DRL > Requests For Features
Well...another not new, but still stupid idea...
Jarkko:
--- Quote from: X-Heiko on November 15, 2009, 09:06 ---Yes, so what? That's a different thread. Am I to blame for having a suggestion? Denied ideas are more creative than no ideas, why are you being unfriendly about that?
--- End quote ---
Sorry about that, I guess I didn't choose my words well. What I meant to post was that I completely share your feelings on the matter and don't want overly complicated things disturbing the very nicely working balance of DoomRL.
X-Heiko:
--- Quote from: Madtrixr on November 16, 2009, 09:34 ---Exactly.
And Tactical sense.
--- End quote ---
But still, throwing could be implemented if there were any ideas for items that make sense throwing. For example an item that attracts monsters to pick it up... like a bomb disguised as a medkit (even if that is a weird item). Or an item that creates a wall or something. Or an item that repels monsters (some kind of holy thing, like a cross). But still, it all sounds quite weird to me.
Madtrixr:
--- Quote from: X-Heiko on November 17, 2009, 07:27 ---But still, throwing could be implemented if there were any ideas for items that make sense throwing. For example an item that attracts monsters to pick it up... like a bomb disguised as a medkit (even if that is a weird item). Or an item that creates a wall or something. Or an item that repels monsters (some kind of holy thing, like a cross). But still, it all sounds quite weird to me.
--- End quote ---
Right. Grenades, smoke bombs, something like that. (It DOES sound weird, and sort of undoomish)
Melon:
GOD DAMN IT! If anyone will use the argument "It is undoomish" I will start to kill people!
What is the matter with you guys? Are barrels of napalm undoomish? Hell they are, because in the original game, they were barrels of acid. To make things worse, the original barrels just exploded and the ones in the game leave acid. It is so untrue, so no uber-kvlt, so undoomish!
There weren't 25 + 1 levels. There there 4 episodes (DOOM I) or 32-single player levels. DoomMRL is so undoomish!
Former human zombies had green haircut, so when we are looking at them from the top, we should see green hair. And in DooMRL, 'h' is white-grey. It is so undoomish.
Can anyone of you guys say: "I think this will imbalance the game..." "This will make the game more difficult" "We already have this..." "This weapon is similar to... so we shouldn't add it" "This weapon is overpowered, because..."
No, all you guys can say: "It's undoomish". Hell, then what are:
former commandos, diffirent arch-vile attack, no spider-mastermind, unique armours, unique weapons, traits, tired status, flat levels
doing in the game?
Seriously, you remind of some young metal-wannabe posers:
"Metallica is great, but only the first four album. And of course the first album is the best"
"I cannot listen to that, that's NU-metal!"
"That's not death metal, it has keyboard line!"
"I cannot listen to that, the vocalist isn't satanist"
"I cannot listen to that, the vocalist doesn't have long hair"
Enough of the ranting, time to get back to work...
X-Heiko:
I think the argument is not really meant as "undoomish" but rather "wouldn't fit the style of doomRL". I think we all know that doomRL is not trying to be a copy of doom. It's that own interpretation of doom as a rougelike that makes it worth playing.
The problem with throwing items is as follows:
You have smoke grenades! How do you handle them? As a smoke rocket launcher that doesn't use up ammo but itself instead. There's no need to implement a distinct throwing feature because as for now, all suitable ideas for throwing are thrown weapons, which have no big difference over being shot. Do I have to press "t" to throw my knife at the opponent instead of implementing a secondary fire on the knife, or even implementing a throwing knife that fires with "f" and stabs with "F" or directional keys? It only makes sense to be able to throw items if the items as such have to be placed somewhere tactically important. That's what my attraction/repelling item idea usually was (although holy water would actually be an idea...)
Still, as long as there is no reason to place an item on the ground over a distance where the shooting algorithm wouldn't suffice to do so, adding a throwing feature only adds up to code and playing complexity IMHO.
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