DRL > Requests For Features

Challenge modes ideas - old and new.

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ChaoticJosh:
If noone minds me doubleposting, I just wanted to comment on something.


--- Quote from: Fanta Hege on January 24, 2010, 11:58 ---Angel Of Horde


For the hooorde!
Whats the fun with very little enemies? How about we double that, or maybe triple it, or hell, quadrible on harder diffuculties!
On the brightside though, the enemies are unable to use their ranged attack (and possibly have a slight speed/knockback bonus?)

Nightmare bonus; Each enemy killed drops 2 corpses instead of one.

On consenpation, the exp values are also decreased


It actually means you can't destroy floor tile, as you know, if you fire a rocket and hit tiles with water tiles, it will destroy water tiles.

--- End quote ---

I like the idea of a 'horde' but if I may suggest something similar and simpler:

Have Angel of Horde simply being a normal game with the spawn rate of Lost Souls, Demons, and Pain Elementals upped 10-20 times, and having everything else spawn with normal frequency. This way, you have to slog through MANY nuisance enemies, while needing to desperately conserve your ammo that you only get from other foes.

BEEF:
Angel of Avarice: Oh, lovely gold! You're more interested in looting Hell's treasury than in actually wiping out the evil there. You're free to kill monsters in any way you can imagine, but you won't get experience from it like you would from finding golds.

Levels are generated with a new item type lying around, golds $. They act like powerups in that they're used immediately when picked up and you don't need any free inventory space, but unlike powerups, intuition doesn't reveal them. When you pick one up, you get a certain amount of experience, which can vary by the type of gold. The total value of golds generated is determined by the experience value of the monsters on the level. Special levels have pre-placed golds.

Overall, this works out about the same as Angel of Perfectionism, but instead of forcing you to explore the whole level before allowing you to continue, it just penalizes you for forging ahead. Also, it gives you the ability to actually pull off a 0% kills game that isn't AoP.

Thomas:

--- Quote from: BEEF on February 18, 2010, 19:40 ---Angel of Avarice: Oh, lovely gold! You're more interested in looting Hell's treasury than in actually wiping out the evil there. You're free to kill monsters in any way you can imagine, but you won't get experience from it like you would from finding golds.

--- End quote ---

Here's a possible variation to that:

Angel of Avarice: Who cares about the demons invading Earth? You're just in it for the money! And boy are those demons loaded, they'll drop a big heap of cash on death. Money, being the most powerful force of the universe, will provide you with experience instead of kills.

But pick it up fast! You're in hell, and greedy demons have a habit of making coins "disappear".

Player doesn't gain EXP from killing demons.
Demons drop $3 for every 2 experience points they're usually worth.
Every second, each pile of money on the ground loses $1 for every $15 in the pile (rounded up)
Player gains 1 EXP for every $1 they pick up.

BEEF:
That's not really the same challenge at all though. If golds are generated with the level, you get experience from exploring, and lose it by making explosions and environmental hazards out of your vision. If they're generated by killing monsters, you get experience from killed monsters, and lose it by killing them with environmental hazards, killing them out of sight, and fighting groups of monsters.

Not that I think it's a bad idea, but I don't think the flavor fits as well as something like Angel of Undertaking, where they leave $oul Wisps or something instead of treasure. It also sounds absolutely brutal, since you'll have to immediately rush to every corpse if you don't want to lose experience. I know the numbers can be balanced, but if an experience pile starts at 150% and degrades 1/15 per second, then it drops below 100% after only 6 seconds. Even if the degeneration is reduced to 1/30, you'll probably be getting less experience unless you're playing a melee build.


Anyway, here's another idea, Angel of Tunnel Vision:
Projectiles always miss monsters and barrels other than their intended target, although shotguns and splash damage work normally. For monsters, this means they will never injure each other or blow up a barrel, unless it's a former sergeant firing, or some explosive projectile hits the player or a wall. For the player, your projectiles won't even roll to-hit except against your target: if there is a monster or a barrel under your targeting X, that is your target, otherwise the first monster or barrel the projectile encounters is your target.

Mobs of enemies are significantly more dangerous, since all those former humans will be shooting you instead of each other. Even worse, if your chaingun misses the first guy, you don't get the consolation prize of it hitting the guy behind him. On the flip side, you don't have to kill five mancubi for every hit you land on that arch-vile.

Melon:
HM... Coins? How about we can only kill an enemy while rocket jumping on him? Also, when you destroy a wall, there is chance that a mushroom or magic start is spawned which grants you some powers (such as infrared vision, you can see many colours, you get hungry and so on...)

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