DRL > Requests For Features
Challenge modes ideas - old and new.
ChaoticJosh:
Not a bad idea Laptop. It makes those pesky barons that just-so-happened to pick up a few medkits a bit more dangerous, since you'll be dealing damage to them, they'll be healing the damage, and with every hit you have a chance of making more barons.
Also, do you think that the split, in the case of a one-hit kill, should occur before death? So that if you one-shot a former human, he'll split before dying, killing the original but the copy remains alive?
ChaoticJosh:
I've been thinking of some new challenges, let me just rattle them off two of them:
First, I've been thinking about that "Angel of Avarice" challenge mentioned earlier, and I was inspired with something similar.
Angel of Capitalism
PAH! Sure, the demons are bad and all, but this is all business, and hey, if you kill the Cyberdemon, that's just good PR. In this challenge, No globes, medkits, armors, uniques, or randomly generated items of any kind will be spawned on any level. Also, no monsters give any experience, and any monsters that would normally drop weapons/ammo (former humans, seargents, etc) won't drop anything either. Instead, all monsters drop a certain amount of money, with the amount varying with some randomness but with stronger monsters generally having more money. This money doesn't do anything by itself, but inbetween each dungeon level, you enter a shop. This shop is reminiscent of the trait selection screen, and in here you can spend the money you’ve collected.
Your choice of purchases include:
All manner of globes, including invincibility globes and Megaspheres, which take effect when you enter the next level.
All manner of items, including Nukes.
All manner of normal armor,
All manner of “normal” weapons, including the chainsaw and BFG
All types of ammo
You can purchase a random Unique
You can purchase a level up (this one gets progressively more expensive, of course)
After you’re done with the purchases, you just exit the shop and into the next level. All items will be priced accordingly, so of course while BFG’s, invincibility orbs, uniques, and nukes may be available, they would be so prohibitively expensive that you couldn’t buy them without first saving up and denying yourself other important things.
To keep up with the theme of the challenge, I think the special levels should have their rewards altered where, instead of being items, they’re big piles of cash equal to the items you’d normally receive.
One last thing, I think that the Angelic Armor and the Longinus Spear are iffy items, since they’re these weird cross-breeds between uniques and normals, so I think that while these items can be bought, they have to first be unlocked by completing the corresponding special level.
Angel of Gauntlet
Each level starts with no monsters on it. However, in this challenge, there’s a new type of structure, the spawner. These spawners are stationary and have HP much like creatures do. These will spawn a certain creature infinitely until it is destroyed. Now, of course, the stronger monsters will have much longer spawn rates with the weaker monsters having much shorter spawn rates. These spawners are structures, and thus don’t leave corpses that can be revived by either Archviles or Nightmare! difficulty.
leonresevil2:
I like both ideas, ChaoticJosh. Setting up an economy for Angel of Capitalism would take some testing, but it would be an interesting challenge. Also, higher difficulties could increase the costs of all items, to balance out the fact that there are so many more enemies, and purchasable invulnerability globes would make higher levels somewhat easier. Uniques could be broken up into types (pistol, shotgun, etc.), so players could choose the type of unique they want, but the cost would be much higher, with the idea being that you do not waste so much time trying to get a unique you can use for your build, but you pay more than you would if it were all random.
Angel of Gauntlet sounds fun, but needs development. If a spawner is surrounded or cut off by lava, that could trap enemies (or lead to many demon suicides) and the spawner would need to know how to handle if a room or space was full of enemies. Also, I think the spawners themselves should be the source of EXP, depending on the monster type spawned. Also, what if a spawner spawns an enemy on top of a barrel? The spawner creates new game situations and cases that would need to be handled, which would require thorough testing, but I think the challenge would be good when everything was decided on.
ChaoticJosh:
I've been thinking about Angel of Gauntlet, and one way to handle the EXP situation would be if the spawned monsters gave no exp at all. Instead, only killing the spawners grants EXP, most likely in large lumps to offset the amount of work it takes to take them down.
EDIT: I may have just said what you said, except in different words.
Also, the spawning mechanism could just spawn the creatures in any unoccupied space on any of the eight tiles around it.
leonresevil2:
--- Quote from: ChaoticJosh on February 26, 2010, 18:07 ---EDIT: I may have just said what you said, except in different words.
Also, the spawning mechanism could just spawn the creatures in any unoccupied space on any of the eight tiles around it.
--- End quote ---
Actually you did, but that's fine. As for the spawning, I have seen a former commando completely surrounded by lava in a level, no space to move. I guess that would just be easy EXP in the case of the spawner. Also, I believe some enemies accidently spawn in normal games on top of lava and acid, which explains why you sometimes hear monsters cry and die early on in some levels (and it's not just demons). I think, for the sake of avoiding easy big dumps of EXP from spawners, spawners should at least be immune to acid and lava, and perhaps also be floating objects, able to move around (maybe just from knockback, maybe autonomous spawning vehicles!) in the level. Barrel explosions should still harm spawners, but ground surfaces should not affect it. If autonomous, the spawner could fly to clear areas (or the player) to spawn more enemies.
And I would love to trap a spawner in a ring of barrels, just for fun, whether it can move or not.
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