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Author Topic: Mod Arrays (ie. Mod Runewords)- a simple idea  (Read 18830 times)

MaiZure

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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #15 on: February 15, 2011, 01:25 »

Completionists will go insane over getting these things together :P
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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #16 on: February 22, 2011, 12:40 »

After discussing assemblies a bit, it seems like a good way to go with a chunk of them (and given what's already in the system) is to upgrade standard weapons into pseudo-exotic ones, possibly uniques depending on the mods involved. Since these can't be modded further, they should be marginally better than their (unmodded) counterparts. For example:

Speedloader Shotgun (combat shotgun + PT, pseudo-assault rifle):
Damage: 8d3
Clip size: 6
Fire time: 1.0s
Reload time: 0.5s (straight loading, no pump)
Accuracy: N/A (combat's spread and drop-off)

Reinforced Plate (red armor + PO, pseudo-gothic armor):
Armor: 10
Durability: infinite
Knockback: -90%
Move speed: -70%

Prophylactic Armor (blue armor + BB, pseudo-medical armor):
Armor: 2
Durability: 200%
Knockback: 0%
Move speed: -20%
Special: Heals up to 25% of player's HP, at the cost of 1% durability per HP.

Grappling Shoes (any common boots + TT, pseudo-gothic boots):
Armor: Original
Durability: Original
Knockback: Original-50% (if possible, max -90%)
Move speed: -10% (since common boots are always 0% normal)

Hyperblaster (plasma rifle + ATT, pseudo-laser rifle):
Damage: 2d4x3
Clip size: 45
Fire time: 0.50s
Reload time: 2.5s
Accuracy: +8
Alt. fire: chainfire

Slugshot (double shotgun + PPA, pseudo-super shotgun):
Damage: 9d5x3
Clip size: 2
Fire time: 1.0s
Reload time: 2.0s
Accuracy: N/A (double's spread, normal's drop-off)
Alt. fire/reload: single shot/load

Carbonite Armor (blue armor + PAT, pseudo-phaseshift armor):
Carbonite Gear [1/2]
Armor: 4
Durability: 150%
Knockback: 0%
Move speed: +15%

Carbonite Boots (plasteel + PAT, pseudo-phaseshift boots):
Carbonite Gear [2/2]
Armor: 4
Durability: 150%
Knockback: 0%
Move speed: +15%

Complete Carbonite Gear provides floating over environment, as with phaseshift set. (If this is impossible, maybe make environment damage halved while wearing each piece (like ITYTD), so quartered for the whole set.)

Tesla Zapper (plasma rifle + ABBF (or ABBB), pseudo-Railgun)
Damage: 3d2x10 (damage type: fire)
Clip size: 80
Fire time: 1.2s
Reload time: 3.0s
Accuracy: +4
Special: penetration (if possible, make it look like shambler missile but fast/rapid)

Mass Driver (chaingun + PBBS (or PABB), pseudo-Railgun)
Damage: 7d7
Clip size: 70
Shot cost: 7
Fire time: 1.5s
Reload time: 2.5s
Accuracy: +5 (or 100%)
Special: penetration (if possible, half damage after first target, etc)

Targeted Launcher (rocket launcher + AATS (or AAAT), pseudo-Rev Launcher)
Damage: 6d6
Clip size: 1
Fire time: 1.0s
Reload time: 1.5s
Accuracy: +6 (or 100%)
Explosion radius: 3
Special: homing

Successive Shotgun (normal/combat shotgun + PBBF (or PBBB), pseudo-Pancor)
Damage: 8d3x3
Clip size: 9
Fire time: 1.0s
Reload time: 2.5s
Accuracy: N/A (original weapon's spread and drop-off)
Alt. fire: single shot

And for some just plain original ones:

Sniper Scope (sniping) (any bullet weapon + ATS)
All stats are same as original (other than big accuracy boost if not 100%)
Sight radius while holding weapon is increased by one (or two, dunno if one is too weak).

Acidic Formula (acidic) (any plasma weapon + PPF)
All stats are same as original (maybe a power/shot boost based on mods used)
Any tile in which damage is dealt creates a zero-tile explosion that covers it in acid.

Molotov Cocktail (combat knife + TT)
Damage: 1d2 (not meant for melee)
Attack speed: 1.0s
Accuracy: +4
Alt fire: Throw (tile in which damage is dealt (or where it lands, if possible) creates a two-tile explosion that covers it in lava)

If it's possible to make the throw damage/accuracy separate from the melee, I'd make the throw damage of the Molotov Cocktail higher than 1d2. In addition, I suggest making a Spiral Razor assembly that has maybe 4d5 throw damage and a really high throw accuracy.

Another possible upgrade to the assembly system is allowing more than one combination of mods. This would be very limited to considerations like swapping out S for A in ranged, accurate weapons for 100% accuracy (instead of whatever they had) or F for P/B for an extra x2 shots. Rather than requiring the rarer mods, they could be used to complement a particular assembly instead. (Alternatively, you could allow F/S mods to be the only possible additions to assembled gear, and remove F/S requirements altogether.)

Since this is the "assembly request" thread, I'd also like to suggest some balancing tweaks for what's currently in the game. (Spoiler'd just in case.)
Spoiler (click to show/hide)
« Last Edit: February 22, 2011, 21:19 by Game Hunter »
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Fanta Hege

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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #17 on: February 22, 2011, 15:45 »

Though I have nothing against pseudo exotics, I'd also personally love to see some more master/advanced assemplies that can actually be bit more unique on their own way. Something to strife for, somethings that are actually rare to build up.

Like building onto an excisting exotic/unique that allows modding to create something potential fun for the Ao100 players. Bit like the biggest fucking gun currently is.


So I decided to come up with a few crazy ones;

Arm Cannon (Blaster + BPPF)

Damage: 7d6
Accuracy:    +0
Base Fire Time: 0.8 second
Clip Size: 5


Flayer (Plasmashotgun + PPNF)

Damage: 7d4
Accuracy:    +0
Base Fire Time: 0.7
Clip Size: 15


Redeemer (MissileLauncher + TPFF)

Damage: 15d9
Splashradius: +7
Accuracy:    +8
Base Fire Time: 2s
Reload; 4s
Clip Size: 1



Devastator (MissileLauncher + TTBP)

Damage: 6d5x2
Splashradius: +3
Accuracy:    +4
Base Fire Time: 0.5s
Reload; 1s
Clip Size: 10


Collision driver (Railgun +NF)*

Damage: 10d10**
Accuracy:    +12
Base Fire Time: 1 second
Base Reload Time: 2.0 seconds
Clip: 50

*Whizkid required due of an unique being modded here.
**Every pierced enemy and the final collision suffers a 3 radius explosion with half damage.
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Game Hunter

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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #18 on: February 23, 2011, 13:10 »

Antigrav Boots (phaseshift + PATT)
Armor: 8 (though you could just as easily make it zero)
Durability: 100% (if armor is zero, just make this infinite)
Knockback: +100%
Move speed: +25%
Special: take no damage from environment (float message when equipping)
I guess you need to make sure that this doesn't interfere with phaseshift being part of its old set, too.

Controlled Explosion (controlled) (explosive weapon (RL, BFG, etc) + PPBT)
Damage is halved: otherwise all stats are the same as original
Anything hit by the attack takes knockback as calculated for the rocket jump (instead of normal)

Resuscitation Suit (medical armor + PBB) (EDIT: fixed spelling)
Armor: 4
Durability: 200%
Knockback: -25%
Move speed: -40%
Special: Heals up to 50% of the player's HP, at the cost of 1% durability per HP.

Some possible ones to consider:

- Hazmat suit (probably from green armor): 0 armor, crap durability (maybe 25%?), take no damage from environment
- Strobelight Gun (pistol, probably a better name): significantly higher fire time, rocket jump knockback, uses cells(?)
- Flak Cannon (double shotgun): use "normal" accuracy/missile instead (still shrapnel damage), 1d40(?) damage, explosion radius of 3
« Last Edit: February 23, 2011, 17:54 by Game Hunter »
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Thexare

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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #19 on: February 23, 2011, 15:28 »


- Hazmat suit (probably from green armor): 0 armor, crap durability (maybe 25%?), take no damage from environment
The one place that would be useful - the Lava Pits - would have the suit fall apart with the crappy durability. Two hits and it's gone, at 25%.

Also, that's Resuscitation, in case that one gets added.
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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #20 on: February 23, 2011, 17:59 »

The one place that would be useful - the Lava Pits - would have the suit fall apart with the crappy durability. Two hits and it's gone, at 25%.
You wouldn't know because it's primarily an issue in beta, but there are some maps such that having a temporary equip in non-threatening yet hazardous environments could really save on health. The idea is that the durability sucks so much that you couldn't afford to use in any cases BUT those that were deemed completely safe. One example you'd know about already are Hellish Caves when you can't get around going through lava to reach the stairs.

Honestly, I think it's a little too good, removes much of the need for envirosuit packs. Just throwing it out there as a potential item in general (as an assembly it would need crap durability to compensate for easy-to-acquire).

Also, changed the spelling, thanks.
« Last Edit: February 23, 2011, 18:00 by Game Hunter »
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Shoop da Whoop

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And now, something referencive
« Reply #21 on: February 25, 2011, 09:30 »

The Mother-In-Law http://forum.chaosforge.org/index.php/topic,3212.msg0.html
Made of rocket launcher + FNP2

Damage: 11d5
Splash radius: +2
Accuracy: +4
Base Fire Time: 1.0s
Reload: 0.6s
Clip Size: 1

Also, how about +4% berserker chanse for getting damage? Just because of.
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Re: And now, something referencive
« Reply #22 on: February 26, 2011, 07:03 »

The Mother-In-Law http://forum.chaosforge.org/index.php/topic,3212.msg0.html
Made of rocket launcher + FNP2

Damage: 11d5
Splash radius: +2
Accuracy: +4
Base Fire Time: 1.0s
Reload: 0.6s
Clip Size: 1

Also, how about +4% berserker chanse for getting damage? Just because of.

Ahh, this brings back memories.

Don't forget to mention the ammo regeneration (the player might accidentally forget to apply the Nano pack not-last).
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Sambojin

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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #23 on: February 27, 2011, 07:01 »

I myself would like to see just a nice set of "basic" assemblies for each commonly available item. By commonly available I mean accessible in a normal game, so exotics are still in the list. Nothing extraordinary, and not even necessarily as powerful as a WK modded version, just something that adds options for different builds. It might also be nice to get something to make the "wall-breaker" special levels more doable on AoMr, AoS and AoB. Just so they're possible to try, although the medals might have to be re-jigged.

Here's a list of weapons/armours that you will more than likely to run across in a normal game without a basic assembly in version 0.9.9.2. "High power weapon" not-withstanding.

Blue Armour(stacks, can already be nanofibre armour, but no unique assembly for it)
Protective Boots(stacks)
Plasteel Boots(stacks)
Chainsaw (1 available)
Combat Shotgun (stacks)
Double Barrel Shotgun (stacks)
Assault Shotgun (1 available)
Missile Launcher (1 available)
Plasma Rifle (stacks)
BFG 9000 (2 available)
Nuclear-BFG 9000 (1 available)


I've also given a basic idea of the minimum you'll receive of each weapon if you complete all special levels. You also are guaranteed to receive at least 3 agility mods, 2 bulk mods, 1 power mod  and at least another 2-3 random mods from the special levels. You may also be awarded a power mod on AoMa or a random mod on AoMr.

This should give people an idea of what's truly available out there for either WK based builds or any build to construct their basic assemblies.  Remember, these weapons and mods are guaranteed unless you blow them up, so people CAN in fact bank on any assemblies requiring them. A simple tech mod requirement in an assembly adds an element of randomness in whether you'll get it by end-game. Requiring a sniper and a nano mod is probably far too random for a basic assembly though.

I'll come up with some thoughts for these (I love the idea of a solid slug firing combat shotgun, like a hunting rifle kind of thing). I'm not thinking so much "super-powertastic-death-stick", just either useful, different or adding the ability of the player to use the weapons in other builds or other ways than is commonly thought of as normal.


Anyway,  any ideas for "I used an agility mod and a sniper mod on my combat shotgun" style weapons? It'd  have to do something, otherwise I'll just slap a power mod on and leave it be.

edit: forgot the boots. But with tactical boots or normal modded plasteel ones, do we need more? I guess blue armour comes into this category as well. Still, lightning armour would be cool :)
« Last Edit: February 27, 2011, 21:01 by Sambojin »
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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #24 on: February 27, 2011, 19:27 »

Honestly the nano pack is far too rare and is it needed in far too many assemblies, at least one of these should be changed.
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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #25 on: February 28, 2011, 21:55 »

It's great to propose that there SHOULD be some assemblies for such-and-such stuff, but it would help the process better if you also proposed the assemblies themselves.

Lemme try:

High-velocity Plasma (plasma rifle + PT)
Damage: 1d9x6
Capacity: 30
Fire time: 0.8s
Reload time: 2.0s
Alt. stuff: same as original
Basically a way to buff plasma without investing in WK. Drawback is less capacity (the plasma itself is more volatile and so can't be handled as easily); you could allow it on the nuclear variety, too (instead calculate capacity as 75% original).

Reinforced Greaves (plasteel boots + BB, pseudo-gothic boots)
Protection: 6
Durability: 300%
Knockback: -50%
Move speed: -20%
Another pseudo-gothic, this time built especially for traversing hazardous floor. This is balanced because plasteel boots aren't found until much later anyway.

Explosive Shot (explosive weapon (RL, BFG, etc) + BT)
Stats same as original (maybe add the bulk/tech boosts as well)
Explosive radius is increased by 1 (or 2, dunno which).
Another way to give firestorm through other mods (like the way gatling gun works).

Platinum Vest (blue armor + PB)
Protection: 4
Durability: 200%
Knockback: 0%
Move speed: -10%
It gives PB mod bonuses, without B's speed loss. I think it's a good middling between the fast-but-porous tactical armor and the heavy-but-everlasting nanofiber red.

AFAIK, a basic combat shotgun assembly has already been added, as well as one for boots in general. (For next version, I mean.)
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Thomas

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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #26 on: March 02, 2011, 01:01 »

Autoshotgun (Combat Shotgun + BT)
Damage: 5d3 (x3)
Damage dropoff: 5% per square
Damage type: Shrapnel
Firing time: 0.8s
Reload time: 1.5s
Clip Size: 9
Special: Doesn't require pumping between shots. Movement reloads all 9 shells (only with shottyman).

Sawn-off Shotgun (Double Shotgun + PP)
Damage: 12d3(x3)
Damage dropoff: 15% per square
Damage type: Shrapnel
Fire time: 1.0s
Reload time: 2.0s
Clip Size: 2
Special: None

Plasma Cell Storage Unit (BFG + BB)
Damage: 1d1
Damage type: Plasma
Fire time: 1.0s
Reload time: 0.5s
Clip Size: 300
Special: Could possibly have some sort of bonus to unloading it, like very fast unloads or being able to input how many cells you want to unload at once.
EDIT:
Ingame Description: Even though assemblies can't have descriptions, I like the sound of "The munitions equivalent of an extra large coffee cup!"

EDIT: Forgot that I wanted to make an assembly that would rival tactical boots.
Hazard Boots (Protective Boots + BT)
Protection: 2
Move penalty: 0%
Knockback modifier: -30%
Durability: 200%
Special: Barrel explosions deal half damage to you.
« Last Edit: March 02, 2011, 01:17 by Thomas »
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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #27 on: March 02, 2011, 01:08 »

I know people do find duplicates of these things, but nonetheless I question the judgment of any DoomRL player who would turn a perfectly awesome BFG into a ... a ... a munitions equivalent of an extra large coffee cup. Yes we need coffee, but if you have that much you should already be drinking it!
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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #28 on: March 02, 2011, 01:16 »

You can get two BFGs in a normal game, guaranteed as long as you finish the City of Skulls (simplified greatly by the Arena Master's Staff) and Halls of Carnage (pretty easy in general)

While you *can* make use of the second one in a Prepared slot against the Cyberdemon or JC, keep in mind that this is the equivalent of an extra six stacks of power cells. Very useful for Cateye, given all the ammo the Plasma Rifle burns through.
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Re: Mod Arrays (ie. Mod Runewords)- a simple idea
« Reply #29 on: March 02, 2011, 03:34 »

It does 1d1 damage?

What does it shoot?
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