DRL > Requests For Features
Ironman Advanced/Master Trait Ideas
DeathDealer:
--- Quote ---2. Change the requirements of Blademaster to Marathon Man and Berserker, add "You can run while berserking" as another effect of Blademaster.
--- End quote ---
(1, Thomas) I'm fine without any new master traits, although I believe there's acknowledged issues with Ammochain and Blademaster. The main reason I suggested Juggernuat was as a possible Blademaster replacement or inspiration for tweaking (as you suggested in 2,3).
(2, Thomas) I think running while berserking would be overkill, at least it would be with Hellrunner available too. I also have this theory that it's been mentioned a lot to Kornel and rejected a lot, otherwise it would already be part of the game.
(3, Thomas) I love the idea of replacing Dodgemaster with Marathon Man as a Blademaster prerequisite, but I can't see Dodgemaster getting removed from the game. So Marathon Man would probably still have Ironman 2 requirements. In that case it would probably be easier to just change how long a Blademaster berserked or give them a flat movement speed of ~.3 while berserk and set their state as running (and make them tired afterwards), as opposed to the normal .4 from a coding standpoint.
Question: Does berserking actually slow you down if you are already moving faster than .4?
Thomas:
--- Quote from: DeathDealer on April 07, 2011, 08:33 ---Question: Does berserking actually slow you down if you are already moving faster than .4?
--- End quote ---
Kornel once said that there was a bug where if you had a very low move delay and you went berserk, every step you take would actually send you backwards in time, so I'm not sure if it's as simple as this.
tehtmi:
Y'know, I think I'm the one who original put that the move speed goes to 0.4 in berserk. It turns out I was wrong.
Let me first say -- the berserk speed modifier is weird, but I think I know more or less how it works now. (Please forgive any inaccuracy.)
If you understand how "energy" works, basically the player gets an extra 400 energy whenever his action comes up. To prevent problems, you won't get this bonus again until your energy actually drops below 5000.
The upshot is this:
1) actions that take >= 0.5s are reduced by 0.4s. This includes ALL actions!
2) for shorter actions, the player sometimes gets "instant turns" interspersed with turns that take no more than the normal amount of time. Shorter actions get more instant turns.
Hmmm, time to update the wiki.
EDIT: 2) wasn't quite accurate; it's hard to describe, but I tried to fix it.
DeathDealer:
Thanks for the update. That makes running while berserk seem much more plausible in terms of coding at least.
Fanta Hege:
I might be a bit late to the party, but I figured since this was still in the first page I'd post this here;
Medicine man
(recruires ironman 1)
Each time you use a medpack, the turn you used it on will be treated as if you were running.
Simple little buff up, allows you to get more use from your medpack when you're in a bad position.
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