DRL > Requests For Features
Are we sure we're all right with ammo measuring?
Thomas:
--- Quote from: Kornel Kisielewicz on November 21, 2009, 09:49 ---Not only will DoomRL 2 not have ammo reserve, it will also feature different ammo types ;>
--- End quote ---
Gah! You're straying too far from the source material, Kornel! You're a loose cannon!
Well, as long as it's only 1 or 2 more...
Fanta Hege:
--- Quote from: Thomas on November 21, 2009, 17:15 --- You're a loose cannon!
--- End quote ---
But you are a damn good cop!
More ammo type isn't that bad if there are more different weapons to go with it.. And hopefully more inventory space.
Sylph:
It's easy to say 'instead of having 20 slots, with 10 of them being ammo, let's just have 10 slots and 'free' ammo (up to a max of xxx/xxx/xx/xxx).....
This idea absolutely misses the point behind ammo taking inventory space - it allows a player to be dynamic to a given challenge/difficulty situation - Do I take more ammo this game, risking fewer phase devices and medikits because my build is a long-ranged specialist, or do fill up on health and armour, risking taking along less ammo because I'll not need as much, and have a better chance of picking it up when I get so close?
The *choice* is an integral part of DoomRL strategy, and taking options away from the player just to... err... Well, I don't really know *why* people are even suggesting this... Hang on...
How is the current system somehow 'bogging the game down' - it doesn't take anything away from the fast paced action, does it? Is someone seriously going to put an argument together for splitting the inventory/encumberance system in 2 being somehow 'simpler', 'faster' or 'more beleivable' ?
Frankosity:
My problem with the inventory system is that it favours specialisation (along with the trait system, which is one of my biggest gripes with the game). Giving the player a hard limit on their ammo similiar to how it worked in Doom would force them to be dynamic in their weapon usage instead of grabbing a specific weapon within the first fifteen minutes and using it for the rest of the game.
Thomas:
--- Quote from: Frankosity on November 22, 2009, 03:44 ---My problem with the inventory system is that it favours specialisation (along with the trait system, which is one of my biggest gripes with the game). Giving the player a hard limit on their ammo similiar to how it worked in Doom would force them to be dynamic in their weapon usage instead of grabbing a specific weapon within the first fifteen minutes and using it for the rest of the game.
--- End quote ---
Mmm. That's why I suggested that the first stack of any ammo type in your inventory should be three times greater than any other stack, at the cost of ammo rarity. Could at least be fun for a challenge mode or some sort of optional mod.
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