DRL > Requests For Features

A Much Simpler Request Than the Last One

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007bistromath:
Right, I got that, just... I think there should be a little bit more of a happy medium. There's "not supposed to be easy," and then there's "quit 30 times in a row to get more than two medpacks and then die before the Chained Court anyway because you walked* into five Lost Souls on level four."

*Or spawned for that matter. Happened to me twice tonight! ;_;

ul:
actually, the influence from to-hit throw to damage is quite known in different rpg systems.

and there are two ways to do it. (at least to my knowledge)
first, there's simple additional damage from extra good to-hit rolls.
i'm not familiar with shadowrun, but i know a nice implementation of such rule from fading suns system.

second, some systems actually use hit locations and attack roll determines where the damage goes.
and if you recieve a good shot to the head,
you are done. even if the same shot to the leg would have just made you unable to run and walk fast.
somewhat less know, but very detailed free rpg system called quest used that kind of mechanics.

personally, while i like damage location and detail, the first option would be so much simpler to implement
and smoother to run. for me, gaining something from an extra good attack would be a matter of fairness.

007bistromath:
Hit location systems are annoyingly complex, a bitch to code, and somewhat off-flavor I think. What I am suggesting is basically your first suggestion, except that I don't want extra damage. That would be crits, and I don't think we need crits here. I'll explain this with a simplified model, since I don't know the ins and outs of DoomRL's specific system.

Let's say that to determine whether you hit something or not, you roll a d20, and hit on 11 or better. If your weapon does 1-10 damage, then rolling an 11 always does one, rolling 12 always does two, and so on, until a perfect hit scores max damage. With a trait increasing your chance to hit, you basically bring up the floor. At +4, 7 or better counts as a hit, and you score max damage on 16 or higher.

Note that distance still affects shotguns in basically the same way it does now, since there is a distance penalty on to-hit rolls. It might be slightly less extreme unless damage for weak hits were scaled down quite sharply, though.

Blade:
I like damage dice and i don't like damage affected by to-hit.)) If you are shooting imp from 2 meters with a double shotgun, he's(or she's) gonna be pretty dead, and it doesn't matter, have you Eagle Eye, or are you almost blind, damage should be the same because you hit him(or her) with same amount of lead. You could miss on that distance only if you are very unlucky(critical miss. I like criticals)), then he will recieve only few damage, or even absolutely nothing. But shotgun should be more useful, it's too weak now. I think that we just need to increase it's damage on zero distance and to have greater reduction of it per every square from you, so shotgun will be VERY dangerous in close-combat, but weak on distance.

007bistromath:
1: You don't understand physics. If you're talking about a real shotgun, then sure, you're getting hit by the same amount of lead. And in fact, that's true if you're several dozen yards away, or else you wouldn't be able to use a shotgun to hunt birds. They fly in the air, you know. We're not talking about a real one though, we're talking about a movie shotgun that has a frikkin' 120 degree spread. You'd better believe that thing is going to have some variance in how much you take.

2: Shotguns are not weak. If you make them anymore powerful, the double shotgun will basically be a BFG with a hundred shots worth of ammo.

3: Shotguns are already weak enough at distance that it can be a tough choice between them and chainguns. Make their damage scale anymore, and you'll have to carry both around. I don't know about you, but there's not enough room in my backpack for that.

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