DRL > Requests For Features

I've been playing lots of DooM 2 recently... [Doomishness]

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Thomas:
And I'm gonna brainstorm ideas for a little while to make DoomRL feel more like DooM and DooM 2 now that it's fresh in my mind.

It's been suggested so much before, but ministuns.
My idea for it is that chainguns make them stall for 0.1 seconds per hit, shotguns make them lose all progress unless you barely nick them (So they have to start the delay over again) and the chainsaw completely paralyses them, unless they're a boss or Arch-Vile.

A debriefing screen for each level? Gives kill count, item count and secret count (Levers pulled). Also how long the level took you in in-game seconds and minutes.

Have a small chance for the room with stairs to be specially made:

* Only one doorway in or out.
* Has a demon pack or a similar "Suprise, fucker!" enemy inside, like a pain elemental.
* Stairs are either square in the middle (If it's a big exit room) or up against the wall opposite the doorway (If it's a small exit room)
* Doorway is not brown (Possibly dark green?), says "Door - EXIT" when examined, and can't be shot down.
I'm pretty sure the sounds aren't the same in DoomRL and DooM 2. Revanent idle is different, for example.

The rocket launcher in DooM 2 is much more powerful than DoomRL's, at the expense of being very easy to kill yourself with.
I'm not quite sure how you could bring a "Dangerous to the user" element in to a roguelike though, considering you can think before firing.

Alt-Fire for plasma gun: Choose 3 targets to randomly split the shots between. DooM 2 quickly burned this technique in to my mind as a good emergency move.

Alternative to current shotguns:
Shotgun. If you pass a +1 accuracy roll, damage dropoff is reduced by 80%. This only applies to enemies that are on your green aiming line.
Combat Shotgun. If you pass a +3 accuracy roll, damage dropoff is nulled. This only applies to enemies that are on your green aiming line.
Double Shotgun. If you pass a -2 accuracy roll, damage dropoff is halved. This only applies to enemies that are on your green aiming line.

This makes shotguns a good alternative to the chaingun (Which they are, even at medium range in DooM 2), but keeps their AoE damage as low as it is right now.
However, this also makes Eagle Eye a staple trait for every single weapon (bar BFG), so I'd suggest removing it and making accuracy rise by 0.5 on levelup instead.

Dervis:

--- Quote ---It's been suggested so much before, but ministuns.
My idea for it is that chainguns make them stall for 0.1 seconds per hit, shotguns make them lose all progress unless you barely nick them (So they have to start the delay over again) and the chainsaw completely paralyses them, unless they're a boss or Arch-Vile.
--- End quote ---
I think chainguns are well where they are now.
I would propose another thing: Enemies having a favored weapon against them, for example:
Chaingun hits have a chance to stun Cacodemons.
Chainsaw have 100% accuracy against demons.
Shotguns do maximum damage against Mancubus/Arachnotron.
Whatever you can think that's fun but doesn't break game balance.


--- Quote ---Have a small chance for the room with stairs to be specially made:

    * Only one doorway in or out.
    * Has a demon pack or a similar "Suprise, fucker!" enemy inside, like a pain elemental.
    * Stairs are either square in the middle (If it's a big exit room) or up against the wall opposite the doorway (If it's a small exit room)
    * Doorway is not brown (Possibly dark green?), says "Door - EXIT" when examined, and can't be shot down.
--- End quote ---
I think that would be too much work for a small change. Having every stair guarded by an out of depth monster would be fun though.


--- Quote ---The rocket launcher in DooM 2 is much more powerful than DoomRL's
--- End quote ---
If anything i think it's the opposite.

About plasma-gun and shotguns: They have been significantly changed in the beta, so better to check them out before and see what you think.

Thomas:

--- Quote from: Dervis on July 02, 2009, 06:27 ---I think chainguns are well where they are now.
I would propose another thing: Enemies having a favored weapon against them, for example:
Chaingun hits have a chance to stun Cacodemons.
Chainsaw have 100% accuracy against demons.
Shotguns do maximum damage against Mancubus/Arachnotron.
Whatever you can think that's fun but doesn't break game balance.

--- End quote ---

A good idea.


--- Quote ---I think that would be too much work for a small change. Having every stair guarded by an out of depth monster would be fun though.
--- End quote ---
I doubt it would be that much work. Just every now and again force the stairs to spawn in a vault with a green door.


--- Quote ---If anything i think it's the opposite.

--- End quote ---
Ah, it does less damage but it fires very quickly and doesn't need reloading.

--- Quote ---About plasma-gun and shotguns: They have been significantly changed in the beta, so better to check them out before and see what you think.

--- End quote ---
Plasma guns changed? Also shotguns only got a damage upgrade, my idea is a bit different.

Dervis:
Plasma Guns have a 6-shot base and a new Alternate Fire. They're a bit weaker but don't burn through ammunition as fast as they did before.

Shotguns only had damage upgraded but from 6d3 to 8d3 is a 33% increase. I've tested the new shotguns +/- extensively.
Double Shotgun - it's more or less perfect now. Destructive at close range and kinda useless for long shots. A small increase on the mid range would be welcome though.
Combat Shotgun - Overpowered in my opinion. Does way too much damage at long range.
Shotgun - Better than it used to be but still not enough. I can't understand why make the shotgun perform worse than the combat shotgun shot per shot.

raekuul:
...because the combat shotgun is supposed to be better than the regular shotgun shot-for-shot?

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