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Author Topic: Revenant and Doom 3 monsters.  (Read 14246 times)

Malek Deneith

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Re: Revenant and Doom 3 monsters.
« Reply #15 on: January 15, 2008, 15:07 »

Quote
always hit (ignores evasion)
I don't feel good about that - autohit monsters are eeeeeeevil... my three recent ideas were:
-give them high to-hit and leave at that
-give them chance to "re-roll" missed hits
-give them two types of missiles - one with greater splash/damage but with lesser accuracy, and other with lesser damage and minimal splash, but with great accuracy and/or to-hit rerolling (based on doom wikia that claims that revenants had two types of missiles - homing and unhoming)
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Rola

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Re: Revenant and Doom 3 monsters.
« Reply #16 on: January 15, 2008, 15:51 »

But as I understand Rev's rocket doesn't have to be the rocket we know already? Why not making it a lot weaker (with minimal splash) but giving very high accuracy.

Oh, and I'm against Doom3 monsters. Add them if you wish yourself - when the modding option becomes available.
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Malek Deneith

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Re: Revenant and Doom 3 monsters.
« Reply #17 on: January 15, 2008, 16:32 »

@Doom3 monsters - when I started the discussion modding capability wasn't announced. Now that I know it's planned and how powerfull it is I do agree that it'll be better to make D3 mod/total conversion rather than adding them to the base game.
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007bistromath

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Re: Revenant and Doom 3 monsters.
« Reply #18 on: January 16, 2008, 03:28 »

Modding? Sweet! That means I can drop that armor weight junk and fix the trait system. :p
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Malek Deneith

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Re: Revenant and Doom 3 monsters.
« Reply #19 on: January 16, 2008, 03:58 »

Armor weight removal should be possible unless I'm mistaken, but "fixing the traits" not - traits are too integral to the code.
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Inquisition - saving your soul, one bolter shell at a time.
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007bistromath

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Re: Revenant and Doom 3 monsters.
« Reply #20 on: January 16, 2008, 11:26 »

Bleah. Sometimes I almost wish the source would open up so I could learn to code and fork the project.
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Kornel Kisielewicz

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Re: Revenant and Doom 3 monsters.
« Reply #21 on: January 16, 2008, 11:49 »

What would you "fix" with the traits?
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Kornel Kisielewicz

DaEezT

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Re: Revenant and Doom 3 monsters.
« Reply #22 on: January 16, 2008, 13:31 »

Modding? Sweet! That means I can drop that armor weight junk and fix the trait system. :p

WTB: 1x[Armor Weight Removal]
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"Morality is merely a convention with which men mutually agree to delude themselves. There are no moral facts, just preferences, and one is no better than any other."

007bistromath

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Re: Revenant and Doom 3 monsters.
« Reply #23 on: January 16, 2008, 21:03 »

What would you "fix" with the traits?
I've thought for a long time that some conceptual focus would greatly improve the trait system. They all work well enough for the most part, but there are some strange things about the system that make it not as much of a tool for specializing as it could be. I'd experiment with balance changes, completely rework the prereq structure, and possibly even modify the progression mechanic itself somehow if I had the time to mess with it really deeply and could wrap my head around the actual "programming" part.

PS: I'd also like to rejigger some challenge modes. Will the modding tools include that capability?
« Last Edit: January 16, 2008, 21:05 by 007bistromath »
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Kornel Kisielewicz

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Re: Revenant and Doom 3 monsters.
« Reply #24 on: January 17, 2008, 02:25 »

Well, post a request for change of the trait system somewhere and post your exact suggestions and we'll think about it :). And yeah, the whole challenge system is already fully modable :D.
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Kornel Kisielewicz

007bistromath

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Re: Revenant and Doom 3 monsters.
« Reply #25 on: January 17, 2008, 02:32 »

I've tried suggesting a couple things before. Asking for any but the most popular changes to traits is a dry hole, as it's the sort of thing that you really can't go screwing around with unless you have the ability to experiment. Hence, my hope they could be modded.
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Zeb

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Re: Revenant and Doom 3 monsters.
« Reply #26 on: January 18, 2008, 22:22 »

1)First one is the Revenant - the only original monster (sans Spider Mastermind, which is a boss-type monster and thus in completly diffrent league) that still havn't made it to the game.

You're forgetting Baphomet =p

Then again, I suppose Endguy already covers that post, seeing as he spawns monsters and otherwise sits there waiting for you to kill him.

Massive spoilers, for both DoomRL ad Doom 2:

Spoiler (click to show/hide)
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packrat

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Re: Revenant and Doom 3 monsters.
« Reply #27 on: January 19, 2008, 09:10 »

Invisible demons (AKA spectres?) are also missing, aren't they?

I agree in general about NO to Doom 3, but if we have a 'former human commando' which was not in any Doom, why not a chainsaw zombie? (BTW former humans were actually called Zombieman, Shotgun Guy, and Heavy Weapon Dude in Doom 2.)
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