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Author Topic: New Traits  (Read 5293 times)

ZZ

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New Traits
« on: December 12, 2009, 14:12 »

There was once such topic, but somehow it's  now closed.
We now have master traits, so we could take some more ideas.

The Shooting
You think your move cycle is perfect? You're wrong. Only with this trait you can do 3 actions in time of 1. When you move, you shoot closest target, reload, and move.

Req:SoaB 3, SM.

Ballistic Professional
You've studied physics and ballistics enogh to count the full traectory of missle. And now you can send it flying on a parabolic traectory, completely ignoring wall. However, you need time to aim (*2) and when you hit a monster, it automaticaly knows where are you.

Req:MFA, WK1.

Acrobat
In the circut, you'd be an acrobat. In army, you're a skilled air fighter. When you're 1 square away from enemy, you can jump over him to be for instance:
...@    ....
....    ....
.h.. => .%..
....    @...
Damage is equal to average of your current weapon. The trick is on special reload button, takes 10 turns.

Req:DM, Fin2, Jug.

The Unbeliever
You just don't belive in that demonic magic. And so, it even doesn't work at you. Arch-Viles can't hit you and can't ressurect when you see them, revenants missles become non-homing, barons&knight suffer damage from acid and arachnotrons are not faster than a former human .

Req: Bad, Iro3.
« Last Edit: December 13, 2009, 05:28 by ZZ »
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ParaSait

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Re: New Traits
« Reply #1 on: December 12, 2009, 16:05 »

Acrobat
In the circut, you'd be an acrobat. In army, you're a skilled air fighter. When you're 1 square away from enemy, you can jump over him to be for instance:
...@    ....
....    ....
.h.. => .%..
....    @...
Damage is equal to average of your current weapon. The trick is on special reload button, takes 10 turns.
Lol
This is DoomRL, not checkers :D
« Last Edit: December 12, 2009, 16:06 by Mrazerty »
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UnderAPaleGreySky

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Re: New Traits
« Reply #2 on: December 12, 2009, 17:18 »

The Unbeliever
You just don't belive in that demonic magic. And so, it even doesn't work at you. Arch-Viles can't hit you and can't ressurect when you see them, revenants missles become non-homing, barons&knight suffer damage from acid and arachnotrons are not faster than a former human .

Req: Bad, Iro3.
Traits are supposed to be character buffs. This is a game killer.
The marine doesn't believe demon magic? Oh, scary. I suppose the demons will have to not be demonic. This can and would be able to turn an N! run into a HNTR run.
« Last Edit: December 12, 2009, 17:21 by UnderAPaleGreySky »
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ParaSait

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Re: New Traits
« Reply #3 on: December 12, 2009, 17:24 »

Traits are supposed to be character buffs. This is a game killer.
The marine doesn't believe demon magic? Oh, scary. I suppose the demons will have to not be demonic. This can and would be able to turn an N! run into a HNTR run.
Heh, yea the unbeliever sounds more like a hack of some sort :D
I'd say, original ideas, but really DoomRL has enough traits now. There's nothing very constructive to add anymore, if these were implemented the only thing you can get is debalancing.. (imo)
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bfg9001

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Re: New Traits
« Reply #4 on: December 13, 2009, 05:19 »

Ideas 1, 2, and 4 all seem pretty cool, but IMO "The Acrobat" seems kinda... meh. I know I wouldn't be using it all that much, but someone else may.

All cool as they sound, though, they all seem a tad... overpowered. Shoot through walls? Hell yes. Be able to move, shoot, and reload all in the same turn? Nice! Arch-viles don't do shit to you? AWESOME!

But all in all, props for the creativity.
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Madtrixr

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Re: New Traits
« Reply #5 on: December 13, 2009, 15:25 »

So many ideas...but unbeliever is just too much. and doesn't make any sense, (and in DoomRL, that's saying something) Unless all the demonic stuff is illusionary, not believing the demon magic won't do a damn thing. It'll still hit you. I doubt it's illusionary.
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Frankosity

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Re: New Traits
« Reply #6 on: December 13, 2009, 15:42 »

"Endurance

The duration of time you can use Running Mode for is doubled.

Prerequisite: Hellrunner 1"

A good trait for active defense builds like speed-based shotgun specialists, basically.
« Last Edit: December 13, 2009, 15:45 by Frankosity »
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bfg9001

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Re: New Traits
« Reply #7 on: December 14, 2009, 01:30 »

"Endurance" seems like a useful trait, but it'd probably be more balanced if a second trait was required; possibly another "hellrunner," or "ironman," or "tough as nails."
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Frankosity

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Re: New Traits
« Reply #8 on: December 14, 2009, 02:23 »

Yeah, maybe Hellrunner 1 and Ironman 1. TaN could be used instead, but I don't think it'd make as much sense in the context of the trait itself.
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Madtrixr

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Re: New Traits
« Reply #9 on: December 14, 2009, 12:19 »

Yeah, Ironman makes more sense for Endurance.
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kossa

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Re: New Traits
« Reply #10 on: December 16, 2009, 05:14 »

Hacker (MasterTrait)
Allows to see the plan of the level.
Needs Intuition (2), Wizkid (2)
Blocks Tough as Nails, Son of a Bitch and Brute.
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leonresevil2

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Re: New Traits
« Reply #11 on: December 18, 2009, 20:45 »

I do like the Endurance idea. And I must comment, Unbeliever is not that (heh) unbelievable when compared to Ammochain as it is right now (just because I don't care about ammo or reloading, I don't use up ammo?). However, I admit that the idea is overpowered. Maybe just make it so Arch-viles don't auto-hit you.
And, an (admittedly rough) idea of my own. The Mod elements can be worked out by the pros, who will know more about balancing for the game, and how the new armor system will work.

Craftsman Advanced Trait: Unlocked by Ironman 2. Allows Armor Shard pieces to restore armor by an extra 5%, up to a max of 150%. Possibly also allows the player to mod an armor piece an extra time. Possibly a two-tiered trait, possibly allow one of the tiers to enable modding Unique armor.
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Fanta Hege

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Re: New Traits
« Reply #12 on: December 19, 2009, 08:55 »

Breakdown.

"Knock knock, who's there? ME ME ME ME ME ME!"

Reqruitment; Brute (3)

You're the man, the man and a half, and nothing can stop your fists when you're mad!
With this trait, each time you go berserk, your punches will literally start taking down some walls.
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leonresevil2

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Re: New Traits
« Reply #13 on: December 19, 2009, 12:53 »

Breakdown.

"Knock knock, who's there? ME ME ME ME ME ME!"

Reqruitment; Brute (3)

You're the man, the man and a half, and nothing can stop your fists when you're mad!
With this trait, each time you go berserk, your punches will literally start taking down some walls.

This would be nice, maybe tweaked to fit into Berserker. It would be a nice way to get into The Wall on AoB, but you would have to be Berserk before entering the stairs. Maybe three regular melee attacks could take down a wall piece. Wail on the Wall! =)
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Fanta Hege

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Re: New Traits
« Reply #14 on: December 19, 2009, 13:45 »

This would be nice, maybe tweaked to fit into Berserker. It would be a nice way to get into The Wall on AoB, but you would have to be Berserk before entering the stairs. Maybe three regular melee attacks could take down a wall piece. Wail on the Wall! =)

Considering the distance from the wall and the entry when you get there, the berserk time wouldn't be nearly enough even on N! to break the wall before it wears out though.

Thus the only viable option for Wall would still be phase devices.
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