. Not sure if there's inherent cheesability with something like this. Li-S battery Description: Fragile. High capacity (I will pencil in ~2000 energy), light weight battery. Will not work until equipped. Each time energy level goes under X%, permanently reduce this part's storage capacity by Y%.

Kyzrati

Mmm, "degrading energy storage" seems interesting. Not cheesable, really, though without a high enough threshold / good enough values it certainly wouldn't get enough use if only because the regular droppable energy storage does a great job without even wasting slots. Only possible really good potential I see would be making Drained LC more accessible (it's not supposed to be reasonably accessible :P - but also we're talking mostly unique parts here so that doesn't equate with accessibility). Not so much of a wannabe-type part, probably, though interesting nonetheless. Internally however it would create even greater complexity with regard to energy use/prioritization, so not easy to implement... Like normally "energy" is handled as a mostly amorphous value, but here you are dividing energy into preferred first-use vs. non-preferred. Also interestingly, the original consideration for modifying energy container balance was to have them always have an attachment requirement, which would mean they were that much closer to this system, but... they're not since it was decided this reduces flexibility a bit much and causes other gameplay issues :/

F3-RNM

CL-7RL has the PD Steriliser, a large PD laser that fires very fast, runs very hot, and kills all potential threats within the considerable range. The weapon of course considers any robot a potential threat. PD lasers are an item I don’t see used often. Would be interesting to see a more aggressive one. It might be interesting to make this weapon small and maybe even fragile, a sort of temporary nerf/buff in one type thing?

Kyzrati

Yeah PD Lasers are definitely not used often since they're essentially designed purely for 0b10, not intended to be practical for Cogmind. A unique one that simply attacks any and all potential targets could be funny and interesting, and even more powerful due to having such a drawback. Doesn't mean anyone who happened to get it would still use it, but it could probably be made fun... At the same time, it could make deploying this particular wannabe rather problematic/limited xD

Psylence

I'm a little late to the party but I would love a goof with some more utility-based tech. G4-GYL (Gargoyle) has a suped-up infowar utility that is a cumbersome ASS that also has seismic, IFF, triangulation, structural scanning etc. Just have it give an obnoxious amount of data that is largely redundant, but still has a debatable edge over a typical ASS. I know that AI bots don't exactly use infowar like the players do. I imagine that G4-GYL could be equipped with a better hunter loadout and basically use the Q-series AI and have a massive memory to represent their enhanced tracking on Cogmind.

Psylence

HT-A1R (Hot Air) is a hover bot with a hot air balloon theme with a stack of thermic lasers that is precariously powered by an exp. thermal generator that is always active due to their unique cryofiber which raises the temp floor instead of lowering it, and is precariously held aloft by a unique weight redistribution util which costs relatively little energy, but has high coverage.

Kyzrati

Late's fine, this particular side project is currently on the backburner anyway :) Quite right that AI doesn't *generally* use infowar, although Heavies do technically use theirs in their own way. One of the things about Cogmind utilities though is that they don't generally mix effects--that's not how effects work in Cogmind in order to (usually) keep parts simpler, so that a build is an aggregate of more clearly delineated part-based effects rather than a combination of potentially more complex parts with numerous effects. This also enables the architecture to remain fairly straightforward as well (which comes with its own advantages). Now obviously for special parts we can make some exceptions, although for something like this to *work* on the player's end, it ends up being on the "definitely not worth it" side in terms of workload xD I have some ideas for new infowar, actual good/useful ones, but also wouldn't really want to mess with adding one that isn't so useful, because by definition infowar is always more demanding from a development perspective.

Kyzrati

Okay the idea of a part that raises the temp floor is weird and might work in this context... Will have to see if it blows anything up in the game, or makes it easy to cheese anything on the build side of things, but could be worth considering. That said, it's likely this bot would be *extremely* easy to kill because AI bots are rather easy to overheat and kill in general, so if they need to maintain a certain heat level to be viable, and it's already a high one, they will melt almost immediately if attacked with thermal weapons :P

Darby Kelley

I'm even later to the party with some wildly specific ideas that I don't expect you to actually use in this level of detail (especially all the approximate numbers), but there might be useful ideas in there for elsewhere anyway. C0-WRD: A highly evasive Master Thief-class wannabe who only joined because they think the Unchained are the only Derelicts who will survive, but too much of a, well, *coward* to be one themselves. They wield the Safety Spiker, a 22-range penetrating Arc Thrower variant with something like -10% targeting, 7 projectiles, 4-6 damage, 80% disruption, an incredibly fragile 60 integrity and 300 coverage, and a Voltaic Drivehammer-style charging mechanic that forces them to shoot only once (basically, sniping weapon that's good for disabling one target, but is unable to kill by itself), before they steal an item and then flee like normal Thieves, but may or may not disappear from the map afterward. While the Safety Spiker is inaccurate, C0-WRD has a Weapon Mount to compensate, Imp. Weapon Shielding to give Cogmind a good chance of salvaging the fragile thing, and a Spectral Analyzer to see and start firing at Cogmind from max range. To cover their retreat, they also have a Defense Drone Bay that deploys a couple of overweight Cmb. Hover "Defense Drones" each with their own Shield Generator, Greatsword, and Hvy. Armor Plating. They also have an Adv. Phase Shifter, Adv. RCS, and "cowardly" themed loot they can't use, like a base ECM and Exp. System Shield. Has Scan Cloak 4. Possibly more complex than the average wannabe, but too nonthreatening for an Unchained, and I like the lore potential.

Darby Kelley

RM-PG3: A terrifying but unsustainable 2x2 legged Unchained wannabe that combines elements of the "hovermoth" community meme and an Imp, they can decimate an unprepared Cogmind in the most literal sense of the word "decimate": they rampage with all they have and probably only take out about 10% of Cogmind's build before sputtering out. They have 2 Rampage Legs (stolen Potential Legs version 0.5?), 80-speed overloadable weaving legs with an excellent 26 support, but a failure due to their horrendous 80 integrity and staggering 50% burnout (essentially: even-more-consumable-than-normal legs). They also have a Lgt. Armored Exoskeleton for an averaged total of 60 speed while overloaded, and 100 speed if Cogmind runs away for long enough that they run out of integrity to overload *with*. Imp. Prop Shielding and dismemberment vulnerability give Cogmind a real chance of actually looting the legs. Defenses include 200 integrity, a Force Field, Exp. Core Shielding, and the Chromatic Carapace, effectively Shade Armor with 400 coverage and only 60 integrity, which covers for their base -15% all resistances except TH and EM (base 35% TH and EM res). They rely exclusively on Hyb. Power, just enough power to walk un-overloaded, and extended battle will run them dry. They have enough matter storage for 5 shots and no regeneration, like Strikers. Two possible variations: A Dragon-class with a Fusion Storm, a Thermoblaster-like weapon that also costs matter to fire and is separated into several large explosions with arc and a crucial, fundamental flaw: Its radius is larger than its range. Once it runs out of matter to fire it, it uses Ripteeth for melee (a thematically-fitting thing actual Dragons never got). But that might resemble G0-JR4, so it *could* be a (somehow sentient?) Scraphulk with a 10-range Rampage Cannon, a unique Flak Cannon with a recoil effect that deals impact damage to the user. Once it runs out of matter, it uses a pair of Backup Laser 1s. Unlike 6S-H0T, another hit and run bot, they cannot flee and heal, made to *hurt* Cogmind more than single-handedly *kill* them.

Darby Kelley

Trimobile: Derelicts can use vehicles too! A unique, rocket-boosted ARC with a PD Laser that does not pop unless within melee range or destroyed. When it does, it releases 2-3 melee bots of a trio: H4-MMR (a Savage), BL-4D3 (a Butcher), and 5P-34R (an Explorer). Otherwise just unique melee bots with higher-rating parts than their standard counterparts, they have no base resistances, but all wear Fragile "Triad Armor" that provides 75% EX and EM resistance, 25% KI and TH resistance, but -50% resistance to all 3 melee damage types (Normal melee bots *discourage* a swordfight or brawl. These *encourage* it). It is 1 slot but 35 mass (high to encourage use on grounded melee bots), 120 integrity, and 400 coverage. None of them are Dismemberment immune (further encouraging Cogmind to melee them). They also all have Rnf. Power, base Powered Armor (high coverage to make immediate dismemberment less trivial), as well as Adv. Phase Shifters, while the legged ones have Adv. RCS (since evasion is better against ranged than melee. The overall picture is melee bots that, while as slow as the rest of their class, have a way of reaching airborne bots, and then encourage melee and reward slowprop melee players. Not suitable for Unchained due to being slow melee enemies once the ARC deploys.

Kyzrati

It's okay, party's still in progress! :P While I don't necessarily go for that much detail with these, it doesn't hurt to have such details around and imagine them more fully :) Noted the C0-WRD!

Kyzrati

Plan for G0-JR4 is quite different/unique, so wouldn't have to worry about that :) Although can't make sentient Scraphulks (don't really want them at all outside where they already appear, as they are supposed to be a complete secret/unknown project to pretty much everyone). Added to notes.

Kyzrati

Ha, very interesting idea to have one that splits into many! Trying to fit as many wannabes in here as possible, eh? ;) Triclowncar.

Mikaela Ren

Might be too ambitious, but what about something akin to a magnetic shield? Turn it on, and it absorbs enemy projectiles for a short while at the cost of damaging itself, and launches them back. Could consists of several "modules". A 1x utility item that damages itself every turn the shield is on (Possibly very small integrity), and a 1x weapon item that launches projectiles back. Would be fun, and the utility module could have a low enough integrity to make the item only a fun toy rather than a strong defensive as it would fry itself as fast as balance needs

Kyzrati

Mm, well we do already have deflection tech, including tech which can redirect projectiles directly back at the attacker. Doesn't need to get as complex as a multi-item setup (usually avoided for various fundamental design concerns). It's normally quite good, hence only exists in special cases (and I'm guessing you haven't discovered it yet?), but in theory it could be used in a more... limited capacity for one of these guys, a special type that is not as reliable over the long term or something... Could see that possible working out, actually.

Mikaela Ren

Yep, haven't seen it :p Sorry! Another idea I had was something like a "Core Exposer", making the damage you take to hit into core integrity instead of ruining parts, and is super funny in concept

Kyzrati

Well sort of funny, but also actually quite good in a lot of cases depending on your build! So in fact... that also already exists ;)

Mikaela Ren

You're blowing my mind here! Is this game *actually* perfect??

Kyzrati

Haha hard to hit perfect, but it *is* developed over so many years that there's been time and opportunity to fit in a lot of really cool stuff :D. Keep at it and you'll see!

maindotc

I know this post is already a few months old but it never hurts to try and make an Idea! --- The bot --- SPC-4L (Special), a relic hunter, scientist and teacher (with a fear of robotic snakes) that turned to complex 0b10 just because they had the best shot at making it possible to ransack more places and get the shiniest tech. A huge fan of all the teams pushing technology further, even more so of those who give it to him without much of a fight! His loadout would be a mix of the earlier weird or specific kinds of tech that you find sometimes in the mines (Stolen scrap suits, exp. sensor arrays), the Exiles and the Subcaves (The artisan always say they keep stealing his work, this one the subs could not get to), two or three in total, and the rest of a basic build to complement. Possible combinations could be: A legged melee fighter with a shield: - Potential Legs (x2); - Longsword +1; - Tower Shield; - The little extra that makes a melee fighter decent (but not so much because this combination already has some massive integrity); A flying fortress with a big cannon: - Flying fortress v7; - Powered Cannon; - Superbattery; - Shield generator; A support generator with the ability to gather his own allies: - Field lobotomy kit; - Remote shield; - Power bank; - Some lgt. ions for energy without getting too much crazy; The mobile YOLO Cannon: - Cargo Legs; - YOLO Cannon; - Heat sinks....; --- The special and player related parts --- Now to the rewards for succesfully dealing with this unpredictable reclic hunter. We will drop a selection of 2-3 prototypes out of the same things he has access to (exiles and subcaves prototypes, mines aswell, maaaaaaaaybe Scraptown if I really want this to never be implemented because of the amount of work this would take to program. This guy going around and stealing everything from every -10 to -7 place of the game could be crazy to see, but crazier to keep track of in dev flags and other circunstances.), but since we was very protective of his toys, choosing one will immediatly destroy all others. And the special tech that he developed trying to impress 0b10 with some behemoth that could regenerate (if those fortresses couldn't get more scary).... The S.T.C.C (SPC-4L's Transitive Core Chip) will also be available, with all kinds of warnings as to not use it if you don't have the metal to spare. Its a way to willingly fuse a part of a robot with its core, alongside a kind of ferric nanomachine fluid sustained and pumped through the S.T.C.C, to allow the transfer of the user's own integrity into the fused part. He himself never used this part, keeping it only for the worst of emergencies, as his core does not have that much integrity to give. Mechanically workings: A utility x2 piece, fragile and big chip and cables network that would integrate into the users core. After that, all other pieces would gain another special activation state called "Fusing" (so you can choose which pieces to fuse), taking a lot of turns (the number of which to make this balanced, I believe, is to the dev's choosing. But the idea is that you never would want, or be able to, do this in a whim.) to complete. Parts fused this way would also loose some of their max integrity (maybe 10% for all things and 20% for armour). After being fused to the users core, activating the S.T.C.C in it's "Transfer" state would start to remove ---MAX--- core integrity from the user each turn and restore a percentage of the integrity, or a fixed number, what would be more balanced (for armor a fixed value would be best, because a percentage of an armour with 1500 integrity would still be pretty great), of the connected pieces. Deactivated ones would not receive this regeneration, so the user could focus resources on critical parts. This would work with any basic piece and prototypes, being the only way to restore them and give them more time in the users kit. --- Considerations --- SPC-4L using against you (in all kinds of random ways, this is just some of the Ideas of loadouts I thought for him), dropping and facilitating the long term use of, unique and weird tech is not an accident. My Idea with this wannabe with a 3 - 5 slots builds and nothing else, with pieces with lots of crazy effects and side ones too, was to mix everything that the experienced Cogmind already knows what does, how to use and where to get, and make it get used against us! He could be quite deadly with some combinations, but the rewards are also there. A way to mix subcaves prototypes with Exiles (A way to use some of their tech without the downsides of FarCom aswell) and specially a way for Cogmind to have this bootleg regeneration that slowly makes It whiter away into a 100 max core integrity glass cannon is also very amusing to me. In the technical side, his AI behaviour and the sheer amount of builds that he would needed to be programmed to effectively use (Specially with some prototypes that serve the cogmind more), along with other systems needed for his whacky kit to exist are, I can foresee, dauting. But I would love to see all of this being throw out into a pot that is this robot and giving cogmind players another special piece of tech with a variable to keep track of (you can regenerate anythiing in your body, but every time you do this it will be harder to stay alive for long, with a core getting consumed from the inside. But if you could scale faster than your depleting life, you could get a build almost untouchable and with various relics.... Trully SPC-4L)

Kyzrati

Dang, that's... a lot xD This seems more in line with a plan for an *actual* Unchained rather than a wannabe design. Wannabes are meant to be much simpler by comparison, with maybe one unique part or simple behavior that sets them apart from regular bots, as described in the original post. This allows us to have a larger pool of them, and also not individual ones consuming too much of the workload!

maindotc

This is my simpler idea of a wannabe, the EV4-Z1, a robot who watched the bigger projects of 0b10 and wanted to be a big robot himself (he maybe also saw some terminal logs of a fictional story about children inside big humanoid robots fighting things that came from space, like the Sigix.... The children also being robots, but robots with personality :D) . A bit of a work in progress, but he has an energy shield and big energy cannons! He would be a legged robot with to energy cannons (which ones would depend of course of when you encounter him in the game), and a decent cooling system for his main item. The main item of his build would be the ATF Generator, a utility shield (2 or 3 slots even) which would work differently from other shield generators. You would activate the ATF Generator a second time to start feeding it your energy, and each turn it would accumulate the points that it would deduce to block some percentage of the damage you took (like a shield generator would do). The more energy the ATF has, the more positive effects you could get, like a damage increase to cannons, a little more percentage of damage blocked by the shield, a unit or two of range to your weapons, etc. The drawback that would stop this from scaling infinitely (you could also just put a limit into it, there is always that :D) is that, since you are accumulatig more energy into yourself, you would also gain more heat for each X points of AT Field you have. And if it reaches zero in combat, you just turn off (all items disabled for a few turns), since your new core is now depleted and the projectiles or other forms of damage just ripped through your soul. And that it, a shield that works differently for him and for Cogmind. You could plan and make a build that could sustain a huge amount of attrition and get pretty aggressive, specially if you find interesting to give the ATF more bonuses based on energy accumulated, but if you end up using all of it...... Well, good luck being blasted by all the enemies you were fighting :D And yeah, the reference to Evangelion is clear! But come on, we have a group of robots who put their mind into an imprinter just to get everyone to share a little bit of themselves with everyone else, have a precursor race which created this whole robotic mess, and angels came from the sky and got 0b10 very freaked out... And technically robots are just the chips piloting a very complex exoskeleton, so there is that.

maindotc

And yeah, sorry! Got carried away by some mechanics I would like to experiment in cogmind xD But for me it's already a net positive if you liked the idea, even if he ended up being to crazy for a Wannabe. But hey, he wanted so much he even became an Unchained, a imaginary one but that progress!

Kyzrati

Simpler? Yes! (Also I did see Evangelion immediately in the first sentence :P) Although this technically is too complex for a single part in Cogmind... Part design is generally focused around having simple functionality and only affecting one aspect of something, e.g. "extra accuracy" or "more storage space" (very few exceptions have been made to this for some special purposes). The reason being the complexity of a build normally comes from mixing and matching many of these things, rather than the complexity of individual parts themselves. Something capable of modifying numerous other mechanics scattered about is generally avoided because it adds a lot of complexity to implementation. Isolated self-contained features, or those that only affect one other element of the game, are best... Internally Cogmind parts can actually only define one other thing they modify. Again there are a few special cases, but only for central features or that are important for other reasons (like lore).

emmy

a throwable [great]sword that you have to go pick up if you used it non-melee. downside is that in melee use it will also randomly fall off sometimes.

emmy

- could also fall off if it takes a big enough hit - could be free to equip (but when it falls off it will not be on your tile)

Kyzrati

Mm yeah maybe some more throwables could be appropriate here. We have the tech :) This is actually already a feature, but used only in very special cases. Just a question of whether or not we'd want to water down those special cases by adding another. Could be doable probably, since the primary case this mechanic was added for is even more unique than that. However, now on closer reading I see you mention it can be used in *both* melee and ranged (rather than just throwing and picking up), which is more problematic since weapons cannot share both modes. Theoretically it would be possible, but probably a ton of work, architecturally forcing there to be two different items (one for each form) and it would be transformed between the two to enable separate modes. Melee-type weapons with multiple modes itself could also be problematic for the interface, argh. Anyway, yeah it would be cool, it's been considered multiple times in the past but overall too complicated to actually be worth implementing. That's why I at least at one point was able to go for thrown weapons that can be picked up, which is at least somewhat reasonable by faking it as a ranged weapon. It would be *very* cool thematically to have a weapon that could be used in both ways, though, not to mention make more sense. (The current only-throw option is a giant statue, for example, so can get away with not being feasible for direct melee use :P)