DRL > Requests For Features
The Horrible Ideas Thread
ih8regin:
I'd say this should be an exotic one-time item, like a phase device. Well, this thing is pretty much overpowered, while being easy to implement, just add ~15000 energy to player, and let him work it out with actions. About missiles not firing - it's a lot harder to make, as they are now resolvable on call, while just prohibiting the Doomguy to fire ranged weapons could do, it shouldn't be IMHO the intended effect.
Hamster:
That reminds me American McGee's Alice...
Klear:
Hmmm.. if it is supposed to stop time, it should also prevent N! respawning, hold off lava and acid waves (halls of carnage), pause nuke timers, stop the shambler's regeneration, stop regeneration gained by some of the armours, stop health decay (either when boosted without badass or from level feeling)... probably a bunch of other stuff that I haven't thought of. Not se easy to implement.
It could have the effect of freezing only enemies, which would not require the above stuff, and should allow you to still shoot missiles as well.
ih8regin:
if I understand game mechanics correctly, the next turn does not start while there is a creature with more than 5000 energy, and each action decreases the acted creature's energy count by its length in milliseconds. So, in case the Doomguy will receive a 15000 energy boost, he will have free actions while his energy will be above 5000, and the turn counter won't advance, and any turn-aligned special procs won't work, be it nuke, lava/acid wave, N! respawning or monster regen. Player armor regen uses player actions count, so it WILL proceed - but it's logical, as the time is not stopped for the player, the same with health decay, while I'm not sure which event triggers deadly chill. So if there is no trimming for the current energy value, this is VERY easy to implement. ;)
Klear:
OK, I guess that's fair. I'm still quite proud of myslef for the list of stuff that I thought would cause problems =)
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