DRL > Requests For Features

Trait changes (son of a gun, shottyman, shotgun traits)

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Dervis:
Well, I've been thinking about traits and i have a few suggestions:

- Merge Finesse and Son of a Gun:
Finesse -> -10/20/30% fire time / -20/40/60% for pistols
The effect is basically the same, so having them separated doesn't add much in my opinion. (See the benefit of Reloader (1) and how easy it is to acquire Whizkid before crying about the lost +3 damage)

- Merge Shottyman with Reloader.
Reloader (1) -> -20% reload time, in addition allows you to reload Pistols, Shotguns and Combat Shotguns with a move action
Reloader (2) -> -40% reload time, in addition allows you to reload Pistols, Shotguns, Combat Shotguns, Double Shotguns and Plasma Guns with a move action
Reloader (3) -> -60% reload time, in addition allows you to reload any weapon with a move action
Reloader is so weak noone take it unless they're going for a shotty game, this way it will be useful at any number of points invested (RL with Reloader (3) will be messy).

- Add shotgun to the melee traits
Brute -> +4/8/12 melee damage, +2/4/6 shotgun damage
Berserker - Chance to go berserk on melee hit, chance to go berserk on shotgun hit (only on a large hit)
Shotguns are a bit underpowered at the moment, a damage boost and berserking ability will make for a fun change and not overpowered i think. In my opinion shotguns and melee go well together as both ignore accuracy and require short range to be effective.

This will allow a bit more versatility in trait builds and also make for a much needed space on the trait list (it's getting real crowded)



Sorry about the wall of text now. I have a few suggestions about advanced traits but won't elaborate on them so the post doesn't turn too heavy:

Advanced traits (require 2 different basic traits, 1 point):
Juggler - requires Reloader 1, Hellrunner 1
Berserker - requires Brute 1, Hellrunner 1 - Chance to go berserk on melee hit, also small chance to go berserk on shotgun hit
Dualgunner - requires Finesse 1, Reloader 1
Intuition - requires Eagle eye 1, Ironman 1 - Shows lever function and powerup locations in map (same as Intuition 2)
Whizkid - requires Tough as Nails 1, Finesse 1 - Allows 3 mods on regular weapons and armor, allows 12 mods on advanced weapons (same as Whizkid 2)
Badass - requires Ironman 1, Tough as Nails 1
Triggerhappy - requires Son of a Bitch 1, Eagle eye 1
Knockout - requires Brute 1, Son of a Bitch 1 - Melee hits deal 400 energy damage(0,4 stun), Shotgun hits deal 400 energy damage but only if they cause knockback

Master traits (require 2 advanced traits, 1 point, blocks out all other master and advanced traits)
Master traits are in the beta but i won't talk about them here :P

Mr_Dead:
Nice ideas.  However melee does not ignore accuracy...*unless its something added in the new beta, hrm i really need to get a paypal account*

Hipster Scumbag:
1) Finesse/Whizkid are quite underpowered, but this could become less of a problem if mods become more streamlined, versatile, and general-purpose.  I'd rather let Son of a Gun keep its damage bonus because lord knows even with SoaG 3 and a little SoaB it's still pretty hard putting down anything north of Hell Knight.  Although I would admit I'd like Marksman to play more like a "finesse" game than a gimped chaingunner, which I can see you're going for with the finesse/reloader thing, so it bears some thought & tweaking.

2) The entire point of shottyman, or the shotgun build in general, is that you can reload while dodging. It's really the only thing shotgun has going for it.  If you allow players to take the shotgun trait tree and subvert it for dodging & reloading rocket launchers or plasma rifles, there's no point to going shotgun at all anymore.  I'll agree that nobody takes reloader for anything but Shottyman, but this isn't the way to fix it.

As for item 3 I don't play enough shotgun, or use double shotgun well enough, to comment on the potential need of a damage buff trait.

I'm not opposed to the Knockout trait either since I'd like to see some form of flinching in-game, if its not already implemented....

raekuul:
Giving Shotguns benefits from the Melee traits would end up causing a complete re-writing of the weapon behavior code. Likewise, extending Shottyman to all weapons would require the same thing.

All weapons in DoomRL can be expressed as a variant of fist, pistol, or shotgun. Each category has its own traits that benefit it. For example, while you'll never see this in normal play, the Triggerhappy trait is only effective on weapons in the Pistol Class - which includes the Chaingun and the Plasma Rifle. Likewise, Brute only helps the fist class, and Shottyman only works if you've got something in the Shotgun class.

At one point, I had it all written out what weapon ID numbers produced what effects, but I've long since lost that (unless it's still on the wiki).

Dervis:

--- Quote from: raekuul on June 26, 2009, 13:09 ---Giving Shotguns benefits from the Melee traits would end up causing a complete re-writing of the weapon behavior code. Likewise, extending Shottyman to all weapons would require the same thing.

All weapons in DoomRL can be expressed as a variant of fist, pistol, or shotgun. Each category has its own traits that benefit it. For example, while you'll never see this in normal play, the Triggerhappy trait is only effective on weapons in the Pistol Class - which includes the Chaingun and the Plasma Rifle. Likewise, Brute only helps the fist class, and Shottyman only works if you've got something in the Shotgun class.
--- End quote ---
I think you're exaggerating. Adding an effect to an existing trait adding +2 damage to shotguns can't be that serious.
I don't know a lot about programming nor do i know how Doomrl is coded, so i can't really tell how hard it is to make these changes. In the event that i'm wrong i apologize.

When i make suggestions i try to keep them simple, fun and balanced, and most of the time i try to use mechanics which are already in the game. I trust Kornel to able to code them in if he likes them.

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