DRL > Requests For Features

Challenge modes ideas - old and new.

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X-Heiko:
Angel of Escape

You escape hell, rather than venturing into it. You start at level 24 with your fists and need to adapt serious stealth play to reach the Phobos Base entrance, where everything seems to be easy once you've gotten past hell, which it isn't - a Cyberdemon guards your escape ship!

If this proves impossible, players should gain XP for not having been noticed by monsters when exiting a level. Also, maybe increase weapon drops a bit so that the player even has a chance to get a weapon without fighting an Archvile bare-handedly.


Angel of Growth

You start the game with 30 instead of 50 HP. If your health is lower than (50% + (20% *(Ironman Level))) (that is between 50% and 110%), you regain one HP per turn. You are a bit weak so you have to decide between wearing armor or using guns any heavier than pistols. "Tough as Nails" and "Badass" are disabled.

Thomas:

--- Quote from: ZZ on November 12, 2009, 12:34 ---Angel of Highlander
You're immortal. Well, almost immortal. Instead of just taking hits and loose health, you have 10% chance of just dropping dead on hit. Place your bets.(Stealed from Crimsonland)
Not harder that an usual game, just remember that any enemy caries deadly danger.

--- End quote ---

I'll just pinch this idea quickly.

Angel of Highlander
You're immortal! Well, okay. Not quite immortal. You don't have a health bar or anything, but every time somebody hits you, you have a 1% chance to die. Getting hit increases this chance, too! But it's okay, you can heal to reduce the chance.

Getting hit by an enemy: Increases chance by 1-5%, depending on strength
Hit by nuke: Increases chance by 100%, then hits you again. This hit will kill you if it passes the chance.
Small heal: Reduces chance by 5%
Large heal/Berserk/Invincibility: Reduces chance by 25%
Supercharge/Megasphere: Reduces chance down to 1%
Armour passively decreases the chance by 2% times armour value. If this decreases it to a negative number, you're invincibile until it goes back to 1% or higher.

EDIT: Mm. I don't really like the idea of suddenly dying on 1% chance due to unluckiness.

Addendum to Angel of Highlander:
If you get hit and it passes the chance, your character goes "Oh damn it, that hurt!" and it increases the chance by 11-15% instead of 1-5%.

You can't die, but if the chance increases beyond 100%, the game finishes because you're too badly injured to continue.

X-Heiko:
Hey, but this way, dying would be quite a bad luck based thing. Also, what's the point of immortality if your chance to die just increases? Even with a constant chance of 1% and if I calculated correctly, you'd statistically have a too high chance to die (40% or so) after a few tens of hits already.

Thomas:

--- Quote from: X-Heiko on November 23, 2009, 01:32 ---Hey, but this way, dying would be quite a bad luck based thing. Also, what's the point of immortality if your chance to die just increases? Even with a constant chance of 1% and if I calculated correctly, you'd statistically have a too high chance to die (40% or so) after a few tens of hits already.

--- End quote ---

It's actually 70 hits before it reaches 50-50 (I calculated too). That's why I suggested:

--- Quote from: Thomas on November 22, 2009, 16:39 ---Addendum to Angel of Highlander:
If you get hit and it passes the chance, your character goes "Oh damn it, that hurt!" and it increases the chance by 11-15% instead of 1-5%.

You can't die, but if the chance increases beyond 100%, the game finishes because you're too badly injured to continue.

--- End quote ---
So it's like a normal game but as you get more damaged, all enemies become a lot more dangerous. At 40% pain chance, a couple of former humans could take you out.

X-Heiko:
But then, the difference to actual hitpoints is not that big. Also, it's a complicated mechanic for a challenge if you ask me. I think a better idea would be making the player invulnerable but giving a totally different restriction as to when they die, such as having to kill a certain amount of enemies to keep up their countdown which kills them when it runs out.

And "70" is part of the set "a few tens", or at least that's what I meant ^^

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