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Author Topic: Grenades and "Explosives trait"  (Read 2596 times)

Zero

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Grenades and "Explosives trait"
« on: January 02, 2009, 17:37 »

I was thinking, it would be reallly cool if there were grenades (accompanied by an explosives trait) in Doomrl. Now I don't know enough of the game mechanics to come up with a balanced damage output, but I'll give it a go throughout this thread. 5d5 radius 2 sounds alright. Accuracy would start out at 50% (not related to distance) and in case of a miss the grenade would explode one random square away from the target (thus reducing damage). Throwing a grenade would cost x seconds, and grenades would not need to be equipped.

An Explosives trait could give combat more depth another "route" to take for your character traitwise, I'm thinking along the lines of "Adds 2d5 damage each level to grenade damage and half of that to all other explosive weapons" (BFG and barrels excluded). The Jackal would then need some rebalancing, unable to dualwield for sure and maybe some reduction in clip size and damage. However, the Jackal could be made a sure find in the Hell Arena or an area like that.

To finish off the "Explosives route" there could be another trait with Explosives (2) required. I'm thinking either "grenades accuracy is now 100%", or "player can try to extract grenades out of barrels 20% succesrate" (10% critical fail rate where the barrel explodes). 

Grenades could appear randomly on the ground, or on pistol/shotty marines (who would also be able to throw them), hell why no grenadier marine?

As you guys can see there's alot of places to go with this concept. I tried working it out in a way that would make explosives a viable way of fighting *all* hellspawn, instead of making it a small conveniance usefull to all character builds, I did that because I feel it would be way better (if achieved in balance). Obivously, grenades as a helpfull weapon that all character builds could use but not get specialised in would be fucking awesome as well.
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rekenne

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Re: Grenades and "Explosives trait"
« Reply #1 on: January 02, 2009, 19:24 »

Making them not be equipped makes them incredibly overpowered, as that eliminates time to switch weapon to them and reload time, unless you make the time to throw them somewhere in the range of 15-20 seconds. And then adding 2d5 in a single trait would be a bit overpowered.
...
Not to mention that, really, it's sorta unDooMish.
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LockeCarnelia

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Re: Grenades and "Explosives trait"
« Reply #2 on: January 02, 2009, 20:01 »

I'm not sure if it would be that unDoomish, really.  I've heard reports saying that they were planning to add in grenades, but the technology never was good enough to allow them to effectively implement them as they wanted to, like the original BFG 9000.
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Darkwaterotter

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Re: Grenades and "Explosives trait"
« Reply #3 on: January 02, 2009, 20:11 »

i don't think i have ever played a doom with grenades
however im not undermining the fact that it isnt a bad idea
maybe for some other rougelike not Doom
and it dose sound a tad overpowered
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myuzinn

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Re: Grenades and "Explosives trait"
« Reply #4 on: January 02, 2009, 21:15 »

I had an idea for a grenade launcher, that just uses rockets for ammo (yeh unrealistic but whatever). The idea is that the rounds could be bounced around corners and over objects like barrels, like the quake1 grenade launcher. The damage would be less than the rocket launcher, but offer more tactical use.
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Zero

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Re: Grenades and "Explosives trait"
« Reply #5 on: January 03, 2009, 04:00 »

I never expected my example to be balanced, I just wanted to give an idea of what it could be like. I think it fits the doom scenery pretty well, there's probably not going to be another weapon type that would fit better. More weapon types = more replayability.

I like the idea of grenades bouncing of walls but it would be very hard to realize.
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