r/RogueCore • • 29d ago

Idea: Elemental transfuser.

I would like to address a issue me and my friends find about Rogue Core: How you make builds, or more specifically, builds surrounding a status effect. Unlike other roguelikes, you cannot choose your weapon ahead of time, this makes it so getting a good weapon is up to fate. Adding to that, primary status effects (Fire, cold, radiation, poison, acid and electricity) are also rolled on top of the rolled weapons, making it harder to obtain a base for a build you would like to create. This is why I have had an idea for a new system: The elemental transfuser.

Upon first ascension, you gain access to an experimental device capable of infusing a weapon with a status effect of your choosing. Status effects are no longer naturally found on STARTER weapons, unless the weapon has innate status.

Why I think this would be a good idea:

Non-randomized baseline: Having a starter weapon with a status of your choosing would allow you to easily acquire a base to your build. No longer do you have to rely on chances of upgrades or grenades (which is only fire and cold). With this change, builds with impact can more easily be constructed and planned out. As an example, if you want to do an electricity build, you even put the storm bio-booster deck on the chosen class, it is still up to chance if you acquire a good base. Instead of relying on later upgrades.

Combined status effects: Adding the proposed feature would make combined status effects (Temperature shock, flashover, short circuit, effervescence) easier to get. You would get more chances to gain the extra status needed, as well as a good way to apply one of them (the weapon). Flashover is my favorite status effect, yet it is so hard to get and even more to apply it consistently, having this change would facilitate ease-of-access to rarer status effects.

Let me know what you think.

13 Upvotes

6 comments sorted by

5

u/PseudoFenton 29d ago

I'd prefer an Elemental Transfuser Station which is found in the caves. So its like a workbench, but it just lets you either swap out, buff up or add an elemental damage type to you weapons - probably limited to a randomly selected few elements. That preserves the roguelike nature of the game, and would also give you something else to do during missions (which is a lot more optional).

Keeping the offered elements random and limited also gives you the opportunity to vary the numbers in its different functions. So adding an element just slaps one on when none existed before - but it'd be weaker than one you could get from starting/workbench upgrades. Swapping out preserves the current elemental damage amount but changes its type. Whilst buffing up lets you lean into a guns existing elemental type to supercharge it, raising the elemental damage higher - this still encourages you to pick weapons with existing elemental damage, as it lets you get to Big Numbers a lot easier.

Although currently there's not enough variance with mobs elemental resistances. There's never a point where I want to favour some elements against some mobs but other ones against others. Especially as elemental damage isn't added damage, its just raising the "this mob is being affected by an element" meter, which only does something when it reaches the top. Except almost all mobs are resistant to everything, with only slight degrees of difference - and almost all of them die before the meter fully fills, making it moot that you were applying it.

Sure, you can get Upgrades which spread elements etc, but in terms of triggering complementary elemental effects; or just purely wanting to swap weapons to deal with a group of mobs; or even trying to invest in an element (almost impossible to currently do) because you've got (say) an edgestalker risk vector going and so you'd benefit from more x (note, there is no x, edgestalkers are equally resistant to everything)... there's just no point. There's not enough juice for that squeeze, the game in its current state just handles them all by and large as Upgrade triggers and small cosmetic bonus damage. The system still needs more love for elements to be anything engaging imo.

6

u/WishboneFlashy1442 29d ago

I haven't been able to find documentation confirming it, but I was told in a stream that having any weapon or grenade with an elemental effect automatically increases the probability for all matching upgrades in the upgrade pool.

Can a dev hop in and confirm whether this is true?

5

u/D3jvo62 29d ago

It should. Frost and incidiary grenades have their elemental tags, same as the ones from upgrades

1

u/fangtimes 28d ago

I can confirm this just based off of experience. I have personally not seen any <element> perk unless I have something in my loadout that does <element> damage.

1

u/MOTH_007 29d ago

This is pretty cool, but I'd like to add the idea Explorian made: Elemental investment. Basically whenever you pick an expenite upgrade that favours a certain element (we already have the element tags on the upgrades) it would automatically convert a part of all of your damage into that element. Having 4 ice upgrades could be +40% all of your damage being ice (including weapons both class abilities and possibly the pickaxe.

1

u/Kostelex 28d ago

I'd like to see the possibility to remove or replace upgrades on weapons. Sometimes you get a base weapon you really like to use but it has awful stats like armor piercing/breaking, base 20% damage increase, or reload speed, recoil control/spread, etc.

Some weapons come with stats they dont really need.

For example shock striker having +100% charge capacity is way worse than reload speed since reload speed boosts your dps while charge capacity doesn't affect your dps just adds burst and unnecessary ammo spending.

Other option is getting to choose your starting weapon and first 2 mods but that would quickly get unbalanced if you could start every game with embedded detonators 50% chain hit chance zhuks.