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Author Topic: Pain Chances - Flinching  (Read 2690 times)

Chris_Lv255

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Pain Chances - Flinching
« on: October 12, 2008, 01:25 »

After playing the normal DooM, I noticed monsters may sometimes flinch when you hit them, interrupting their attacks. Would it become too easy if certain monsters flinch when you either (a) hit them at the right moment, or (b) hit them with a powerful enough attack, or (c) make them flinch when you knock them back?

Perhaps giving certain monsters different criteria and pain chance percentages would help, as well as differing resistances to flinching. Although making it possible to interrupt Arch Viles by flinching them with a nigh-point-blank double shotty blast is definitely tempting.
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ParaSait

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Re: Pain Chances - Flinching
« Reply #1 on: October 12, 2008, 09:30 »

Nah, I think it would be too easy that way. DoomRL is a turn based game, so every "Pawn" should be given a fair chance. Perhaps the player should flinch too? =)
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Chris_Lv255

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Re: Pain Chances - Flinching
« Reply #2 on: November 22, 2008, 10:17 »

Definitely. Who wouldn't wince in pain when they got torched by an Archvile? Also, maybe certain "critical" hits (maximum possible damage inflicted on hit) could have a chance to auto-flinch if the damage is severe enough, as well as knockback; both kinds of pain chance can be implemented for both the DooMguy and the demons alike.
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Khashishi

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Re: Pain Chances - Flinching
« Reply #3 on: December 04, 2008, 14:26 »

I think this feature is already secretly programmed in.
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