DRL > Requests For Features

Request for Comments : Armor weight

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DaEezT:
Armor weight = ADoM
This = DoomRL
DoomRL != Adom
=> This != Armor weight


That was the most sane way for me to express how much I am against this concept in DoomRL

Kornel Kisielewicz:
It works different than in ADOM. Also I only modify the walking speed, nothing more. And it should provide some more things for tactical players, while the small penalties won't be noticable by the casual player.

DaEezT:
It doesn't matter how much it impacts movement speed. Just having something like that at all feels WRONG.

Look at me, I'm carrying 500 kg of shells and 10mm rounds and 3 spare sets of armor but should I ever wear just one of those 3 armors I carry in my backpack I'll be slowed down.......

Let's cut the heroic marine some slack and let him walk unencumbered into the halls of Hell.

Conker:

--- Quote from: DaEezT on December 29, 2007, 15:37 ---It doesn't matter how much it impacts movement speed. Just having something like that at all feels WRONG.

Look at me, I'm carrying 500 kg of shells and 10mm rounds and 3 spare sets of armor but should I ever wear just one of those 3 armors I carry in my backpack I'll be slowed down.......

Let's cut the heroic marine some slack and let him walk unencumbered into the halls of Hell.

--- End quote ---

Personally, I think it's good to embrace change every once in a while. After all, you mention ADOM - that used to be just a single dungeon. If someone had said 'What, add a wilderness? No, that = Daggerfall, not ADOM. It feels WRONG' then it wouldn't have been half the game it is today (well, if Thomas Biskup had listened).

Obviously, there are caveats, but we shouldn't reject change purely because it's change and it frightens us - we should have more logical grounds. Otherwise we'll end up with 'No unique weapons, this != Nethack', 'No Unique Monsters, this != Angband', etc etc. It's a bad road to start down. There's no reason not to utilise good ideas just because they're present in other games.

The main problem I can think of is that a lot of situations where you're in trouble are ones where armour just won't help - a minimum of one damage is always done, and the game only allots 50 HP initially. So even if armour reduces all damage to 1, if you get surrounded by three or so Arachnotrons who are hitting with any frequency, you'll still be dead in a couple of rounds.

My point being that armour just isn't that big a part of the game right now. Perhaps if the HP were doubled (and subsequently attack strengths doubled as well), and armour therefore became more important, it'd be worth it. But as it is now, it seems like substantial work for minimal gain.

Aerton:
Adding something just for the sake of adding something another doesn't sound like a great idea.
The most distinctive features of DoomRL are being doom-inspired, uncomplicated and fast-paced. Armour weight is a good feature for a longer, slower-paced game, but not for a heated action. Save it for XCOMRL.

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