DRL > Requests For Features
New Lever Effects
Fanta Hege:
--- Quote from: Mrazerty on January 12, 2011, 07:37 ---It's funny how mechanic switches connected to the floor can have a physical effect on the one who pulls them. :>
--- End quote ---
Well you grab the handle, pull it down and you're suddenly swarmed with nanobots!
Or in hell levels, magical powaaaahs
DooMBringer:
If I am to risk using a lever before a level is cleared, there should be a chance that a lever will clear it for me.
That is why I suggest simply:
Death to the damned
Effect: Kills all the remaining enemies on the level.
Message: Suddenly all the monsters fall dead.
I would also suggest adding a lever that, after using, gives a new unique item, unavailable by other means. This could offset the risk and reward those who play slots in DoomRL.
raekuul:
"Suddenly all the monsters fall dead"... blah, that needs a better saying.
"You stand still for a perfectly silent second. Bliss."
rchandra:
as has been brought up before, the presence of the flood room with acid/lava levers (no warnings) make pulling levers far too dangerous on uncleared levels, most of the time.
now to be more constructive.
* Spawn a unique somewhere on the level. 1 use. "You sense the presence of something really valuable hidden here!"
* Convert a random wall into fuel barrels. 1 use, no level feeling.
* Tell you how to wield the bloody Dragonslayer ("A mysterious phrase appears on the wall: Drink milk to become stronger")
* For the next X turns, monsters run away from you (and run away from the map centre - moving backwards in general) "You feel a constant fear that something's always there." When using the lever, "You feel the light begin to change". OK, those quotes are perhaps too silly. Reversed monster movement could be good though
Deathwind:
Reveal all monsters for 10 seconds?
"You turn on a security monitor"
A computer map effect?
"The machine uploads a map to your pda."
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