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Author Topic: Challenge modes ideas - old and new.  (Read 153703 times)

Game Hunter

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Re: Challenge modes ideas - old and new.
« Reply #540 on: November 10, 2011, 07:30 »

For some ideas on the daemon types, give them all their normal HP+5 with strange weapons or accuracy/speed/damage systems. Some weapons can run on "mana" (a constantly regenning ammo supply), hate (how many kills over the last "x" seconds), rage (H2H damage in the last "x" secs or turns, either from you or for everyone), fear (damage taken), trickery (boost for attack or ammo from dodges recently), scavenging (takes time, but you feed on corpses), daemon-tech (consume mod packs for ammo/damage boost) or unlife (health globes/super charges/invulnerability/berserks are your life and your damage/speed/skills). You could combine these or make them do slightly different things for different daemons (a skull gets a brief non-red berserk style boost for dodging, while a daemon gets its damage boost from taking damage), and life depending on their own form of carnage (skulls lose life whilst running and waiting, are naturally fast but have little normal dodging whilst daemons regen life but do little damage until they take some themselves).  Having the more tech-based daemon with regenning armour and mod-packs given on level up? Or imps that never run out of ammo but only do some real damage when they grab some life? A pain elemental that gains life off the damage their (or any) skulls do, but regen ammo (skulls) from damage taken? Mini-whizzkid-levelling, tech-eating arachnotrons with plasma guns they fuel off corpses? Why not? Pretty much an entirely new game, with a nicely evil slant to it. With the right traits, level-up types and boosters/combat styles I think it would work nicely. There's a million ways you could do it, to hell with perfectly balanced (yes, technicians are the best).
A lot of this sounds like it could be modded into creation first. Indeed, many of the ideas in this thread, as well as the items one, can always be tested to some extent by creating a map that works with the concept. THIS one in particular, however, could probably use a lot of fleshing out in a test setting before we'd consider moving it into the real game. (I mean, that's practically a whole other game right there.)
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Bloax

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Re: Challenge modes ideas - old and new.
« Reply #541 on: December 01, 2011, 01:50 »

Thinking about AoHumanity, perhaps make armors twice as good, and twice as durable.
Yes, that'd make you start out with a Red Armor 8/8 200%, but you're still limited to "at most" 10 hits before dying.

And even cacodemons hurt really, really much. :(
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Deathwind

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Re: Challenge modes ideas - old and new.
« Reply #542 on: December 01, 2011, 14:22 »

That's why they give you the mod packs...
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Re: Challenge modes ideas - old and new.
« Reply #543 on: December 02, 2011, 11:00 »

It's not like the red armor is going to last a while, even if you bulk-mod it. (Picking a technie just for a Whizkid start isn't just the best decision.)
And after that, you'll have to use the wussy green armor. (Or blue, if you're lucky.)

And a difference of 2/3 armor is a lot when you have 10 health.

Not to mention that later in the game, about everything is going to get you in one hit anyway.
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Re: Challenge modes ideas - old and new.
« Reply #544 on: December 03, 2011, 20:52 »

That is why this is a BLADE level challenge, it's designed to be a test of active defense.

Try using that power mod on it instead and dodge more.
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Re: Challenge modes ideas - old and new.
« Reply #545 on: December 22, 2011, 12:33 »

Here are my ideas for challenges:

Angel of Dimensions:
In addition to what you normally find around Phobos, every level has a "malign gateway" that spawns monsters. Destroying the gate gives xp but destroying spawns does not. AND stairs are unusable before the gate is closed. You don't have to kill everything but your job is to close the gate.

Angel of Surprise:
Monsters have teleportitis and teleport at a random rate. (Somebody already proposed teleportitis on the player, but didn't include that effect on the monsters).

Angel of The Boss:
After clearing a level a boss will appear (ala lava pits). Not necessary to clear every level.
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Deathwind

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Re: Challenge modes ideas - old and new.
« Reply #546 on: January 10, 2012, 21:24 »

Dimensions:
Make it a special level (it could even reuse the name 'Hellgate'), the gate spawns one random monster per second till destroyed or closed (couple of levers for melee). Walking into the gate could warp you several floors or into a special challenge level (return to hells arena to defend your title?)

Surprise:
It would be hell to code and very unfair but it might be fun.

The Boss:
Have the boss be a out of depth random enemy with an out of depth random item drop.
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v.997 [16/5/2/0/0]

snowstorm

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Re: Challenge modes ideas - old and new.
« Reply #547 on: February 26, 2012, 04:51 »

Cybernetic Angel:
Start off with that delicious, but permanently equipped armor, a trusty side-arm and an intrinsic +1(and at a later level +2) to melee damage.
Too easy? Then since you are half-man half-machine, it seems only fitting that powerups and medpacks give you half the health boost.

Angel of Liero: (this is more fitting for the bad ideas thread)
Level is about 80% walls, but those walls break with any weapons you have (digging). Monsters tend to know where you are and "dig" to where you are.

Angel of Nightmares:
Nightmare enemies. Nightmare enemies everywhere.
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Uitë

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Re: Challenge modes ideas - old and new.
« Reply #548 on: February 27, 2012, 03:50 »

Bring back Angel of Haste: No special levels, just Phobos Base Entry, 2 levels of Phobos, Phobos Anomaly, 3 levels of Deimos, Tower of Babel, 3 levels of Hell, Dis, and maybe Hell Fortress
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Hamster

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Re: Challenge modes ideas - old and new.
« Reply #549 on: February 27, 2012, 03:58 »

Bring back Angel of Haste: No special levels, just Phobos Base Entry, 2 levels of Phobos, Phobos Anomaly, 3 levels of Deimos, Tower of Babel, 3 levels of Hell, Dis, and maybe Hell Fortress
Angel of Semiconfidence.
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ih8regin

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Re: Challenge modes ideas - old and new.
« Reply #550 on: February 27, 2012, 07:01 »

Angel of Min Carnage

You are too scared of those dice so you don't even try to roll them at all! The downside is that they seem to remain with all ones up, so you deal minimum damage. The upside is that you are 15% faster, since you don't have to roll those dice while all the others have to.

(I wonder if that one is actually passable. BFG dealing 10 damage? Rocket dealing 6? The only good weapon seems to be elephant gun with its 12 :P )
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Klear

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Re: Challenge modes ideas - old and new.
« Reply #551 on: February 27, 2012, 07:43 »

Angel of Min Carnage

You are too scared of those dice so you don't even try to roll them at all! The downside is that they seem to remain with all ones up, so you deal minimum damage. The upside is that you are 15% faster, since you don't have to roll those dice while all the others have to.

(I wonder if that one is actually passable. BFG dealing 10 damage? Rocket dealing 6? The only good weapon seems to be elephant gun with its 12 :P )

..or sharpshooter build, which would pretty much make this a standard game with a tougher beginning and a speed boost.
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ih8regin

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Re: Challenge modes ideas - old and new.
« Reply #552 on: February 27, 2012, 09:42 »

a sharpshooter build might get nerfed by actually having pistols do xd2 instead of its full potential, just to make the trait somewhat worthy, but not eliminating the challenge altogether. Or even xd1, that is, NO effect of MSs. After all, to make a gun do maximum damage the Doomguy has to turn the dice, and he's afraid of them. :)
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Uitë

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Re: Challenge modes ideas - old and new.
« Reply #553 on: February 27, 2012, 13:33 »

The new chainsword is 8d2 iirc, so melee is definitely the way to go. I assume that enemies' damage is reduced too? Accuracy is also determined by dice roll, so that should be penalised as well.
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ih8regin

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Re: Challenge modes ideas - old and new.
« Reply #554 on: February 27, 2012, 22:47 »

hmm, I wonder what to do with accuracy here. It can be up to autohit player (less Dodgemaster, as it does not involve dice) and normal to-hit vs monsters, or both autohit player and autohit monsters. Enemy damage is not reduced, as it's them who throw damage rolls, not the player, that's the main point of the challenge.

new chainsword 8d2? 0.9.9.5 chainsword is 4d6, and yes, seeing that bulk modes on melee give +1 die to roll (that is, +1 damage in terms of this challenge), and power mods give literally nothing except on shotguns and BFGs, as they add to higher number, it looks like melee will be surely better than anything else. But you can keep pistols to blast barrels, and go rocketjumping like there's no tomorrow.
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