DRL > Requests For Features
A Much Simpler Request Than the Last One
DaEezT:
Every game with damage dice would benefit from a different model :p
007bistromath:
Disagree! Even if it is, in most cases, the more logical way to do things, in a system which is purposefully more game than sim, it can be fun. In systems where attack effects are generally homogenous, as is usually the case, it is also often just more expedient. The problem is that it breaks down when you get something like what we have here, with weapons that use fundamentally different mechanics, a rather unusual thing for a roguelike.
Kornel Kisielewicz:
--- Quote from: DaEezT on September 26, 2007, 23:54 ---Well, that's how Shadowrun does it and that's pretty much what I proposed for AliensRL because I personally never liked damage dice :p
--- End quote ---
Well, AliensRL DOES use this system -- all damage for weapons is flat, modified by the toHit roll.
007bistromath:
Yeah, I could tell it was, based on how a full spray from the MP5 can sometimes leave a juvenile dark green if you don't wait for them to get right up in your face. I think you may have overdone it a tiny bit in Aliens, actually. @_@
PS: Though I have to admit, for all my frustration with that game, its idiosyncrasies really do make it feel like Aliens. (Or I think it does, anyway. I haven't watched most of those since I was too young to remember.) You have a real knack for flavorful design, and alot of my whining is just trying to find a balance between that flavor and general playability. I mean, there's nothing more unDoomish than getting bored and leaving because you've started numbering your AoB attempts. :p
Kornel Kisielewicz:
AoB isn't supposed to be easy, y'know :P. You're going up against the forces of hell without guns -- that'd I call suicide ^_^
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