Open Cwpute opened 10 months ago
Even though i love playing with a few MEM chips now that they need interaction, i have the feeling that even more chip interaction would be way too much. The way i use them is mainly for security in high-risk levels, so that i can manage attackers that overflow my defense, so that i only have to manually interact when things go wrong (as you should!). I've tried using them more broadly, like the ACC+MEM combo was used before but it's just unnecessarily stressful to me as it implies that if you fail to release data from a MEM chip, attackers will p ass through your defense and reach the CPU, meaning you have to become part of the defense system, one with the chips: you become a machine. Which is not interesting to me.
If any other player interaction is to be added now, i'd rather prefer it not being a mindless tap on some arbitrary dependant system that requires your input, but something that'd ask you to make meaningful choices to your strategy. The MEM chip works right now because you choose to buy it : it's an informed choice that transforms your experience, but one that can be ignored, because the MEM chip is so specific. Whereas the ACC chip is so much more versatile, practically halving the number of attackers AND weakening them ! i end up using at least one of them in every late level, starting around Normal 20. Changing the ACC chip to require player interaction would change the whole game we currently have !
Le 5 mars 2024 21:12:27 GMT+01:00, Martin Stucki @.***> a écrit :
- Like MEM-Chips have to be reset, ACC-Chip may release a a temporary saved number (unchanged) when tapping on it. This would not critically affect the gameplay, but allows some player interaction in relaxed phases of the game.
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It's probably not clear what I meant: The ability to interact with ACC chips should be optional. If the user does nothing, ACC operates as usual. However, if a first attacker is stored in the ACC chip, the user may interact with it. The ACC chip then releases the stored attacker without changing it. This enables purely optional interaction with the chip.
Such an interaction makes sense if the lane is clear and there are enough operations behind the ACC chip to intercept the unweakened attacker.
Strange behavior :thinking: What would be purpose, what's your intention ? what use does it serve that gives a miningful new choice over existing feaures ? Also, how would you process player interaction with that ACC chip when there is an attacker stored in and they want to upgrade or sell that chip ?
Le mer. 6 mars 2024 à 03:20:56 -0800, Martin Stucki @.***> a écrit :
It's probably not clear what I meant: The ability to interact with ACC chips should be optional. If the user does nothing, ACC operates as usual. However, if a first attacker is stored in the ACC chip, the user may interact with it. The ACC chip then releases the stored attacker without changing it. This enables purely optional interaction with the chip.
Such an interaction makes sense if the lane is clear and there are enough operations behind the ACC chip to intercept the attacker.
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It can bring a bit more interaction into the game. That's what this issue is all about ;-)
In my games, I often have the situation where an ACC chip already has an attacker in its memory. I think to myself "It would be good to release it now, because there's not much going on in the lane". This would free up the chip when more attackers arrive again.
At the moment, you can sell an ACC chip with a stored attacker and the attacker will be destroyed. In my opinion, this is a bug anyway. Realistically, the ACC chips are quickly upgraded anyway, so an upgrade feature doesn't even take place. If you want to separate the functions, you can also think about touch&hold to activate the upgrade menue.
The fact is, ACC chip stroing attacker isn't for nothing, because they can't be released until they've been affected by a second attacker also sucked up by the ACC chip to be combined with the first. Then the two are merged (with a formulae depending on your level of ACC chip) and the resulting attacker is subsequently released. I don't see any situation in which you'd like to actively monitor these unmodified stored attackers before they get a chance of being altered and merged down to a less harmful one ! Please describe an exact scenario in which this would be useful to do, on a regular basis.
Le mer. 6 mars 2024 à 08:32:09 -0800, Martin Stucki @.***> a écrit :
It can bring a bit more interaction into the game. That's what this issue is all about ;-)
In my games, I often have the situation where an ACC chip already has an attacker in its memory. I think to myself "It would be good to release it now, because there's not much going on in the lane". This would free up the chip when more attackers arrive again.
At the moment, you can sell an ACC chip with a stored attacker and the attacker will be destroyed. In my opinion, this is a bug anyway. Realistically, the ACC chips are quickly upgraded anyway, so an upgrade feature doesn't even take place. If you want to separate the functions, you can also think about /touch&hold/ to activate the upgrade menue.
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I already know how the ACC chip works. It is possibly the most powerful chip in the game.
Your requested situation: ACC followed by MEM
If ATK0 is intentionally released beforehand:
This results in a strategic possibility for me as a player to influence the game.
I think i understand now… a valide strategy, but still pretty niche imo.
If you want to separate the functions, you can also think about touch&hold to activate the upgrade menue.
…which would create a completely different UX for players in the entirety of the game, to accomodate for a single niche (again, imo) interaction. Not much worth it 😄
When i first saw the game asked me to tap on the atacker's value to reverse it, i was a bit scared it would ask too much of me afterwards. But on the contrary, it quickly grew on me and i was sad to see this interaction didn't have much use in later levels. In general, since the door is open for it, i'd like the game to feature more active player interactions.
Like my previous two issue, here is a quick list of stuff that could get included into the app to adress this: