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Author Topic: Challenge modes ideas - old and new.  (Read 290969 times)

Melon

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Re: Challenge modes ideas - old and new.
« Reply #510 on: April 24, 2011, 06:26 »

DoomRL: Imp my ride
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Gargulec

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Re: Challenge modes ideas - old and new.
« Reply #511 on: April 28, 2011, 04:51 »

Angel Of Adjoran
Silent Wind never stops running - and so can't you. For ever turn in which you did not move, you lose cumulative 1HP (so it is 1HP on first still turn, 2 on second, 3 on third and so on).
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Re: Challenge modes ideas - old and new.
« Reply #512 on: April 28, 2011, 05:08 »

Angel Of Adjoran
Silent Wind never stops running - and so can't you. For every turn in which you did not move, you lose cumulative 1HP (so it is 1HP on first still turn, 2 on second, 3 on third and so on).
Seeing that you only have 50HP to begin with and you CANNOT DO ANYTHING while moving (except reloading with Shottyman, which you will probably never reach), this sounds like a Horrible Idea to me.
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Deathwind

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Re: Challenge modes ideas - old and new.
« Reply #513 on: April 29, 2011, 04:42 »

make it no damage for the first non-move action and add the penalty to the second and beyond
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Omegthemad

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Re: Challenge modes ideas - old and new.
« Reply #514 on: May 04, 2011, 17:08 »

This has already probably been suggested in some form, but...

Angel of All Trades
Real men don't specialise, and in this challenge, neither do you! All Advanced traits are barred forever, because you don't specialise!
(Possibly as a slight consolation, you can now take Finesse & Hellrunner to level 3 without meeting any skill requirements beforehand. Assuming this doesn't make it too easy, that is.)
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PSYCHO MANTITS

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Re: Challenge modes ideas - old and new.
« Reply #515 on: May 12, 2011, 16:19 »

Angel of OCD
You know, this whole mess is just one of my many problems.

Every two levels (just like in AoP) or picking a new trait, one compulsive behavior is randomly chosen. CBs may vary but you have to follow them and with stacking them later on, it can and will get really difficult. When trying to go deeper while still having one or more CBs to fulfil a player would get a message he still has something important to do there.
random CBs: you have to destroy every barrel, you need 100% killrate, you must visit all special levels available, you can't pick small health globes
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Thexare

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Re: Challenge modes ideas - old and new.
« Reply #516 on: May 13, 2011, 17:20 »

Kind of a joke idea, really, but it could work:

Angel of Genre Blindness
You know that guy in every horror movie ever that does the worst possible thing whenever given a chance? That's you. Let's see YOU try to survive.

Drawbacks and Explanations:
1. Cannot fire without an enemy targeted. No directly shooting at doors, no scouting. These characters never think to break down a door or keep their gun trained on anything that might be in the darkness.
2. You stop running whenever you take damage. They trip and fall over the most minor injuries.
3. You take one more damage by default, but gain two points of armor whenever you stand within the blast radius of a barrel. They like to hide behind useless cover.
4. All guns take an extra 0.3s to fire, and all non-shotguns take a penalty of 1 point to Accuracy. Shotguns? In AoGB, shotguns can miss. They don't handle guns worth a damn, and this reflects their clumsy handling.
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s0ulman

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Re: Challenge modes ideas - old and new.
« Reply #517 on: May 18, 2011, 04:28 »

Angel of Corruption (or Angel of Rot, if corruption sounds too ADOMish)

Hell's air doesn't smell with roses. It smells with acid, decay, corruption and things you don't even want to think about. Good news: marines are made of pure awesome and can resist this hazardous atmosphere. Bad news: your stuff can't.

Weapon degrades as you use it, until it becomes 1d1. Armor loses 1% durability per move when you wear it.

There was Angel of Smth somewhere on the forum that restricted reloading. Well this is the same idea applied to melee and ammochain builds too - you'll have to use all those pistols and shotguns scattered around the level and keep your big gun safe until you really need it.
« Last Edit: May 18, 2011, 07:24 by s0ulman »
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Re: Challenge modes ideas - old and new.
« Reply #518 on: May 18, 2011, 06:12 »

Weapon degrades as you use it, until it becomes 1d1. Armor loses 1% durability every turns when you wear it.
1% durability each turn?  That means it lasts less than 10 seconds game time.

O.O
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s0ulman

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Re: Challenge modes ideas - old and new.
« Reply #519 on: May 18, 2011, 07:23 »

When I said "turn", I meant "move" or "player action". The speed of armor corrosion was supposed to be the same as the current speed of armor regeneration. So that the tactical armor, for example, would neither gain, nor lose durability.
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Sirdec

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Re: Challenge modes ideas - old and new.
« Reply #520 on: May 27, 2011, 00:52 »

Kind of a joke idea, really, but it could work:

Angel of Genre Blindness
You know that guy in every horror movie ever that does the worst possible thing whenever given a chance? That's you. Let's see YOU try to survive.

Drawbacks and Explanations:
1. Cannot fire without an enemy targeted. No directly shooting at doors, no scouting. These characters never think to break down a door or keep their gun trained on anything that might be in the darkness.
2. You stop running whenever you take damage. They trip and fall over the most minor injuries.
3. You take one more damage by default, but gain two points of armor whenever you stand within the blast radius of a barrel. They like to hide behind useless cover.
4. All guns take an extra 0.3s to fire, and all non-shotguns take a penalty of 1 point to Accuracy. Shotguns? In AoGB, shotguns can miss. They don't handle guns worth a damn, and this reflects their clumsy handling.

This would be pretty cool i think
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Re: Challenge modes ideas - old and new.
« Reply #521 on: June 27, 2011, 02:32 »

How about this modification that I suggested in the gun kata thread -
Angel of Alzheimers (or Forgetfulness or something)
Start the game with 15 traits of your choosing - Every time you level up you pick a trait to lose a level in.

Oh Hai
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General Patton

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Re: Challenge modes ideas - old and new.
« Reply #522 on: July 01, 2011, 20:57 »

Angel of Legacy
The Multiverse is full of marines who've fought Hell. They had it easy. Your mission is nearly impossible. Fortunately, their victories are your strength.

The game is significantly harder, you can't advance without a 100% killrate and all special levels are mandatory, but most badges and some medals provide bonuses or make special levels easier. Most badges and medals cannot be earned on this mode, but completion may have its own reward.

Ideas for bonuses: Feel free to suggest more
Cyberdemon's Head-Cyberdemon(s) is 10% slower
UAC Star (bronze/silver/gold cluster)-+5%/10%/15% dodge rate
Gambler's Shield-Levers have more beneficial effects
Untouchable Badge-+1 armor
Experience Medal/Cross-+10%/20% experience gain
Malicious Knives Cross-+15% attack speed in melee
Hell Arena Key-2 large health globes randomly placed in Hell's Arena
Hell Armorer Badge-Shambler has -2 armor
Technician Badges-More mods spawned
Armorer Badges-More specials spawned
Strongman Badges-+2 damage and +1 accuracy in melee per badge
Speedrunner Badges-+5% move speed per badge
Berserker Badges-Start with knife/chainsaw/Butcher's Cleaver/double chainsaw/ripper
Marksman Badges-Start with blaster/storm bolter pistol/Trigun/Anti-Freak Jackal/Grammaton Cleric Beretta/Trigun
Shottyman Badges-Start with double shotgun/assault shotgun/plasma shotgun/super shotgun/Jackhammer
Lightfoot Badges-Ammo stack size increased by 10% per badge
Eagerness Badges-+10% medpack effect and envirosuit duration per badge
Runner Badges-+5% move speed per badge
Inquisitor Badges-+10% powerup effect/duration per badge
Quartermaster Badges-The nuke level effect comes with +1 minute per badge
Brick Badges-Makes the wall thinner while widening the treasure room (for safer phasing) and making its wall thicker (to protect the loot)
Lava badges-Adds envirosuit packs to the starting island
Reaper Badges-Reduce enemy revive rate (global)
Longinus Badges-Adds berserk packs

This will make badges and medals more fun to earn.

Just to clarify how difficult this challenge should be to justify having all these bonuses, it should be nearly impossible on HNTR without any bonuses. On N! with every bonus, it should still be decently challenging.

Extra difficulty stuff: Also suggest stuff
Enemies reviving on any difficulty level.
Enemies taking less damage from acid/lava.
Enemies having increased sight range, damage, accuracy, health, armor, speed.
The Wall rebuilding itself.
The Spider's Lair webs-pull-to-center thing I've heard suggested.
The Halls of Carnage having a second slower lava wave that comes from the right.
The Arena Master trying to fix the fights by randomly blasting you.
Random health loss from the Angel of Death's aura of unlife.

Other stuff:
Option to disable individual bonuses.
Record of bonuses at end of AoL mortem.

Ideally, this mode would be a sort of ultra-campaign through which one accesses the "TRUE ULTIMATE FINAL SECRET BONUS ENDING" after getting really good at the game and deliberately going for every badge they can be bothered to get.
« Last Edit: July 02, 2011, 23:48 by General Patton »
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Deathwind

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Re: Challenge modes ideas - old and new.
« Reply #523 on: July 01, 2011, 23:40 »

Make it just badges or just medals unless you cannot get traits.
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v.997 [16/5/2/0/0]

Thexare

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Re: Challenge modes ideas - old and new.
« Reply #524 on: July 02, 2011, 23:30 »

I'd make the Trigun the Marksman Diamond one instead of the GCB. GCB's only really good on a pistol game (not bad otherwise, but not a great choice either), while Trigun gives you a nuke for every invuln globe you find, pistol game or not; one level of Ironman will give you the HP for two Trigun nukes.

Drop GCB to Platinum, and the Jackal to Gold.

Love the concept, though. Reminds me of the suggestion for a super-hard Nightmare with unlockable reductions in difficulty. Which raises another issue:

For those that want it harder, allow people to disable individual bonuses on another menu before starting the game. And for recordkeeping, add a note of which bonuses are active to the end of any AoL mortem.
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