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Author Topic: Doom: The Text Adventure  (Read 139491 times)

Numbernaut

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Re: Doom: The Text Adventure
« Reply #165 on: March 26, 2012, 11:55 »

LOOK AT SHELLS
LOOK AT PISTOL CLIP
LOOK AT ARMOR
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raekuul

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Re: Doom: The Text Adventure
« Reply #166 on: March 26, 2012, 12:42 »

You open the door and immediately sidestep. You assume command and order the humans to drop their arms and leave. Three quite literally unarmed former humans shamble away from the place for what remains of their mockery of life.

You look at the pumpkin. It is a brownish-orange, about a foot in diameter, and weighs about 17 pounds. What it's doing in your inventory is anyone's guess, but it would be a waste to just leave it here.

You look at your shotgun shells. You have nine.

You look at your bullets. All together, you have one hundred bullets.

You look at your armor. The armor you are wearing is a heavily damaged basic UAC armor. The armor in your pack is a brand-new basic UAC armor.


INVENTORY:
105 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
100 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Nuclear Plant 1
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

shark20061

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Re: Doom: The Text Adventure
« Reply #167 on: March 26, 2012, 12:55 »

You assume command and order the humans to drop their arms and leave. Three quite literally unarmed former humans shamble away from the place for what remains of their mockery of life.

PICK UP (all 6?) ZOMBIE ARMS

(why?  I don't know, maybe we can throw them :D :D :D :D :D :D)

EDIT: ...unless they were (h)armless to begin with, hehe.
« Last Edit: March 26, 2012, 12:58 by shark20061 »
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Mancubus 2nd Lieutenant (0.9.9.6)  [22/12/3/0/0]
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Pricklyman

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Re: Doom: The Text Adventure
« Reply #168 on: March 28, 2012, 04:59 »

harmless...oh dear lord. But anyway.

EQUIP PISTOL
LOAD PISTOL (if needed)
SHOOT FORMERS SYSTEMATICALLY IN THE HEAD
INBETWEEN SHOOTINGS, WAVE GUN AND THREATEN, WITH THE PURPOSES OF INTIMIDATION
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Kabrinski

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Re: Doom: The Text Adventure
« Reply #169 on: March 28, 2012, 06:43 »

Okay...

I'd just ignore em. They ain't got no arms and there's no point in either wasting ammo or generating noise.
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For all life is a shade of grey.

Game Hunter

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Re: Doom: The Text Adventure
« Reply #170 on: March 28, 2012, 08:37 »

Yes, don't forget this:
No EXP for killing anything not capable of killing you.
So unless it's purely for sport or fun, we don't have reason to kill anything that can't fight back. (Also, IIRC, equipping and reloading aren't necessary to state and are done automatically: when you're shooting, you specify whichever weapon is used for that shot.)

raekuul: Maybe you should compile all the "gaming mechanics" information in the OP so people don't have to thread-dig for every tidbit. In fact, I could get the information together and PM it to you, if you don't have time.

Also, in order to keep this moving, after everyone else is done with their thing:

GO NUCLEAR PLANT 1
« Last Edit: March 28, 2012, 08:39 by Game Hunter »
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raekuul

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Re: Doom: The Text Adventure
« Reply #171 on: March 28, 2012, 11:01 »

If you would, that would be nice ^^;

The arms refuse to become one with your inventory screen. They head off in random directions, away from the Nuclear Plant.

You shoot all three of the Former Humans in the head, one by one. As you shoot, you practice being intimidating.

You enter the Nuclear Plant.


INVENTORY:
105 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4
« Last Edit: March 28, 2012, 13:33 by raekuul »
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Klear

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Re: Doom: The Text Adventure
« Reply #172 on: March 28, 2012, 11:59 »

LOOK AROUND, TRY TO FIGURE OUT WHICH WAY TO THE CONTROL CENTRE (the plant has a control centre, right?)

SHOUT "I'M COMMING FOR YOU YOU BASTARDS!" TO BOOST EGO.
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Dude... we need to change your forum handle from "Klear" to "Klear Nukem".

shark20061

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Re: Doom: The Text Adventure
« Reply #173 on: March 28, 2012, 13:16 »

Spoiler: psssst (click to show/hide)
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Mancubus 2nd Lieutenant (0.9.9.6)  [22/12/3/0/0]
M:16 S:43 (126) A:17

raekuul

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Re: Doom: The Text Adventure
« Reply #174 on: March 28, 2012, 13:43 »

Thanks for the catch. I always forget to update the counter.

You look around, but you don't know this place from Gomorrah. A map would probably be useful.

You shout. Your ego gets a +20% boost. Your coolness factor gets a 20% boost. Your stealth takes a 34% penalty. Make a SAN... oh, wait, wrong game. Your shout attracts the attention of two former sergeants.


INVENTORY:
105 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Former Sergeant #1100%30%+/-0ShotgunShell (10)
Former Sergeant #2100%30%+/-0ShotgunShell (10)

Since we're in a new area, the monster numbers have reset.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

thelaptop

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Re: Doom: The Text Adventure
« Reply #175 on: March 28, 2012, 14:10 »

FIRE SHOTGUN AT SERGEANT #1
FIRE SHOTGUN AT SERGEANT #2
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raekuul

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Re: Doom: The Text Adventure
« Reply #176 on: March 28, 2012, 15:06 »

You fire your shotgun at Former Sergeant #1. You catch him in the blast for 11 damage! Former Sergeant #1 perishes without a second thought. You catch #2 in the blast for 2 damage!

Former Sergeant #2 fires at you. He hits for 11 damage!

You fire your shotgun at Former Sergeant #2. You score a critical hit for a whopping 46 damage! Former Sergeant #2's armor is obliterated! Former Sergeant #2 is no more.


INVENTORY:
95 HP
Armor Rating 1
34 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
7 Shells
81 Experience Points
50.5 Rage Points
36 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Former Sergeant #1Dead19%+/-0ShotgunShell (10)
Former Sergeant #2Gibbed0%+/-0ShotgunShell (9)

A note on experience, over, and rage points; you get the enemy's hp loss in exp for each kill (so since you did 11 damage to FS#1, who had 10 HP and Armor 1, you got 10 exp from that), and any damage you deal above and beyond what's necessary to kill the enemy gets added to both exp and over points - so since you did 48 damage to FS#2 across two attacks, and he had Armor 1 for both attacks, you get 48-2=46 experience AND 36 over points. In case you don't feel like digging through the thread again to find this tidbit of information, Over Points are automatically added to the HP you recover from using recovery items, though this does completely deplete your Over Points. This does not apply to certain artifacts. Rage points are usually spent for the application of special shots, though not always, and you gain 1 rage point for every 2 HP of damage you take.

This is now all calculated after armor is taken into account, so if I was doing it differently before, that's been patched to work differently.
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raekuul

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Re: Doom: The Text Adventure
« Reply #177 on: March 28, 2012, 15:23 »

A quick insight into how the guns are being handled:

Pistol - 1d20 for the to-hit roll, fires a single round that deals 1d10 damage. Rolling a 20 on the to-hit roll scores a critical hit.

Shotgun - 1d20 for the to-hit roll against the primary target. 1d(5-total targets in direction, minimum 3) shards fired at 1d5 damage each. Rolling a 20 on the to-hit roll AND rolling the maximum number of shards for the primary target (and only the primary target) scores a critical hit. Any shards that don't hit the primary target then get a to-hit roll against the next nearby monster, and so on until all five shards have been resolved. Critical hits only affect the primary target.

Chaingun - 1d20 for the to-hit roll. 1d6 bullets fired at 1d4 damage each. Rolling a 20 on the to-hit roll and 6 bullets scores a critical hit.

A note on critical hits: For multiple bullet weapons like the Shotgun or Chaingun, a Critical Hit changes how armor is applied - instead of applying Armor against each individual shard of a shotgun blast, Armor is only applied against the total damage for a critical hit.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

thelaptop

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Re: Doom: The Text Adventure
« Reply #178 on: March 28, 2012, 16:39 »

TAKE SHELLS
TAKE ARMOUR
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raekuul

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Re: Doom: The Text Adventure
« Reply #179 on: March 28, 2012, 17:53 »

(So, I should apologize. I did not expect to be going out of town the next few days, so the game is pretty much going to be on hold after tonight)

You obtain 19 more shells.

You obtain a severely damaged Green Armor.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.
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