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Author Topic: Challenge modes ideas - old and new.  (Read 291075 times)

rekenne

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Re: Challenge modes ideas - old and new.
« Reply #135 on: January 01, 2009, 14:19 »

... But it also applies to your enemies. I don't think you could get past the opening level. o_o
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Visalos

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Re: Challenge modes ideas - old and new.
« Reply #136 on: January 01, 2009, 14:26 »

luck is one of a roguelike's keystones. without the randomization, we would quickly learn EXACTLY how much health/armor/ammo needed to fight any one monster or group thereof. roguelikes are about abusing the mechanics, yes, but there needs to be room for the numbers to slop around so things can go terribly wrong or terribly right. and yeah, we'd never get through the hangar.
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Kornel Kisielewicz

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Re: Challenge modes ideas - old and new.
« Reply #137 on: January 03, 2009, 10:44 »

Actually I think that Angel of Maximum Damage could be fun :)
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Kornel Kisielewicz

Visalos

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Re: Challenge modes ideas - old and new.
« Reply #138 on: January 03, 2009, 15:06 »

sadist.
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Kornel Kisielewicz

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Re: Challenge modes ideas - old and new.
« Reply #139 on: January 03, 2009, 20:24 »

Yaaaay ^__^
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Kornel Kisielewicz

skarczew

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Re: Challenge modes ideas - old and new.
« Reply #140 on: January 04, 2009, 04:54 »

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ZZ

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Re: Challenge modes ideas - old and new.
« Reply #141 on: January 06, 2009, 13:23 »

CRAZIES THING:
Angel of Frantic Juggler:
You are the most skilled juggler in the world. You could balance 3 or more pistols in the air and shot them(no aim). This would be interesting way to kill monsters.
Adv.: You could hold 3 (6 wis DG)pistols
Disadv.: Your chance to hit with pistol equals chance to hit with chaingun.
Ideas about implemementing-if you hold pistol in your hand and take another - pistiol converts into double pistol, and triple same way. With DG in another hand the same.
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Captain Trek

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Re: Challenge modes ideas - old and new.
« Reply #142 on: January 06, 2009, 21:21 »

Adv.: You could hold 3 (6 wis DG)pistols
Disadv.: Your chance to hit with pistol equals chance to hit with chaingun.

Who believes in the Eagle Eye? ;)
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rekenne

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Re: Challenge modes ideas - old and new.
« Reply #143 on: January 06, 2009, 22:34 »

Mm.
Shooting 18 bullets in the time you'd normally shoot once. I think I like that idea... <_<
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myuzinn

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Re: Challenge modes ideas - old and new.
« Reply #144 on: January 07, 2009, 23:09 »

Angel of Power.

All experience received is quadrupled.

All enemies move, fire, and reload twice as fast.

The point in this challenge is to allow the player to develop ridiculous firepower / abilities, in exchange for the monsters receiving essentially the same thing.

The various modifiers may have to be tweaked.

Similarly,

Angel of Massacre/Hordes

The amount of enemies spawned per level is quadrupled. This stacks with extra spawning from higher difficulties.
« Last Edit: January 07, 2009, 23:37 by myuzinn »
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Blade

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Re: Challenge modes ideas - old and new.
« Reply #145 on: January 08, 2009, 04:13 »

Angel of Power.

All experience received is quadrupled.

All enemies move, fire, and reload twice as fast.

The point in this challenge is to allow the player to develop ridiculous firepower / abilities, in exchange for the monsters receiving essentially the same thing.

The various modifiers may have to be tweaked.

Similarly,

Angel of Massacre/Hordes

The amount of enemies spawned per level is quadrupled. This stacks with extra spawning from higher difficulties.

I like both. But maybe in first case it could be double hp + damage instead of faster actions?
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007bistromath

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Re: Challenge modes ideas - old and new.
« Reply #146 on: January 08, 2009, 04:16 »

Exploration: the stairs don't appear until you've seen every tile of the map. This will make cave levels totally gross, of course, so fix it by having envirosuits or computer maps spawn at least once a level.
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Vestin

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Re: Challenge modes ideas - old and new.
« Reply #147 on: January 08, 2009, 07:40 »

Exploration: the stairs don't appear until you've seen every tile of the map. This will make cave levels totally gross, of course, so fix it by having envirosuits or computer maps spawn at least once a level.
I think there shouldn't be any computer maps at all in this challenge. And wading through lava would just be one of the fun things about it (that, or having an envirosuit with you) ;). Other then that - a great idea, IMO.
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007bistromath

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Re: Challenge modes ideas - old and new.
« Reply #148 on: January 08, 2009, 08:02 »

Generally, yes, that's exactly what my idea was. But cave levels would present a problem here, because of the much higher chance that a large swath of the map will be covered in lava or worse, actually inaccessible normally. Something would need to be done to get the player through those in this challenge.
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Vestin

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Re: Challenge modes ideas - old and new.
« Reply #149 on: January 08, 2009, 09:57 »

Generally, yes, that's exactly what my idea was. But cave levels would present a problem here, because of the much higher chance that a large swath of the map will be covered in lava or worse, actually inaccessible normally. Something would need to be done to get the player through those in this challenge.
Perhaps he should only see every FLOOR tile ? Flooding the level would then be the easy way out... Then again - a risky one, too ;).
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