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Author Topic: New Lever Effects  (Read 11577 times)

Fanta Hege

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Re: New Lever Effects
« Reply #30 on: January 12, 2011, 11:29 »

It's funny how mechanic switches connected to the floor can have a physical effect on the one who pulls them. :>

Well you grab the handle, pull it down and you're suddenly swarmed with nanobots!
Or in hell levels, magical powaaaahs
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DooMBringer

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Re: New Lever Effects
« Reply #31 on: January 12, 2011, 14:38 »

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.

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raekuul

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Re: New Lever Effects
« Reply #32 on: January 12, 2011, 20:58 »

"Suddenly all the monsters fall dead"... blah, that needs a better saying.

"You stand still for a perfectly silent second. Bliss."
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rchandra

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Re: New Lever Effects
« Reply #33 on: January 12, 2011, 22:13 »

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
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Deathwind

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Re: New Lever Effects
« Reply #34 on: January 13, 2011, 04:01 »

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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ParaSait

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Re: New Lever Effects
« Reply #35 on: January 13, 2011, 07:08 »

A computer map effect?
"The machine uploads a map to your pda."
That sounds pretty good imo.
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Re: New Lever Effects
« Reply #36 on: January 13, 2011, 09:04 »

A computer map effect?
"The machine uploads a map to your pda."
Like in Doom:RPG.
Logged in as root # scp /map.dat Saving... Done. You got the map data.
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Derek

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Re: New Lever Effects
« Reply #37 on: January 13, 2011, 09:22 »

What about a lever that replenishes your running and/or increases the amount of time it lasts before you get tired?
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ParaSait

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Re: New Lever Effects
« Reply #38 on: January 13, 2011, 13:08 »

What about a lever that replenishes your running and/or increases the amount of time it lasts before you get tired?
Wow, long time no see, Derek :)

This sounds not really worth it though, unless it gives you some sort of adrenaline shot or something. The lever puts you in a mode for some time (cancelled if you pressed the run button again) which makes you run super fast. Effect could be considered both positive and negative since you'll have amazing speed & dodge, but horrible accuracy. Could be handy for AoB, AoPc, etc.

In fact, now that I'm thinking of it, maybe this could work as an item too? Steroids or something? :P
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thelaptop

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Re: New Lever Effects
« Reply #39 on: January 13, 2011, 16:04 »

In fact, now that I'm thinking of it, maybe this could work as an item too? Steroids or something? :P
So we are starting to pull in some of the ideas from Duke Nukem 3D now?  =P  Actually let's make it even more polarised -- you gain massive speed, but you are more vulnerable (incur a -1 to armour) due to your recklessness.  This is deliberately the opposite effect of Berserk, since that one increases your armour rating but removes your speed by banning you from running.

Well I think it is doable, but it really depends on how much of the Doom universe Kornel wants to maintain.  If the objective now is to get 1.0 out of the door, then maybe we can keep the steroid idea for DoomRL 2 (having steroids in DoomRL may tilt the game in a completely different way, possibly negating the effects of fast monsters on the higher difficulties).
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ParaSait

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Re: New Lever Effects
« Reply #40 on: January 14, 2011, 04:16 »

Well I think it is doable, but it really depends on how much of the Doom universe Kornel wants to maintain.
The whole idea of staying in the Doom universe is already kinda ruined anyway.
I mean, if there's the combat translocator from Unreal Tournament and even anime elements, why the heck not include something from Doom's quite close cousin Duke3D?
« Last Edit: January 14, 2011, 04:18 by Mrazerty »
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Simon-v

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Re: New Lever Effects
« Reply #41 on: January 14, 2011, 07:12 »

The whole idea of staying in the Doom universe is already kinda ruined anyway.
I mean, if there's the combat translocator from Unreal Tournament and even anime elements, why the heck not include something from Doom's quite close cousin Duke3D?
Wasn't there an adrenaline injector in Doom 3 that did just that - gave you unlimited stamina for a short while?
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Fanta Hege

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Re: New Lever Effects
« Reply #42 on: January 14, 2011, 08:27 »

Wasn't there an adrenaline injector in Doom 3 that did just that - gave you unlimited stamina for a short while?

Yep.
Thus, nothing wrong with a stamina lever nor steroid pill/injection pack to be honest.
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thelaptop

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Re: New Lever Effects
« Reply #43 on: January 14, 2011, 10:40 »

Yep.
Thus, nothing wrong with a stamina lever nor steroid pill/injection pack to be honest.
No, there is nothing wrong.  But I think there is a mild balance issue that needs to be settled.  See also my parenthesized comments above.
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Fanta Hege

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Re: New Lever Effects
« Reply #44 on: January 14, 2011, 16:03 »

No, there is nothing wrong.  But I think there is a mild balance issue that needs to be settled.  See also my parenthesized comments above.

Honestly I don't think there's much balance issue in it at all.
If it's a lever, there's only a small chance to actually get it as a lever at all.
In N! it would be a god send, just like a lever to flood the level with water, which considering N! is even more OP.

Now saying this from experience; Most of the N! deaths are usualy caused when you can't dodge anymore. Running out of run state. Berserk poofed off. Healing while running and getting run state turned off.

Now, if it were a pill carriable, it might have some balance issue, but then again, it could be exotic, or have setbacks to make it less reliable.

As a lever, I see no issues with it. 
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