Heart of the Machine

Heart of the Machine

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Deterrence
I got the quest to steal toilet-paper for the homeless.
I put the flags down, dealt with the enemies... am I supposed to just leave these droids here forever now? Deterring the humans from retaking their bog-roll factories?
That seems like a dumb waste of manpower?

Likewise for mineral skimmers. I'm just posting forever-guards now?
Last edited by Iamnuff; Feb 25 @ 3:35pm
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Showing 1-5 of 5 comments
That's why you use "bulk" units that deter automatically
x-4000 (Chris McElligott-Park)  [developer] Feb 25 @ 10:47am 
At the start you have very limited bulk units, but you'll have more and more over time. They also give you the ability to have extra interlocking firepower during other fights that might break out near them, so they serve a couple of bonuses.

But essentially, yes, you need to have someone there forever to hold that territory, so to speak. Unless you at some point no longer need to hold that territory, because you no longer need the thing it offers you.
Kryten Feb 25 @ 1:04pm 
Is there a filter or view where I can spot all the areas where I need deterrence? ...So I can check them all if I still have enough units there? Map is starting to get cluttered and sometimes I cannot remember all of the places that might need it.
Iamnuff Feb 25 @ 1:17pm 
Originally posted by x-4000 (Chris McElligott-Park):
At the start you have very limited bulk units, but you'll have more and more over time. They also give you the ability to have extra interlocking firepower during other fights that might break out near them, so they serve a couple of bonuses.

But essentially, yes, you need to have someone there forever to hold that territory, so to speak. Unless you at some point no longer need to hold that territory, because you no longer need the thing it offers you.

It is nice to have a couple of squads of dudes just sitting around the map incase stuff breaks out. Especially when they have double range in that stance.

I was doing the housing agency thing and it spawned a bunch of dudes deep in my terrority that I wasn't expecting. I had to spend a whole turn flying an airship over to deal with it cos I didn't have guys nearby.

Well I forgot I had a bulk squad of nicklebots sitting on a roof for no reason, and they vaporized a bunch of guys real quick.

Also, my first captured mech just casually sitting around.
it'd be nice if we could see bulk/enemy turns play out at normal speed instead of instantly though, there was just a bunch of explosions and I had to go over the history log to see what happened.
If there's anything that is low on Deterrence or Protection, then Vulnerable Buildings will show up in your task stack. If that's not there, then everything is ok. A more direct set of filters to view a few various things, these included, are on my list to do.

If you want to see enemy turns at normal speed, scroll to the Game Flow section of the Game tab of settings. You can change that to Watch All or Watch High Priority. Under Move Speeds, further down on the Game tab, you can turn down the various kinds of NPC units from 1 to something lower.

In terms of needing to look backwards in time to understand what happens, though, you're doing it wrong if you're surprised by a combat result. Before you hit end turn, you already know exactly what is going to happen, with full certainty. It playing out in a blur is everyone acting at once. There's no random chance or anything; it's doing exactly what it said it would, attacks-wise.

Units moving to new positions can be a blur, and that's not telegraphed what is going to happen at all, so slowing down the move speeds is a thing that some people prefer. The movements can certainly surprise people, no doubt. But any unit you hover over, it shows where it just moved from last turn, so you don't have to wonder where it came from if it's suddenly moving into view for example.

Hope that helps!
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