DRL > Requests For Features
A Keys Idea That Isn't Boring
raekuul:
Except it does kill the pace.
007bistromath:
How? It doesn't really make you do anything different except hold on to something. This doesn't require solving any puzzles, moving any garbage, or even searching a level unless you actually find a door without a key, and if you do, said key will be sitting in plain sight in one of the rooms you haven't seen yet. If you can't put up with about twenty seconds of backtracking should that happen, I have no idea how you get through this game anyway, since it's generally necessary to go back over a level to top off on armor and restoratives once it's cleared out.
The net effect of tying special vaults to keys is that there are more vaults with more varied caches in them. That's about it.
ParaSait:
Well, in that case keys are just useless. Or, at least, a little annoyance.
Spoiler (click to show/hide)EDIT: By the way, this is post number
:)
Kashi:
--- Quote from: Mrazerty on February 02, 2011, 17:31 ---Well, in that case keys are just useless. Or, at least, a little annoyance.
--- End quote ---
Adding to that, there aren't actually "unbreakable" doors. Just locked ones, that can be destroyed open with a shotty and other stuff, like Launchers. The need of a key to open a door would be... needless, considering you can open it faster.
ZZ:
The item drop system in the game is pretty balanced and is not in need of changing. Vaults as they are give you enough extraordinary stuff and if we add keys it would be too much good stuff for a single marine to hold. So, keys won't be picked up, and thus they're useless and boring.
Agrred with GameHunter about it's a good idea for a special level.
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