Chaosforge Forum

  • May 09, 2025, 03:12
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: Flamethrower  (Read 5250 times)

Kao

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 23
    • View Profile
Flamethrower
« on: February 20, 2009, 19:34 »

My brainchild the flamethrower

First of all the flamethrower could use the graphics of a rocket explosion but going in 2 lines up to 6 squares from the player. Six squares being the maximum range of this baby. It can shoot in all directions but only in straight lines, so forget shooting from behind corners.

Ammo: Napalm Canisters

Not going too high with the damage I'd say 5d8 would be decent and make the flamethrower a weapon worth taking. Even with the obvious drawbacks of consuming tons of fuel and having a fairly short max range. On the other hand the flamethrower would burn everything within the 2 line 5 square radius for the mentioned damage per shot.

Other drawbacks and advantages:
- Every barrel within 2 squares from the flame explodes instantly because of the heat.

- I think introducing a new type of barrel (Red) containing napalm (much rarer than the normal green barrel) and exploding two times more violently than the normal ones, would be a good idea. As well as leaving used up empty fuel containers in the inventory. This would allow the player to refuel 60 units of fuel per napalm barrel using the special reload, and then making the barrel disappear.

- Ignores armour since the armour itself is flammable, but also burns most of the items it's victim had in the inventory to a crisp, leaving only the toughest ones (i.e red armour) but even these badly damaged. (Less than 25% durability).

Idea for a new challenge: Angel of Flames. Resembling the Angel of Marksmanship, but for the fans of roasting stuff.

New Traits:

Mr. Efficient: Oh no my friend my baby is not a glutton she'll do just fine with a bit less juice. 5 levels each making the flamethrower burn one less unit of fuel per shot.

Speedy Gonzalez requires Mr. Efficient (2): I can get naked in a snap how about you baby?. 2 levels each reducing the reload time by 10 seconds.

Overdrive requires Mr. Efficient (2): Yee haw pressure gauge above the safe zone just the way I like it. 2 levels each giving +1 max range

Inferno requires Mr Efficient (4): Let the barbecue commence! You bastards are the MEAT! 2 levels each giving 2 extra damage with the flamethrower.

Stat summary:

Damage: 5d8 per second
Accuracy: +0 ignores like a shotgun
Base Fire Time: 3.0 seconds (of constant flames)
Base Reload Time: 30.0 seconds (aka get the large canisters off your back, attach new ones and get them back on your back)
Clip Size: 30 (consumes 10 per shot)
Ammo: Napalm Canisters (Max 60 per inventory slot)
Special Reload: Refuelling  60 ammo per napalm barrel
Quote on pick-up:    "Instant hell in a can, just pull the trigger"
In-game Description: Standard issue Marine man-portable flamethrower.
« Last Edit: February 20, 2009, 20:11 by Kao »
Logged

ParaSait

  • Baffen :P
  • Elder
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1229
  • Happy Little Boozer
    • View Profile
    • MPSF
Re: Flamethrower
« Reply #1 on: February 21, 2009, 02:31 »

Hm. Actually, I think it's not doomish enough, sorry.
I mean, the suggestion on its own is very good, though flamethrowers and napalm barrels just don't appear in original doom; And we may not forget that it's still DOOM the roguelike...

EDIT: I'd say, keep it in mind for a future 0.9.9 mod maybe? =)
Logged
[18|7|3|0|0|0] [MED:13/43] [SPE:36/67] [ASM:11/40]

Check out my epic youtube channel!
Currently playing The Bard's Tale and System Shock 2 (coop with GrAV1t)!

Kao

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 23
    • View Profile
Re: Flamethrower
« Reply #2 on: February 21, 2009, 09:01 »

I mean, the suggestion on its own is very good, though flamethrowers and napalm barrels just don't appear in original doom; And we may not forget that it's still DOOM the roguelike...

Right I get the picture I guess I played the original a bit too briefly.

I'd say, keep it in mind for a future 0.9.9 mod maybe? =)

Sure, but rather unfortunately I don't have even the slightest idea on how to make it myself.

napalm barrels just don't appear in original doom

Yeah, I know that much, this is why my first thought was a gasoline type flamethrower, but with all the gasoline barrels scattered on the levels this would be pointless. I mean you would literally be swimming in ammo.
« Last Edit: February 21, 2009, 09:19 by Kao »
Logged

ParaSait

  • Baffen :P
  • Elder
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1229
  • Happy Little Boozer
    • View Profile
    • MPSF
Re: Flamethrower
« Reply #3 on: February 21, 2009, 09:12 »

Well, most of us don't =)
We're gonna have to wait until Kornel releases version 0.9.9 and a modding tutorial.
Logged
[18|7|3|0|0|0] [MED:13/43] [SPE:36/67] [ASM:11/40]

Check out my epic youtube channel!
Currently playing The Bard's Tale and System Shock 2 (coop with GrAV1t)!

Kao

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 23
    • View Profile
Re: Flamethrower
« Reply #4 on: February 21, 2009, 09:27 »

A little bit off topic I've got loads of ideas but now I see that they're just too undoomish. Oh well maybe I'll try the uniques thread
Logged

Captain Trek

  • Sergeant Major
  • *
  • Offline Offline
  • Posts: 137
    • View Profile
Re: Flamethrower
« Reply #5 on: February 21, 2009, 14:47 »

Quote
Yeah, I know that much, this is why my first thought was a gasoline type flamethrower, but with all the gasoline barrels scattered on the levels this would be pointless. I mean you would literally be swimming in ammo.

Err... Aren't the regular barrels full of acid/radioactive waste?
Logged

Kao

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 23
    • View Profile
Re: Flamethrower
« Reply #6 on: February 21, 2009, 15:59 »

Err... Aren't the regular barrels full of acid/radioactive waste?

Well I'm not entirely sure while examining the barrels it says acid but then again when you enter a level with a load of barrels you get a message along the lines of "Can you feel that smell that gasoline smell? Oh shit"
Logged

Julius Clonkus

  • Private FC
  • *
  • Offline Offline
  • Posts: 7
    • View Profile
Re: Flamethrower
« Reply #7 on: February 21, 2009, 19:37 »

Err... Aren't the regular barrels full of acid/radioactive waste?

Well I'm not entirely sure while examining the barrels it says acid but then again when you enter a level with a load of barrels you get a message along the lines of "Can you feel that smell that gasoline smell? Oh shit"
"You feel that smell? That gasoline smell? Oh hell..." appears when you got a lever which floods the entire map with lava. The message for loads of nukage barrels was "Khe, he, he. This will be a mess..." and most likely a big boom lever.

A flame thrower would make up interesting strategies (ie. incinerating the floor to stop monsters, or spawning smoke which obscures both monsters and you), but it would feel wrong in DoomRL. If I hear flame thrower, I think of a constant stream of fire, and doing that in a turn-based game should be impossible.
Logged

Kao

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 23
    • View Profile
Re: Flamethrower
« Reply #8 on: February 21, 2009, 20:02 »

"You feel that smell? That gasoline smell? Oh hell..." appears when you got a lever which floods the entire map with lava. The message for loads of nukage barrels was "Khe, he, he. This will be a mess..." and most likely a big boom lever.

Ok my bad I got the two mixed up thanks for correcting.

A flame thrower would make up interesting strategies (ie. incinerating the floor to stop monsters, or spawning smoke which obscures both monsters and you), but it would feel wrong in DoomRL. If I hear flame thrower, I think of a constant stream of fire, and doing that in a turn-based game should be impossible.

It all depends on the main programmer's abilities don't you think?

Also you do have weapons with burst mode so implementing a flamethrower wouldn't be that difficult, after all it's just like a burst only with flames instead of bullets or plasma and slightly longer. Don't you agree?
Logged

raekuul

  • Supporter
  • Brigadier General
  • *
  • *
  • Offline Offline
  • Posts: 668
  • Storyteller Under The Bridge
    • View Profile
    • Veldania
Re: Flamethrower
« Reply #9 on: February 22, 2009, 15:07 »

"Burst" refers to things like the rockets and the BFG.

I think you're looking for a shotgun-type "spread", which does make more sense. If we're looking for armor piercing, make it (1d1)x40 with a clip of 40. That would put Cyb at five turns.

If, of course, you're lucky enough to gather 200 flame packs AND lucky enough to not get atomized by Cyb while reloading.
Logged
Quote
Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

Kao

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 23
    • View Profile
Re: Flamethrower
« Reply #10 on: February 22, 2009, 17:17 »

"Burst" refers to things like the rockets and the BFG.

OK so what does refer to things like plasma rifle, chaingun etc?

If we're looking for armor piercing, make it (1d1)x40

Would for example (2d1)x10 with a 30 pack clip be too powerful? Of course knowing that you reload 10 seconds at best after 3 shots (30 seconds normal)

Also making it operate this way would make the fuel efficiency trait go down the drain any ideas for a replacement / rearrangement of the traits I mentioned?

One more thing I was looking to make the flamethrower more of a small area of effect weapon I mean hurting or killing anything within the 2 square wide, 6 square long area burning both enemies and items.
« Last Edit: February 22, 2009, 17:31 by Kao »
Logged
Pages: [1]