DRL > Requests For Features
Challenge modes ideas - old and new.
Game Hunter:
--- Quote from: Sambojin on November 10, 2011, 02:32 ---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).
--- End quote ---
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.)
Bloax:
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. :(
Deathwind:
That's why they give you the mod packs...
Bloax:
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.
Deathwind:
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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