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I wanted to make this post earlier. But seeing how many posts there were about Wx nerfs and gamma circuits, I decided to wait a few days until the forum calmed down a bit.
In the meantime, a post by aidancode appeared, who also proposing that gamma circuits should consume energy.  And A few of the ideas he/she/they proposed were ideas who also I wanted to present in my post.

So, I'll be repeating some of what aidancode proposed in his/her/their. But whatever, the more people talk about it, the greater the chance that Klei will add it.

So, moving on to the title of the post, this concept is too good not to be implemented.
Introducing it would significantly improve gameplay Wx-78. Currently, when playing they, you want to ALWAYS have a fully charged energy meter to have constant, 24/7 boosts from circuits.
The energy meter is never intentionally drained. There's no reason to waste energy from it. The only thing you want is for the energy meter to be charged.
But if gamma circuits consumed energy, that would change.
Circuit buffs wouldn't always be permanent. Players would pay more attention to the proper order of circuits, so that the most important ones were deactivated last.
The energy meter would become a statistic that would be actively managed.
(Perhaps the nerf of electrification circuit could then be reversed. Because using gamma circuits would mean that you wouldn't always have all 3 electrification circuits active.)

But for this mechanic to work good, it would have to be designed properly.
•Using gamma circuits would consume energy dynamically. For example, using Sonic Waves from Sonic Invoker would result in the loss of one energy charge after 5 seconds of use.
Each gamma circuit would consume energy at the same rate, or each gamma circuit would have a different energy consumption rate. (But I think the second option would be better.)
Whereas Redigestion Circuit would consume one energy charge for every third Nutribrick maked.
•Unlike alpha and beta circuits, gamma circuits would only require one energy charge to function.

Spoiler

ShieldModu-4adunki.png.7b0e04229c2a72c75b34a1a42036b8ae.pngShieldModu-3adunki.png.e24276454fb6fd9e692e104647c10c66.pngShieldModu-2adunki.png.52e2d6f6635e25f11678acf6a0e27952.pngShieldModu-1adunek.png.6a4cdedd2c2b9570714a3e6245616790.pngShieldModu-0adunkw.png.d58e0bbc44e2383888ae6f46a305d0f9.png

 GatroModu-1adunek.png.da92273832bf09111321c8151a48b0c3.png SonicModu-1adunek.png.2d81b81bad4d6d8b28318e9feaf135c3.png SpinModu-1adunek.png.31522dfc6afa3f7a2b9b594b0ca7fc99.png  ShieldiGastroModu-5adunkw.png.701dc3c6bddcf4b2bee536677f4da9df.png ShieldiGastroModu-4adunki.png.7d7cb5b23c18aec580c10c59e51e8f9b.png

•The basic recharging time of the energy meter would need to be shortened so that the charge regeneration is properly adjusted to the consumption of charges through gamma circuits.
Additionally, the charge meter could show decreasing energy when using gamma circuits.

Malejceadunki.png.d657c47972563da58f492e5be26934be.png

With these changes, it will be possible to easily remove the boring cooldowns and restrictions that Blocking and Sonic-Invoker Circuits currently have.

 

If someone doesn't like the presented concept, because they would temporary lose buffs from circuits, then a perk could be added that would allow overcharge the energy meter.
But the energy meter wouldn't overcharge from passive energy regeneration.
The player would have to manually overcharge it by charging it from lightning rods, Winona generators, or volt goat milk.

Edited by Kacpert25
  • Like 2
27 minutes ago, Kacpert25 said:

•Using gamma circuits would consume energy dynamically. For example, using Sonic Waves from Sonic Invoker would result in the loss of one energy charge after 5 seconds of use.
Each gamma circuit would consume energy at the same rate, or each gamma circuit would have a different energy consumption rate. (But I think the second option would be better.)
Whereas Redigestion Circuit would consume one energy charge for every third Nutribrick maked.
•Unlike alpha and beta circuits, gamma circuits would only require one energy charge to function.

I briefly mentioned this in a reply in my thread but some ideas for how to give the player more ways to control their own charge are:

- Addition of a charge circuit and a supercharge circuit that would take 1 and 2 alpha slots respectively and substantially increase the rate at which you gain charge.

- Electrification circuit could generate 1 charge when you're hit.

- Electric milk should really be made a little easier to come by. I'd love if 2 dropped from goats instead of just 1.

I'm particularly in favor of the addition of two new alpha circuits so that stat boosting has more competition.

  • Like 3

As an electrician, I’m unable to contribute my expertise here, as I don’t understand how Wx78 is able to generate or sustain its charges while remaining otherwise unaffected, aside from circuits not working.

27 minutes ago, Kvetevk said:

As an electrician, I’m unable to contribute my expertise here, as I don’t understand how Wx78 is able to generate or sustain its charges while remaining otherwise unaffected, aside from circuits not working.

Mysterious Wagstaff tech of course

  • Wavey 1

If we had more ways to acquire charge then sure, but as it stands this could get a bit weird. Both Wx's life and circuits are functional because of the charge system, drain it, you die, keep it up, benefit.

But dedicating slots to it for circuits as well, Still not sold on the idea.

A lot would have to change, and it could work, with boosted effects of the circuits in question and removed cooldowns, It could change the way Wx goes about a ton of situations. 

 

  • Like 2
1 hour ago, Kvetevk said:

As an electrician, I’m unable to contribute my expertise here, as I don’t understand how Wx78 is able to generate or sustain its charges while remaining otherwise unaffected, aside from circuits not working.

They are a perpetually moving machine, duh

2 hours ago, Kacpert25 said:

I wanted to make this post earlier. But seeing how many posts there were about Wx nerfs and gamma circuits, I decided to wait a few days until the forum calmed down a bit.
In the meantime, a post by aidancode appeared, who also proposing that gamma circuits should consume energy.  And A few of the ideas he/she/they proposed were ideas who also I wanted to present in my post.

So, I'll be repeating some of what aidancode proposed in his/her/their. But whatever, the more people talk about it, the greater the chance that Klei will add it.

So, moving on to the title of the post, this concept is too good not to be implemented.
Introducing it would significantly improve gameplay Wx-78. Currently, when playing they, you want to ALWAYS have a fully charged energy meter to have constant, 24/7 boosts from circuits.
The energy meter is never intentionally drained. There's no reason to waste energy from it. The only thing you want is for the energy meter to be charged.
But if gamma circuits consumed energy, that would change.
Circuit buffs wouldn't always be permanent. Players would pay more attention to the proper order of circuits, so that the most important ones were deactivated last.
The energy meter would become a statistic that would be actively managed.
(Perhaps the nerf of electrification circuit could then be reversed. Because using gamma circuits would mean that you wouldn't always have all 3 electrification circuits active.)

But for this mechanic to work good, it would have to be designed properly.
•Using gamma circuits would consume energy dynamically. For example, using Sonic Waves from Sonic Invoker would result in the loss of one energy charge after 5 seconds of use.
Each gamma circuit would consume energy at the same rate, or each gamma circuit would have a different energy consumption rate. (But I think the second option would be better.)
Whereas Redigestion Circuit would consume one energy charge for every third Nutribrick maked.
•Unlike alpha and beta circuits, gamma circuits would only require one energy charge to function.

  Reveal hidden contents

ShieldModu-4adunki.png.7b0e04229c2a72c75b34a1a42036b8ae.pngShieldModu-3adunki.png.e24276454fb6fd9e692e104647c10c66.pngShieldModu-2adunki.png.52e2d6f6635e25f11678acf6a0e27952.pngShieldModu-1adunek.png.6a4cdedd2c2b9570714a3e6245616790.pngShieldModu-0adunkw.png.d58e0bbc44e2383888ae6f46a305d0f9.png

 GatroModu-1adunek.png.da92273832bf09111321c8151a48b0c3.png SonicModu-1adunek.png.2d81b81bad4d6d8b28318e9feaf135c3.png SpinModu-1adunek.png.31522dfc6afa3f7a2b9b594b0ca7fc99.png  ShieldiGastroModu-5adunkw.png.701dc3c6bddcf4b2bee536677f4da9df.png ShieldiGastroModu-4adunki.png.7d7cb5b23c18aec580c10c59e51e8f9b.png

•The basic recharging time of the energy meter would need to be shortened so that the charge regeneration is properly adjusted to the consumption of charges through gamma circuits.
Additionally, the charge meter could show decreasing energy when using gamma circuits.

Malejceadunki.png.d657c47972563da58f492e5be26934be.png

With these changes, it will be possible to easily remove the boring cooldowns and restrictions that Blocking and Sonic-Invoker Circuits currently have.

 

If someone doesn't like the presented concept, because they would temporary lose buffs from circuits, then a perk could be added that would allow overcharge the energy meter.
But the energy meter wouldn't overcharge from passive energy regeneration.
The player would have to manually overcharge it by charging it from lightning rods, Winona generators, or volt goat milk.

The current gamma circuits are not really designed for energy consumption, i feel like they would become much worse if they were.

I think the block circuit could work, but the rest not at all. The catcoon one could work but it wouldnt seem worth it.

1 hour ago, ZeRoboButler said:

If we had more ways to acquire charge then sure, but as it stands this could get a bit weird. Both Wx's life and circuits are functional because of the charge system, drain it, you die, keep it up, benefit.

But dedicating slots to it for circuits as well, Still not sold on the idea.

A lot would have to change, and it could work, with boosted effects of the circuits in question and removed cooldowns, It could change the way Wx goes about a ton of situations. 

 

There was a fan suggestion i saw which added an alpha circuit that let wx eat scrap, doodads and stuff.

If they gave charge instead of big stats, it could work without outclassing milk.

  • Like 2

The gamma circuits as they are now do not have good enough effects to justify draining charge and deactivating other circuits in order to use them. Had they not taken up their own kind of circuit slots not sure that i would even use them at all.

  • Like 2
1 hour ago, Spirit Glow said:

The gamma circuits as they are now do not have good enough effects to justify draining charge and deactivating other circuits in order to use them. Had they not taken up their own kind of circuit slots not sure that i would even use them at all.

I think the nutrient bricks would be hard to justify, but you could totally design the spin attack and distraction around draining a charge. Those fit pretty well. And blocking might need to be re-thought but the concept of expending charge instead of taking damage is pretty reasonable.

It would definitely take a lot of redoing but I think that's why the beta is focusing on just one character: it gives the opportunity to make the best possible version of WX.

  • Like 1

Maybe having at least 1 charge would make all your circuits work, but the more you have the more charge it consumes, like in uncomp mod.
For the Gamma circuits, they could be toggled on or off, or activated to drain some of the charges.
Thats the way it could be if the Gamma circuits drained charges.
(or at least something similar)

I really like the idea of power consumption! I think it fits the robot concept much better and opens the door for some really interesting gameplay mechanics. But realistically speaking, WX wasn't originally built with that kind of system in mind, so developing and balancing it would probably be a massive challenge for the devs.

On 2026/4/5 at 午後5時24分, KINOTAKO said:

ロボットのファンタジーを真に体現するガンマ回路システムについて、具体的なアイデアをいくつか練っています。まだ構想段階なので、皆さんのご意見を伺い、アイデアを具体化していくお手伝いをいただければ幸いです!

基本的な前提は、ガンマ回路は使用時に電力を消費するという点です。現状では、バッテリーは実際のバッテリーというより、空腹や湿気で消耗する単なるメーターのように感じられます。正直言って、これはあまり良いとは言えません。バッテリーであるならば、エネルギーが積極的に消費されたときに消耗するべきです。

ガンマ回路は非常に強力だが、膨大な電力を消費する。電力はロボットの生命線であるため、プレイヤーは選択を迫られることになる。高い基本ステータスで戦うために電力を維持するか、低い基本ステータスで積極的に戦うために電力を消費するかだ。

新しいガンマ回路に関する私のアイデアは以下のとおりです。

  • 発電機回路

    • その場で1秒間停止し、空腹度を50消費し、バッテリーチャージを2回復する。熱:+10

  • レーザービーム回路

    • 両手から指向性レーザービームを発射する。ダメージ:300|バッテリー:-3|発熱:+30

  • プラズマソード回路

    • 両手からプラズマアークを発生させ、武器として使用できる。ダメージ:69|バッテリー:-4/分|熱:+80/分

  • プラズマキャノン回路

    • 火力は残りのバッテリー残量に応じて上昇します。ダメージ:(バッテリー残量)×100|バッテリー:全量を消費します

「熱」の要素はクールダウンシステムと関連付けられるかもしれないと思ったのですが、正直なところ、どちらでも構いません。

これらの回路はまだ未完成で、数値もあくまで概算ですが、このコアシステムについて皆さんのご意見をぜひお聞かせください!

 

This is actually a solid direction because it turns energy from a passive “always maxed” stat into something you actively manage. Right now, there’s almost no decision-making once you’re fully charged, which makes gamma circuits feel more like permanent perks instead of situational tools. Tying them to energy consumption would introduce trade-offs without necessarily making Wx-78 weaker overall.

The idea of different drain rates per circuit is especially interesting. It would naturally push players to prioritize utility vs. sustain, instead of just stacking everything. Pairing that with limited overcharge options (manual only) would also prevent the system from becoming trivial again.

What stands out is how similar this is to real-world resource systems. In practical setups, whether it’s electrical load balancing or even maintenance workflows, nothing is meant to run at full capacity all the time. Efficient usage comes from timing and prioritization. A good example can be seen in how service platforms such as Handyman Services Singapore structure tasks on their website, where resources and effort are allocated based on urgency and function rather than running everything simultaneously.

If implemented carefully, this mechanic could make Wx-78 feel more dynamic without just being a straight nerf. The key would be tuning the drain so it creates decisions, not frustration.

  • Like 1

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