DoomRL > Requests For Features
Iffy idea, but, what the hell
Mihilist:
Quoting: Kornel KisielewiczThat still would reduce the pace I'm afraid. Anyway, both the methods combined would be more fair. I'll think about it.
Do you know "Scottland Yard"? *g*
The hunt for invissible Mr. X - his figure stands only all six turns on the board. So, if the spectres would be that way while being far away... hmm... no idea, if that would help *g*
.oO( oh god, my English is so bad... it's too early to write in English *g* )
Turgor:
Quoting: GezolBut lost souls seem like they would work very well. They might be a bit too easy though...
too easy?? if you just cleared half a level, littering the floor with corpses, and then they all got resurrected as lost souls, that could prove a nasty surprise! (ever got to the City of Skulls?)
Especially if you still have to deal with that Archvile.
Quoting: MihilistDo you know "Scottland Yard"?
Yeah i remember playing that like 15 years ago.. but making spectres visible every 6th turn doesn't seem right to me..
JimmyJ:
Still, the arch-vile would DEFANANTLY not only be hard due to resurrecting skulls, he's have plenty of health and his flame attack to use:)
Anticheese:
I dont like the idea of giving Mancubuses (Mancubii?) rocket launchers, In effect what they would be is a slightly weaker cyberdemon.
In the original dooms the Mancubus had a kind of "Flame burst thrower" which was essentially a weaker version of the rocket launcher, Allthough it fired in bursts of 4 or so.
It also would not go down well with the "Doomishness" for you to see the message "The mancubus reloads its rocket launcher", They have flame cannons mounted on their arms for goodness sake! (I wonder if they leech power from their fats)
Allthough indeed the Cyberdemon has to reload the rocket launcher..
(In summery, Please do not overpower the Mancubii.)
--
jake250:
Uh, never noticed someone said Mancubus had Rocket, but sure I don't want that.
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