DRL > Requests For Features

New weapon class - Exotic Weapons

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Melon:

--- Quote from: Aki on September 28, 2009, 06:24 ---Me and Thomas had a little chat on IRC and agreed on the following things:

-With another class of weapons (We already have Advanced, Normal and Unique), Exotic would make 4. That's simply too many different weapon CLASSES for DoomRL. Advanced weapons get chucked out, as they're almost rarer then uniques and STILL need mods to make them useful. 2x the RNG for less Dakka.

-To keep Wizkid useful, it's upped to 3 Levels and each level grants more modslots on normal weapons (WK 1 gives 1 extra slot, WK 2 gives 2 extra slots on top of that, WK 3 gives 2/3 extra slots on top of THAT). Granted, you still need luck from the RNG to find the right mods. In addition, some weapons could have less mod slots (BFG, anyone?)

-Unique weapons get done over. They become less of the "HEY IF I GET THE RIGHT ONE THEN I WIN OTHERWISE I JUST GET IT NOTED IN MORTEM" and more of the "Hey, now THAT's useful. Not Gamebreaking, but useful.". This is achieved by:

--Making unique weapons more balanced around the board and remove the powerhouses. Staples such as the BFG10K and Dragonslayer can stay, but tone up/down things such as the Necroarmor, Nuclear BFG, ect. They're still better then your average weapon, but not totally gamebreaking.
--Making uniques more "different". Stuff such as the NPR/GCB is good. It's not like the Missile Launcher/Minigun, which is just your "Average weapon with 9001% more Dakka". They should be Unique, different from the norm. This leads to the removal of such things as the Minigun/Missile Launcher from the Unique list.
--Make uniques more versatile. For instance, take your GCB. It's got 3 fire modes, so it can be used on a Chaingun run OR a pistol run. It's one of the most versatile uniques out there. The Jackhammer should be affected by TH, so it can be used on a Chaingun run OR a Shotgun run. Stuff like that. (However, so the Jackhammer doesn't become the new iWin button, it gets fixed, as the first point)

Thomas says that Exotic weapons fill in the gap between these new uniques and standard weapons. I don't know much more, so i'll leave it up to him to explain.


--- End quote ---

Normal weapons
Fastload/Rapidfire/.../ weapons (one mod inside)
Advanced weapons
Exotic (three mods inside)
Uniques

Normal weapons get dropped by normal enemies, can be found on floor
Fastload/Rapidfire weapons, same as above, but rare
Advanced weapons can be found on floor
Exotic weapons - used by mini-bosses (if they will be implemented)
Unique - in special places, ocasionally on floor, but rarely, rarely

Let's say that every 2-3 levels some miniboss appers. He can hold a random piece of equipment (exotic weapons, armour, boots). That would be fair. This certainly would be useful in Ao100 runs...

Aki:
That's in 9.8.10 - Traited weapons are DEAAAAAAAAAAAAAD.

Anyway, time to get back to sleep...

Journey:
Well I do think some of the Unique weapons are pretty weak, and I wouldn't mind seeing slightly better weapons more often (while keeping the appearance of the game changers at the same rate), so I could be in favor of a system similar to "Exotic Weapons".

However, if the regularly of advanced weapons were increased, something like this isn't needed, since with the streamlined mod system, it's easier for the player to put together a slightly better weapon.

Kornel Kisielewicz:
Bump of the topic. Not only has this idea been accepted, but also implemented. Moar suggestions welcome!

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