DRL > Requests For Features
Barrels!
Melon:
Just a thought, it would be really cool, if a barrel that gets hit by a rocket or gets caught in an explosion, changes its possition a bit. This way, moving barrels away from a lever (my, could that be the explosion lever?) wouldn't guarantee that hte lever (or you) gets caught in the explosion. In the beta, if an imp hits the marine with a fireball it is possible for him to move even two spaces. So why barrels shouldn't?
Frankosity:
because they violently explode on contact with anything stronger than a stiff breeze, I'd imagine
Dervis:
The problem is you still want to be able to be able to break barrels with bullets so you can't make them tough enough to be able to suffer a knockback without blowing up.
On a related matter i'd like to see barrels getting knocked back before exploding. (I'd see fun times with shotguns and close-by barrels :P).
Melon:
--- Quote from: Dervis on August 13, 2009, 04:07 ---The problem is you still want to be able to be able to break barrels with bullets so you can't make them tough enough to be able to suffer a knockback without blowing up.
On a related matter i'd like to see barrels getting knocked back before exploding. (I'd see fun times with shotguns and close-by barrels :P).
--- End quote ---
If the barrel gets hit by an explosion, it should get knockbacked, just a little bit. That's what I am talking about from the beginning [;
Zi:
Well if there was an explosion where the barrel was in the first place, wouldn't that explosion destroy the items anyways?
Plus - if this were implemented, barrel special levels would become a new hazard - instead of just staying outside of a certain distance from barrels you can see, you need to somehow(!) anticipate which direction the barrel chain reactions will push them and stay FARTHER away from barrels. Plus, the game mechanics of the order in which barrel explosions are handled become far more important as a different order of resolution would give different results as to where explosions take place.
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