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Author Topic: Doom: The Text Adventure  (Read 156779 times)

raekuul

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Re: Doom: The Text Adventure
« Reply #420 on: May 31, 2012, 09:51 »

The door closes once you are clear of its path.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

Kabrinski

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Re: Doom: The Text Adventure
« Reply #421 on: May 31, 2012, 16:55 »

If one gets through, either kick them in to the door or hit them with live steam!
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We all walk a dark path...for there are only shadows. Some lighter, and some darker...but shadows all the same.

For all life is a shade of grey.

raekuul

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Re: Doom: The Text Adventure
« Reply #422 on: June 01, 2012, 19:09 »

You don't have any live steam to ready.

You hear scraping against the door, and a fair bit of yelling.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

Pricklyman

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Re: Doom: The Text Adventure
« Reply #423 on: June 01, 2012, 19:45 »

WAIT IN A READIED POSITION (To see if they get through)
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raekuul

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Re: Doom: The Text Adventure
« Reply #424 on: June 01, 2012, 21:39 »

You ready your shotgun. You wait. You wait.

The door opens, and you get a free shot at one of your assailants!



INVENTORY:
46 HP
Armor Rating 1
84 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100*, 34, 19)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
9 Shells
272 Experience Points
109.5 Rage Points
18 Over Points

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Helltouched Grunt #1100%0%10ChainsawChainsaw
Helltouched Grunt #2100%0%10ChainsawChainsaw
« Last Edit: June 01, 2012, 21:40 by raekuul »
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

ih8regin

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Re: Doom: The Text Adventure
« Reply #425 on: June 04, 2012, 00:42 »

(A free shot you say? Hope this time it'll hit.)

FIRE SOLID SHELL SHOTGUN AT GRUNT #1
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0.9.9.7: badges [21|17|17|10|1|wow,1], quest: UV each challenge (9/16)

raekuul

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Re: Doom: The Text Adventure
« Reply #426 on: June 04, 2012, 12:26 »

Your rage transmutes the shell in your gun just before you fire. You hit Grunt #2 for (quickly looks up the damage roll for Solid Shell... (3d5)+(1d3)d5=14+4+5=23) enough damage to kill him outright. (+23 exp, +13 over, -1 shell, -3 rage)

INVENTORY:
46 HP
Armor Rating 1
84 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (84*, 34, 19)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
8 Shells
295 Experience Points
106.5 Rage Points
31 Over Points

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Helltouched Grunt #1100%0%9ChainsawChainsaw
Helltouched Grunt #2Dead0%9ChainsawChainsaw

Have you noticed yet what enemies I'm not throwing at you?
« Last Edit: June 05, 2012, 00:45 by raekuul »
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

IronBeer

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Re: Doom: The Text Adventure
« Reply #427 on: June 04, 2012, 13:09 »

Have you noticed yet what enemies I'm not throwing at you?
Of the Classic Doom Ep1 monsters, I think it's only Pinkies and the Bruiser Bros. And Spectres, if you're evil.
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raekuul

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Re: Doom: The Text Adventure
« Reply #428 on: June 04, 2012, 21:48 »

Take another look at your ammunition.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

IronBeer

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Re: Doom: The Text Adventure
« Reply #429 on: June 04, 2012, 22:20 »

Hmmm. I see what you meant now. Shells aren't exactly plentiful.
Perhaps we should save them for something nasty, but I'm personally a little concerned about the damage potential of the remaining Chainsaw dude.

>>How much time is needed to use a Stimpack?
>>Check distance between Grunt #1 and Self (To determine if we have time for some fancy aimed shooting)
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ih8regin

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Re: Doom: The Text Adventure
« Reply #430 on: June 04, 2012, 23:09 »

raekuul, you also didn't throw some of those Helltouched that fled at the second encounter here at nuclear station. I wonder where are they?

I guess using a stimpack eats 1 whole turn, as well as aimed shooting. And, phewwwww one chainsaw less against us.
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raekuul

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Re: Doom: The Text Adventure
« Reply #431 on: June 05, 2012, 00:42 »

Stimpack is a turn-action if you're actively being attacked, though it's not delayed. Aimed Shooting, however, is not only a turn-action but also is the last thing that happens in the round, excluding certain other actions that haven't yet become relevant or I'm simply not allowing you to perform while in a potential combat situation.

Distance is usually a non-factor when it's just one living opponent, though for these melee creatures I still have to track it in some fashion. Since you haven't moved since your attack, you're still right were you were, and Grunt #1 is still right where he was - within range for a good hit with the chainsaw.

While I'm thinking about it, the Chainsaw officially deals damage at the same rate that an imp's claws do: 1d8+3. They have a slight bonus to hit (+1 both for and against anyone wielding a chainsaw, which I'll have to update the table to reflect that), and instead of increased damage on a critical, a chainsaw is guaranteed to hit any targets that fumbled before the attack (so, say you rolled a 1 on your attack roll with the shotgun blast...)

As for those fleeing Helltouched, I (a) completely forgot about the fleeing mechanic since that encounter, and (b) pretty much tacked those two guys onto the next level once they fled.
« Last Edit: June 05, 2012, 00:46 by raekuul »
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ih8regin

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Re: Doom: The Text Adventure
« Reply #432 on: June 05, 2012, 01:21 »

Okay, I see that we have no time to spend right now, but we can likely sustain a single hit. Anyway we seem to have to conserve shells, as they do a hell of a punch, and we don't need this many.

And yes, why the hell the second grunt wasn't harmed by splash from solid shell?
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raekuul

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Re: Doom: The Text Adventure
« Reply #433 on: June 05, 2012, 01:27 »

The second grunt took all of the damage from the Solid Shell. The first grunt was the intended target, but you missed - badly enough to not hit him, but not a fumble - and the second grunt took all of the damage from the Solid Shell.
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ih8regin

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Re: Doom: The Text Adventure
« Reply #434 on: June 05, 2012, 05:17 »

okay. Actually I was expecting the solid shell to also blow up and deal slight splash damage. Is it there? Or it's just a bigger version of Solid Slug?

SHOOT GRUNT #1 WITH PISTOL AIMED SHOT
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