DRL > Requests For Features

Engineer/Scavenger/Junkman trait

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X-Heiko:
Name, quote and description are not that important, so let me cut to the beef of this horribly undoomish but maybe fun idea:

This trait enables three new commands for you to use. Dismantle, Repair, Craft. What buttons they use or how they are explicitly called is not that important, so blah.

Dismantle takes weapons(common, advanced,unique),armor(common,unique) or mods(common, unique) on the ground or inventory and turns them into junk/scrap/material - whatever you call it, I'll use "junk" for now. Junk is a kind of ammo if you will. Each item has a number of junk units it produces. The more valuable an item is, the more junk you can salvage from it. That way you have a use for all these uninteresting weapons people shamelessly leave lying around.^__^

Repair uses junk to replenish armor durability. Junk costs are dependant on how many percentiles shall be repaired and how much max protection the armor has, so that repairing green armor is easy while repairing red armor takes a ton of junk. Repair is not to be affected by power or bulk mods (repairs double the durability then) That way armor decay is quite okay (no rhyme intended).

Craft is where the trait idea starts to get interesting. It adds up to the spice of collecting items and creating a flow in playing the game over and over again. You can craft items for junk, it should probably cost more than what you get when you dismantle items. You can only craft weapons(common, advanced, unique), armor(common, unique) or mods(common, unique). Sounds like a great way to Dragonslayer-Jackhammerize the shit out of your BFG10k with your railgun, but here's the catch: You don't know jack about crafting stuff unless you ,in your player statistics, have dismantled LOADS of the same items. For example: Creating a pistol requires you to have dismantles 50 pistols in all games so far. Better items require even more of those. The exception would be uniques, I don't know, but I think 10 railguns is enough, given a VERY high junk cost, which all uniques should have. Suggesting specific values is not appropriate at the moment, as I expect only little to no interest in my idea XD

In my original idea, "advanced weapon" would be an additional entry, such as in "You have to have dismantled 200 advanced weapons to craft advanced weapons" instead of "You have to have dismantled 25 advanced pistols to craft advanced pistols".

I originally thought of this trait as a one-level-trait. Ideas for a multilevel trait would be: higher junk gains, lower junk costs, more junk per item slot, the ability to craft adv. weapons, the ability to craft unique weapons, but I don't think that would be necessary.

A link to whizkid, finesse or similar might be good for the balancing, but I thought of this trait to be available early on.

Oh yeah. If you have Vampyre, maybe an option to "get" corpses for a few extra health points under 100%?

raekuul:
Make it a master trait, disallow crafting of uniques altogether.

Otherwise, I can see this going places.

Kornel Kisielewicz:
Actually I really like this idea, although it's main target would probably be DoomRL 2.

ZZ:
I too join the idea of Engineer master trait(WK2 + Iro2 I suppose(count from another master traits)) but you can create an random item (even another pile of junk). If it won't be a master trait it will add serious disbalance into game.
--- Quote from: Kornel Kisielewicz on November 11, 2009, 13:32 ---It's main target would probably be  DoomRL 2.

--- End quote ---
The DoomRL 2 would be an awesome product, far beyond original Doom 2.

X-Heiko:
If I may add on a few thoughts here:

Firstly, thanks for appreciating my idea that much! I really didn't expect even Kornel to like it.^^

Secondly, the thought of making this a master trait has also crossed my mind, but somehow I like the idea of simple engineering skills available early on. In the first levels, you have a lot of junk lying around (who needs 2 shotguns?), while in hell you encounter more monsters who don't even carry weapons. What about an early trait that allows dismantling and crafting of basic items (whatever that would exactly mean) and a master trait that allows advanced items and maybe a few craftable-only items? You could also have piss poor junk efficiency without the corresponding master trait. That way, you wouldn't have to block your beloved gameplay method with a master trait while still being able to repair your armor if you have a whole load of stuff lying around from the battle.

And finally, the uniques. I have noticed there are two kinds of uniques. There are unique uniques and technically unique items. For example, the Dragonslayer is a unique unique, but the Blaster is actually a type of weapon that's just really rare and not counted as a unique. Of course there's something wrong in the doom marine smithing a legendary blade out of the remains of a double shotgun, but making a nuclear plasma rifle out of a few normal BFG's? Of course, such weapons would require a master trait.

Oh yes, I forgot: You have to feel relatively safe to craft or repair. As far as I know, all time spans in the game represent time spans that are only a few seconds long. Not that I wouldn't trust the doomguy to disassemble his rifle in 17 seconds, but building a high-tech weapon from a few pieces of junk surely requires a lot of time. Repairing armor in battle would unbalance everything.

Also... that's probably too complicated, but maybe make partially mechanical enemies drop junk? Arachnotrons, Revenants, Mancubi etc.

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