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Author Topic: Resting & jumping idea  (Read 2524 times)

zenfur

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Resting & jumping idea
« on: May 04, 2011, 07:51 »

Status "tired" always pisses me off, as it's removable only with healing with medpack or so what is not logical. I suggest to create option of resting, which, if not interrupted, would wait, let's say 25 turns and "heal you" to the status cautious. If any monster will be in sight, or you will get attacked, the rest is interrupted. Ofc you can't rest on lava/acid etc.

Jumping: thing which annoyed me most in normal doom was unability to jump... Sometimes in doomrl it would be nice to have jumping as well, it could be unlocked with Hellrunner trait, or be possible with 2. level of Hr trait. What for? to avoid such situations (screenshot below), and allow avoid one-tile obstacles like lava. How far you may jump should be defined with armour you carry, -25% speed modifier makes you unable to jump, 0 is 2 tile jump, and every +25% bonus adds you one extra tile to the reach. Jumping actions should take long, and have quite nice dodge chance, for actions like... Hell! 3 BH and 4 Archatrons! using my tactical armor and boots to jump behind the corner (4 tiles far), as I'm only 20% of health! This would be cool.
Screenshot:

There is shotgun shell (x8) lying here.                                           
 There is shotgun shell (x8) lying here.                                           
                                ###############################################   
                                #...........#.................................#   
                                #...........#.................................#   
                                #......0....#.........................0.......#   
 #########
#####+#################...===....%#.................................#   
 #.......
.......|.@....=/.......#..=====..../0......................0.........#   
 #########
#+#############.......#..=====....############....#####+#############   
 #......=======.........#.......#..=====....#...................#...........===   
 ==========================.=...#...===.....#......%............#........======   
 =========================================================....%./==============   
 =======#######==========================================.==================..#   
 #....................#....=.============================================...0.#   
 #.##################.#.###/###.#....===.....##########..#=======.######...####   
 #.#..............%.#./.#...%.#%#...=====...#.................................#   
 #.#............%.%.#.#.#...%.#.#...=====...#.................................#   
 #.#................#.#.#.....#.#...=====...#.%...............................#   
 #.#................#.#.#.....#.#....===......................................#   
 #.########/#########.#.#######./...........#............%....................#   
 #
>...................#.........#.........>.#.....%......0....................#   
 ##############################################################################   
 
Ilya Bely                  Armor : Malek's Armor [3/3] (100%)                     
 
Health: 96%  Exp: 10/65%   Weapon: modified plasma rifle (1d7)x6 [40/40] (A1)     
 cautious                                                   
Phobos Hell  Lev6     

Annoyed rocketed wall:

You see : bloodstone                                                             
 Boom! There is shotgun shell (x8) lying here.                                     
 ##########
####################################################################   
 #..........
............0.......#...........#.................................#   
 #...........
..................0#...........#.................................#   
 #............
..............%...#......0....#.........................0.......#   
 #######
#######/#####.###########...===....%#.................................#   
 #.....
.........@......=/.......#..=====..../0......................0.........#   
 #######
###/###########.#.......#..=====....############....#####+#############   
 #......=======.........#.......#..=====....#...................#...........===   
 ==========================.=...#...===.....#......%............#........======   
 =========================================================....%./==============   
 =======#######==========================================.==================..#   
 #....................#....=.============================================...0.#   
 #.##################.#.###/###.#....===.....##########..#=======.######...####   
 #.#..............%.#./.#...%.#%#...=====...#.................................#   
 #.#............%.%.#.#.#...%.#.#...=====...#.................................#   
 #.#................#.#.#.....#.#...=====...#.%...............................#   
 #.#................#.#.#.....#.#....===......................................#   
 #.########/#########.#.#######./...........#............%....................#   
 #
>...................#.........#.........>.#.....%......0....................#   
 ##############################################################################   
 
Ilya Bely                  Armor : Malek's Armor [3/3] (100%)                     
 
Health: 96%  Exp: 10/65%   Weapon: modified missile launcher (6d6) [3/4] (T1)     
 cautious                                                   
Phobos Hell  Lev6     

And went farther...

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Re: Resting & jumping idea
« Reply #1 on: May 04, 2011, 08:02 »

Status "tired" always pisses me off, as it's removable only with healing with medpack or so what is not logical. I suggest to create option of resting, which, if not interrupted, would wait, let's say 25 turns and "heal you" to the status cautious. If any monster will be in sight, or you will get attacked, the rest is interrupted. Ofc you can't rest on lava/acid etc.


OP - This will essentially lead to permanent run mode

You can zip around the arena and just leave LOS behind a pillar and rest it back. AoPc autowin for sure
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zenfur

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Re: Resting & jumping idea
« Reply #2 on: May 04, 2011, 08:54 »

Any ideas to make it not so OP? Like you may rest only when there are no monsters at the level?
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ParaSait

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Re: Resting & jumping idea
« Reply #3 on: May 04, 2011, 09:18 »

That's a bit far-fetched and not really worth the trouble; if you just exit down the stairs your status will be reset to cautious anyway.

EDIT: On medpacks resetting tiredness not being logical: From a realistic point of view, that might indeed be quite unlogic yeah, but not from a gameplay point of view. Strategy is what it's all about. Giving items several purposes (both explicitly and implicitly) adds to the aspect of using items wisely on the right occasions.
Aside from that, this way medpacks also serve more purpose in various builds. Say that you have a character that is pretty weak on health or defense, medpacks are obviously useful. Say that you have a character that's not very good at dodging or has low movement speed, medpacks also serve a good purpose in times they need an immediate dodge and/or speed bonus. See, this way it's all nicely balanced out. The whole resting idea would awfully damage the balance in running.
« Last Edit: May 04, 2011, 09:32 by ParaSait »
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Tuomari Jim

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Re: Resting & jumping idea
« Reply #4 on: May 05, 2011, 02:01 »

Agreed, this would be overpowered. And as far as jumping goes... hell, that's why you always keep a regular rocket launcher with you at all times. ;)
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Ander Hammer

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Re: Resting & jumping idea
« Reply #5 on: May 05, 2011, 02:25 »

Medpacks removing tiredness makes perfect sense from a gameplay and (heh heh) realism standpoint.

You're a doomguy, and moving around normally is pretty stressful, but you can handle it. Sprinting while burdened down with five big guns, ten stacks of ammo, a bunch of medkits and a demonic artifact or two takes it out of you, and you can't manage that stunt again until you've had a chance to really breathe (taking the stairs down... maybe there's a bathroom between each level or something and Doomguy can wash his face) or you've healed.

Here is where I point to the precedent of the stimpack - a package of stimulants meant to restore 10% health and keep a tired marine going. I just assume that some of those are part of what makes up a health kit. As for globes, well, hell, they're like, magic or something.
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