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Author Topic: Interrupting an action  (Read 5582 times)

Silhar

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Interrupting an action
« on: July 25, 2008, 09:03 »

Okay, imagine yourself something like that :

Arach caves. Both of your pistols are out of bullets, so you run to some clear, silent corner as far as possible. All's well, you think, and reload. Then...

Do you want to use the dangerous Angel Arm?? [Y/n] You reload the Trigun
 with 10mm ammo. You reload the Grammaton Cleric Beretta with 10mm
 ammo. The arachnotron fires! You are hit! You are hit! You are hit! The
 arachnotron fires! You are hit! You are hit! You are hit! You are
 hit! You are hit! You are hit! The arachnotron fires! You are hit! You are
hit ! You die... !

Seen that stuff ? Frustrating, isn't it ?
I memorize, arach was outside my LOS there.
So, here's a request - how about a possibility to interrupt reloading a weapon when something starts to attack you, giving to a player a chance to hide ? As you can see above, Arach fired three times,
which led me to oblivion. In real world, when someone fires at you, you stop doing what are you currently doing and run. How about a question "Do you want to keep reloading ?" after demon fired his first burst ?

ParaSait

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Re: Interrupting an action
« Reply #1 on: July 25, 2008, 13:37 »

Um... what's Angel Arm? Is it something I still don't know of after all those years of playing?!
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Titt

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Re: Interrupting an action
« Reply #2 on: July 25, 2008, 15:48 »

The special reload of Trigun is "Angel Arm," which nukes the level. It's on the DoomRL wiki.
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ParaSait

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Re: Interrupting an action
« Reply #3 on: July 25, 2008, 16:26 »

I didn't know that! Man, I really need to take a stroll through the Wiki. =D
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rekenne

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Re: Interrupting an action
« Reply #4 on: July 25, 2008, 22:31 »

Gah. Yeah, that would be a very nice thing to have added in.
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Darkwaterotter

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Re: Interrupting an action
« Reply #5 on: July 26, 2008, 20:46 »

yea
that dose piss me off would be nice to have that

however when i read the subject it gave me an idea why not make a charging time for certain enemies like arch viles when they use their fire attack in doom you have some time to get away or fire at them
so have a message like "the arch vile gets ready to attack"
it would better prepare you for what is to come
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ParaSait

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Re: Interrupting an action
« Reply #6 on: July 27, 2008, 05:33 »

But in DoomRL an Arch-vile attack happens almost every turn; he doesn't 'get ready' to attack so there also can't be a warning message.
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TFoN

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Re: Interrupting an action
« Reply #7 on: July 27, 2008, 10:14 »

Interruptible reloads make sense to me. When stopping the reload process you'll have to consider whether or not it's worth wasting the time you've already spent reloading, and therefore there's plenty of room for human error, so this addition wouldn't be an overt advantage.
However, the way DoomRL works you can't tell how much time you've already been reloading, so I suggest a note for when there's a second or less left for reload (something like "Do you want to keep reloading? You're almost done!").


Didn't AVs originally have a charging phase? They're tough as hell as it is, so a short charge phase where they get a moderate minus to dodge would be in order. It would also help tone down cases where they move into your LOS and attack you on your one turn, depriving you of any response time. And I think this conversation's been done a few times already :)

Blade

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Re: Interrupting an action
« Reply #8 on: July 27, 2008, 11:32 »

I draw your attention to the fact that the first thing that you do in reloading is removing your current ammo clip. So if you want to interrupt reloading, that leaves you without any ammo in the gun, no matter, had you any ammo in it before trying to reload, or not. So if you had no suitable weapon in Swap slot, you will need to retreat and seek for cover. So, more tactical thinking, less annoyance from stupid deaths. I support this feature.)
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ParaSait

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Re: Interrupting an action
« Reply #9 on: July 27, 2008, 14:41 »

Actually, I don't like really this idea. One of the reasons I play DoomRL is because of it's very fast-paced gameplay to be a roguelike, which makes this game unique, and that reload idea would just slow it down...
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rekenne

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Re: Interrupting an action
« Reply #10 on: July 27, 2008, 22:12 »

I draw your attention to the fact that the first thing that you do in reloading is removing your current ammo clip. So if you want to interrupt reloading, that leaves you without any ammo in the gun, no matter, had you any ammo in it before trying to reload, or not. So if you had no suitable weapon in Swap slot, you will need to retreat and seek for cover. So, more tactical thinking, less annoyance from stupid deaths. I support this feature.)

With the exception being the Combat Shottie, tho. But, I'd rather get a warning than be *killed*
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Blade

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Re: Interrupting an action
« Reply #11 on: July 28, 2008, 04:52 »

Actually, I don't like really this idea. One of the reasons I play DoomRL is because of it's very fast-paced gameplay to be a roguelike, which makes this game unique, and that reload idea would just slow it down...

Maybe as turnable feature in .ini? ^^ That would make everybody happy.)
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ParaSait

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Re: Interrupting an action
« Reply #12 on: July 28, 2008, 11:12 »

Maybe as turnable feature in .ini? ^^ That would make everybody happy.)
Hey, that ain't a bad idea!
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