I WOULD REALY LIKE PEOPLE TO COMMENT ON THIS TOPIC.Quoting: Almafeta
*Arachnotrons were upgraded, having twin plasma rifles instead of a chaingun. (A doomrl 'Arachnotron Mark II'?)
Arachnotrons in DoomRL have a rapid-fire plasma-rifle.
Quoting: Almafeta
*Pain Elementals shot two Lost Souls at once. (A doomrl 'agony elemental' after the 'pain elemental' is implemented?)
*Rottweilers. Undead, demonic dogs; they are to pinky demons what pistol soldiers are to chaingunners.
Hmm, I don't know, but Barons do have two "power levels", former humans have four. So maybe one day I'll add more powerful versions of the Imp, Demon and maybe others.
Quoting: Almafeta
*The Unmaker.
Quoting: Almafeta
*Soul cube: Vampiric weapon. However, each soulcube 'shot' requires five souls looted from human corpses to fire, and it can only store one shot at a time.
No ^_^. I'd like to keep the DoomRL arsenal fairly realistic.
Quoting: Almafeta
*Commander Keen
*Dopefish
*Nazi zombies: Apparently, there's a special place in Hell for Nazis.
Oh no...
Quoting: Almafeta
*BFG 2704 (40-shot plasma rifle with spread of shotgun)
That would be confusing. And there isn't any strategic element to it.
Quoting: Almafeta
*Chaos Field: Temporary powerup; monsters in immediate area attack anything in sight, including each other.
Would be silly, IMHO.
Quoting: Almafeta
*Deflector shield: Deflects slow moving physical missiles (grenades and rockets), useless versus energy blasts, bullets, and claws.
Quoting: Almafeta
*Shockshield: Temporary powerup; improved defense versus energy damage, creatures in melee range take 'environmental' damage. Possibly implement a 'shield/accessory' equipment slot?
Too powerful to be a simple item. Maybe as a energy cell-powered armor, but that on the other hand might be too complex.
Quoting: Almafeta
*Energy fields: Additional armor that only works versus energy weapons (and flame effects).
*Infrared Goggles (you can see 'heat signatures' through walls -- i.e., non-zombie demons). Possibly implement a 'goggles' equipment slot?
That would be the head slot. Might happen once I redesign the DoomRL vision system.
Quoting: Almafeta
*Interestingly, armor in the beta Doom worked like in DoomRL :D
It's NOT a coincidence ;-). I've read the Doom Bible too ;-D.
Quoting: Almafeta
*Air canister: Some areas have toxic air...
Imagine that in ASCII O.o
Quoting: Almafeta
*Chainsaw zombies: 3-5x as tough as a normal zombie, do about 33% more damage than a normal zombie, but melee only.
No, slow melee foes would serve just as cannon fodder.
Quoting: Almafeta
*Flaming zombies: Zombies that deal area-effect damage and can start you on fire.
Would need a flamer weapon to accompany that. But... who knows.
Quoting: Almafeta
*Health station: If undamaged, can be used an unlimited number of times to heal, up to normal health. (In DoomRL, would be reward of a special level?)
Useless, because in DoomRL you can't come back to a level ;-).
Quoting: Almafeta
*Grenades: No launchers, used like normal.
We had this discussion, and people generaly dislike the idea.
Quoting: Almafeta
*Security bot: Defends the player, but only while they stay on track.
Too high-tech, and non-doomish IMHO ;-).
Quoting: Almafeta
*Zombies pick up weapons of opprotunity.
This can be toggled by substituting just one variable in the source, but I guess that would be too hard on the player.
Quoting: Almafeta
From Original Doom:
*Keycards (please don't hurt me)
*Pulls out a combat shotgun from behind his back*
*BANG* *BANG* *BANG*
;-)
Seriously -- maybe yes, but only as a way to access vaults on levels.
P.S. Pleeeese send me this new CGM scan... pretty pleeeesee :-D