DRL > Requests For Features

Head gear!

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Melon:

--- Quote from: Hipster Scumbag on June 02, 2009, 09:16 ---
--- Quote from: Melon on June 02, 2009, 06:18 ---The visors (or vision googles) have to be seperate. Army is trying to make it's gear as much independent from other gear as possible. If your visors break, you only replace them, not the whole helmet. That's at least how I see it.

--- End quote ---

Two slots is really overdoing it.  I don't really know what you'd need helmet for without tampering with the balance of player equipment vs monsters - buffing LOS is going to be overpowered, especially if you already have a rank or two of Cat Eye, and even an armor value of 1 for a helmet would be pretty goofy (a helmet that protects you as well as a whole set of green armor? no thanks)

I guess I could get behind some very minor bonuses for an integrated helmet/visor item, such as reduced crit likelyhood or a minor accuracy bonus (here again we get into trouble as even a bonus of 1 is quite a bit, equal to half a level of eagle eye).

--- End quote ---

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 ).

As for goofiness, helmet grants you protection from receicing criticals and normal damage. And helmet grants protection from criticalls. Only. If a monster scores a critical on you, armour is drained from the helmet. If a monster hits you normally, armour is drained from... body armour.

As for tamperaing the balance of player equipment vs monsters... Can I say what's in the beta, Kornel?

Mr_Dead:
Perhaps wearing a helmet could cause a monsters possible maximum damage toward you to be lowered.  With visors, can't think of anything except maybe a slight percentage increase in accuracy, perhaps even causing a no miss chance by allowing your accuracy to go up above the 98% area.  Seems that if you had both a sight enhancing effect from visors and cateye it would be to overpowered regardless of whether visors were able to be destroyed or not.

Frankosity:

--- Quote from: Melon on June 02, 2009, 09:27 ---As for goofiness, helmet grants you protection from receicing criticals and normal damage. And helmet grants protection from criticalls. Only. If a monster scores a critical on you, armour is drained from the helmet. If a monster hits you normally, armour is drained from... body armour.

--- End quote ---

You keep bringing up criticals, which don't exist in this game and, I hope, never will.

Vestin:

--- 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.

Kg:
Nice ideas! But I wonder how helmet would affect your reload time :D I mean in real life ;d

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