DRL > Requests For Features

Head gear!

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Melon:

--- Quote from: Vestin on June 02, 2009, 14:12 ---
--- Quote from: Melon on June 02, 2009, 09:27 ---Getting a visor doesn't guarantee that you will have all those bonuses. Standart visors will grant you increased accuracy, only those really, really good one will give you some bonus to LOS (1 I think is absolutely enough) or infravision (reduced intuition over +2 of LOS ).

--- End quote ---

No. Just - no. Why ? Because

--- Quote from: Hipster Scumbag on June 02, 2009, 09:16 ---Two slots is really overdoing it.

--- End quote ---
We have armour, boots, a weapon a secondary weapon and the new helmet slot. There is no need for a very specialized slot. The whole point of roguelike items is that they should be as diverse and random as possible, with many not-so-overpowered options.
The real questions is: what can we put in the 'helmet' slot ? We need to think of the spectrum of possible effects and names...

Here's my list of ideas (of course - the bigger the benefits, the harder to find the items are. Also - some combinations can be used to create unique headgear :>):
1* +1 or even +2 to armour
2* +1 or +2 to LOS (We could make +1 helmets quite common... and lower the defaut LOS of the player by 1 ]:>)
3* 10%-25% more XP from kills
4* Dilated Perception: higher fire / reload speed and/or chance do dodge

We could even have some activated abilities (with a limited numer of charges) you would use by pressing the fire button while in "look mode".
For example -
5*a scanner (AKA - portable computer map),
6* heat/motion detector (shows monsters within a specific radius regardless of walls),
7* perhaps some chemical stimulants (AKA portable berserk - could be shorter then normal and, once again, with limited charges),
8* painkillers (portable healing)...

9* OK - THIS is something awesome... A portable force-field generator! Makes you invunerable for 2-5 turns but also makes you IMMOBILE. Either completely (meaning that you can't do anything but wait) or allowing you to use items but not shoot anything. It would be great for healing during the heat of battle but most of all - it would allow you to survive a nuke blast.
Of course - you could just make the force field disappear EITHER after a certain period of time OR after it suffers sufficient damage (meaning a monster could shread your sanctum beforethe nuke would go off).
10* Of course - the helmet could have a built-in phase device (hell - some might even come with an unlimited numer of charges and simply with a time limit between them). Not a homing one, of course...
11* Remote control - the ability to pull levers from a distance (which makes me wonder - do we get the XP from monsters dying of lava/acid into which we shoved them ? We should, IMO.)
12* Telekinesis - the ability to push monsters / barrels / items from a distance... (Come to think of it - we might even have a "Telekinetic" trait...)

Of course - if there was more than one look-mode ability available at the same time, you could cycle (of course - without any turns passing) through them with the "swap weapon" or even "reload" button.

--- End quote ---

And I thought I was the only one being cynical <:

Vestin:

--- Quote from: Kg on June 02, 2009, 14:41 ---Nice ideas! But I wonder how helmet would affect your reload time :D I mean in real life ;d

--- End quote ---
And THAT is why it's called "Dilated Perception" (shamelessly named after an equivalent in BloodRayne ;). Most of the headgear upgrades I suggested work because the helmet plugs itself to your brain and/or circulatory system. Dilated Perception is something similar to bullet-time. The only thing different is how it works - it makes your senses more up-to-date, which causes you to perceive things a lot more clearly and gives you more time to plan out your every move.

Come to think about it - it would best work as a manually activated charge-limited ability. It should also make your character "tired" after use.


--- Quote from: Melon on June 02, 2009, 14:46 ---And I thought I was the only one being cynical <:

--- End quote ---
I have to admit - I have NO idea what you mean. How the hell AM I being cynical ?
If you refer to the fact that I don't want a sixth slot but a LOT of fifth slot items, then you miss the point. I don't want less stuff. I just don't want a VERY limited amount of things that would be automaticly put into the "visor" slot which half the time would be empty. You should have a lot of things to choose from.

Hipster Scumbag:

--- Quote from: Vestin on June 02, 2009, 14:12 ---
--- Quote from: Melon on June 02, 2009, 09:27 ---Getting a visor doesn't guarantee that you will have all those bonuses. Standart visors will grant you increased accuracy, only those really, really good one will give you some bonus to LOS (1 I think is absolutely enough) or infravision (reduced intuition over +2 of LOS ).

--- End quote ---

No. Just - no. Why ? Because

--- Quote from: Hipster Scumbag on June 02, 2009, 09:16 ---Two slots is really overdoing it.

--- End quote ---
We have armour, boots, a weapon a secondary weapon and the new helmet slot. There is no need for a very specialized slot. The whole point of roguelike items is that they should be as diverse and random as possible, with many not-so-overpowered options.
The real questions is: what can we put in the 'helmet' slot ? We need to think of the spectrum of possible effects and names...

Here's my list of ideas (of course - the bigger the benefits, the harder to find the items are. Also - some combinations can be used to create unique headgear :>):
1* +1 or even +2 to armour
2* +1 or +2 to LOS (We could make +1 helmets quite common... and lower the defaut LOS of the player by 1 ]:>)
3* 10%-25% more XP from kills
4* Dilated Perception: higher fire / reload speed and/or chance do dodge

We could even have some activated abilities (with a limited numer of charges) you would use by pressing the fire button while in "look mode".
For example -
5*a scanner (AKA - portable computer map),
6* heat/motion detector (shows monsters within a specific radius regardless of walls),
7* perhaps some chemical stimulants (AKA portable berserk - could be shorter then normal and, once again, with limited charges),
8* painkillers (portable healing)...

9* OK - THIS is something awesome... A portable force-field generator! Makes you invunerable for 2-5 turns but also makes you IMMOBILE. Either completely (meaning that you can't do anything but wait) or allowing you to use items but not shoot anything. It would be great for healing during the heat of battle but most of all - it would allow you to survive a nuke blast.
Of course - you could just make the force field disappear EITHER after a certain period of time OR after it suffers sufficient damage (meaning a monster could shread your sanctum beforethe nuke would go off).
10* Of course - the helmet could have a built-in phase device (hell - some might even come with an unlimited numer of charges and simply with a time limit between them). Not a homing one, of course...
11* Remote control - the ability to pull levers from a distance (which makes me wonder - do we get the XP from monsters dying of lava/acid into which we shoved them ? We should, IMO.)
12* Telekinesis - the ability to push monsters / barrels / items from a distance... (Come to think of it - we might even have a "Telekinetic" trait...)

Of course - if there was more than one look-mode ability available at the same time, you could cycle (of course - without any turns passing) through them with the "swap weapon" or even "reload" button.

--- End quote ---

All preposterously overpowered.

Vestin:

--- Quote from: Hipster Scumbag on June 02, 2009, 19:18 ---All preposterously overpowered.

--- End quote ---
Come on - most of this stuff is not binary. The duration / strength / numer of charges of most of them can be tweaked to balance things out.
Also - I think that we should learn from the best. And I heard the folks at Blizzard say that you should NEVER balance too early. You should think of things that could be awesome first and worry about the balance later.
Don't you like ANY of my ideas ? I find at least 9, 11 and 12 to be quite creative...

Besides - you shouldn't take everything I write to the letter. Just like in philosophy - if you claim that there is something wrong with a theory, your interlocutor might just fix it and still stand by his idea. You have to prove the WHOLE thing wrong to make someone's point invalid. As such - you'll have to try a LOT harder than that.

Melon:

--- Quote from: Vestin on June 02, 2009, 20:21 ---
--- Quote from: Hipster Scumbag on June 02, 2009, 19:18 ---All preposterously overpowered.

--- End quote ---
Come on - most of this stuff is not binary. The duration / strength / numer of charges of most of them can be tweaked to balance things out.
Also - I think that we should learn from the best. And I heard the folks at Blizzard say that you should NEVER balance too early. You should think of things that could be awesome first and worry about the balance later.
Don't you like ANY of my ideas ? I find at least 9, 11 and 12 to be quite creative...

Besides - you shouldn't take everything I write to the letter. Just like in philosophy - if you claim that there is something wrong with a theory, your interlocutor might just fix it and still stand by his idea. You have to prove the WHOLE thing wrong to make someone's point invalid. As such - you'll have to try a LOT harder than that.

--- End quote ---
You took everything I had written to the capital letter and purposedly owerpowered items to make the idea of helmet + visor laughable. Well, that is your choice, I still think that helmet + visor is a good idea, with decent bonuses and making the monsters bit more powerfull.

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