DRL > Requests For Features

Challenge modes ideas - old and new.

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PSYCHO MANTITS:
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

Thexare:
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.

s0ulman:
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.

thelaptop:

--- Quote from: s0ulman on May 18, 2011, 04:28 ---Weapon degrades as you use it, until it becomes 1d1. Armor loses 1% durability every turns when you wear it.

--- End quote ---
1% durability each turn?  That means it lasts less than 10 seconds game time.

O.O

s0ulman:
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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