DRL > Requests For Features

The Nuke

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Vestin:

--- Quote from: Anarchic Fox on January 10, 2009, 07:53 ---
--- Quote from: Vestin on January 10, 2009, 07:50 ---Hey - if it's the only reason it's overpowered, it's not hard to fix it. Just make an exception for the Arena (and the last level) with something like this: "10... You toss the nuke down the staircase... Some monster throws it back ! 3... 2..." ;). You can even have a (small) chance to get the nuke thrown back to you from a regular level (depending on level difficulty ?), which then you would need to deactivate. It would suggest, however, that if the nuke does get thrown back, there should be monsters with hands in the first room of the next level (or it gets thrown back IF there  are monsters with hands there).

--- End quote ---

That's true, but I thought that exception would be unfair to the player who figured out that nuke strategy and tried to use it there.  As long as it's not an instadeath, it should be fine, though, and I'm warming to the idea of a more versatile nuke.

--- End quote ---
No instadeath - that's the whole point. The player would just either go "Oh SHIT ! Turn it off, turn it off, TURN IT OFF !" or duck into the next level for cover... Having Hellrunner would make disarming the bomb a LOT easier, though...

rekenne:
I dunno. I don't really like any of these ideas. From a programming standpoint, 1 and 3 would be sorta hell. That, and ... they make it too easy. Free EXP for doing that, really?

2 isn't that bad of an idea, I suppose.

Vestin:

--- Quote from: rekenne on January 10, 2009, 09:23 ---I dunno. I don't really like any of these ideas. From a programming standpoint, 1 and 3 would be sorta hell. That, and ... they make it too easy. Free EXP for doing that, really?

2 isn't that bad of an idea, I suppose.

--- End quote ---
1* would be easy. Add a variable "XPfrompreviouslevel", when the player leaves the level - check for active nukes on that level. If the is one - count how much XP all the monsters on the level give, put the result into the XPfrompreviouslevel variable. Upon entering the new level the game would automatically check if XPfrompreviouslevel>0. If so - it would add that much XP to the player and output the message about the explosion. If we want it to be added only after the ammount of turn left on the bomb, we need another variable, like Timetillexplosion, which would give the XP after the right amount of turns (left on the bomb when leaving the level) has passed.
If *I* can figure out how it could be put into the game, then I'm sure it can't be that hard.

As for "making it too easy"... You lose EVERY SINGLE THING that could be useful on that level. No levers, power-up, ammo, weapons, mods, med-packs, phase devices... No uniques... Nothing. It's trading the possible gain into XP and safety. You'd mostly want to do that, when you're full on health and got everything you need... in which case - you probably could just go through the level and grind everything to death.
Think about it. It's just a level skip with XP. And you wouldn't do that, if you REALLY want to have that nuke till the very end.
Also - it would make Ao100 a bit easier, I guess...

Anarchic Fox:

--- Quote ---Also - it would make Ao100 a bit easier, I guess...
--- End quote ---

Those are good points.  Ao100 is already a cakewalk, though.  I beat it on the second try.  Even AoMr is harder.

rekenne:
Hm. Good point about how to implement it. I was thinking about it having to keep the level in memory, but it really wouldn't.

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