DRL > Requests For Features
Spicing up Ao100
Aki:
Kornel - Damn. I was having so much fun.
Maizure - I'd like to think that some special levels disable this, so that you can play through them as intended. Half the fun of the levels i'm trying to design is that playthrough factor.
Maybe not nukes. But def. Phase devices.
metroidRL:
yeah well maybe my creation was easy but now i make it more harder
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now there is no power cells and every wall is destroyed, low rocket spawns (like 10, because you could have a lot of power cells before enter) no invulnerability, only berserks and supercharge globes also there is no armor so... its relatively hard since every monster destroys the ammo and globes and use ranged attacks. Also when you hit the last lever 7,8 or 9 (depending of the dificulty) archivles are spawned randomly and you must kill them to reveal the exit.... now beat it. :P
Vestin:
--- Quote from: MaiZure on September 20, 2009, 19:56 ---Only thing I'd like to reject is the no nuke/phase thing. I thought those sort of limitations are best saved for their own challenges. Ao100 has room for so many special levels that you can't possibly 'avoid' them all.
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Damn, that's exactly what I wanted to say, but I thought that I'd be alone in saying it.
Also - "No nukes, no phase devices, indestructible walls only... Final Destination." ;).
--- Quote from: Aki on September 20, 2009, 20:34 ---Maizure - I'd like to think that some special levels disable this, so that you can play through them as intended. Half the fun of the levels i'm trying to design is that playthrough factor.
Maybe not nukes. But def. Phase devices.
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Things become boring once there's a single correct solution. If the player wants to blast through the walls and go another way - why not let him ?
Also - why stop him from phasing to the exit ? If he went down the special stairs on purpose, he obviously WANTS to go through the level.
Forget the stick of "no PDs, no nukes, indestructible walls" and try a carrot of "lots of XP and a random unique" or similar... Make the player WANT to clear the level.
Aki:
I suppose you're right...Perhaps the solution lies in the level only counting as clear in achievements when you don't use a nuke?
And I really haven't thought of any rewards to mine...anybody got a suggestion?
Thomas:
Hey guys, lets suggest rooms with thousands of enemies and no cover, THAT'S how you promote strategic play.
But we can't give them situations that couldn't easily be simulated by getting an few Arch-Vile packs on level 50, that would make gameplay too varied.
My suggestion:
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I call it the... "Are you invincible and have a unique splash weapon", keeping in theme with every idea suggested so far (except Aki's first one)
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