DRL > Requests For Features

New Traits

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TFoN:
I at one point suggested the trait Massacre Man, enabling the dual-wielding of a chainsaw with all but a BFG or LS. That would probably be much more useful than an off-hand pistol, as putting 4d6 damage into a creature once it closes in on you (which would also be engineered) can prove lethal. Certainly, it can complement almost any weapon, once tarits are taken in HR and EE, traits useful in almost any event. A pistol's only really worthwhile with SoaG, and that only augments the pistol.

Traits aren't part of Doom, but as of 0.9.8.5 almost all traits either reflect a skilled Doom player's abilities, knowledge and reflexes (e.g. EE, Intuition, Shottyman (which "should" be a standard feature), HR~) or directly influence simple numerical values (e.g. SoaB, TaN, IM). The only two exceptions I can think of are Berserker and Dualgunner, where the former is an extention of an existing feature and the latter isn't nearly as severe in its implications as acidic blood.

Hell's Champion may be on hold, but that doesn't mean there's any more room for acidic blood in standard DoomRL than there was before. Besides, if Kornel will decide to release the source code at any time, but specifically before your two years, then it will be just a little more relevant to discuss where this falls in.

AFAIK, HKs/Barons using plasma is Doom canon. I'll try finding something, later, if I'll remember.

DaEezT:

--- Quote from: TFoN on March 09, 2007, 14:37 ---I at one point suggested the trait Massacre Man, enabling the dual-wielding of a chainsaw with all but a BFG or LS. That would probably be much more useful than an off-hand pistol, as putting 4d6 damage into a creature once it closes in on you (which would also be engineered) can prove lethal.

--- End quote ---

I don't remember seeing that but I like it.
The chainsaw in the second slot is used automatically, and without switching weapons or any penalty, whenever you attack at melee range. It wouldn't work with the LS because the main weapon takes priority, so the player would attack with it, instead of using the off hand chainsaw. As for the BFG, i think it should be allowed. I usually have a RL or chaingun in the other slot so I can switch over and finished the wounded enemies off instead of wasting more plasma.
While you could use the chainsaw to do so it is not always as save or practical as using another strong ranged weapon.

Supernaut:
I would like the idea, but I think it is fairly overpowered. Disadvantage of rl for example is that you can't use it at close range. You want to take it away by giving the player a relatively HUGE damage weapon. Chainsaw is stronger than Rocket Launcher! It is actually stronger than almost every weapon, apart from Plasma Rifle, BFG and of course spoily weapon. And it wouldn't reflect a skilled player, nor a numeric number, would it? Besides let's just drop thinking about which trait represent a skilled player and which not, because this way we won't find too many new traits.

Hmmm what about tweaking juggler so that instead of 20% speed change it let's you swap weapons 50% faster? with 2 of those traits you could swap weapons in no time, which really is helpful.

TFoN:
Between the minimal range required for safe use of a RL and melee range there are enough spaces, and therefore enough danger, to likely keep this balanced. On the other hand, regarding the BFG, I think the reason they were eventually counted out, during conversation, was that they don't harm the char.

Dualwielding of a chainsaw actually can [partially] reflect a skilled player's control of, and timing with, weapon swapping.
Any way, you can't really argue that allowing a dualwielded chainsaw makes as much or less sense here than acidic blood. What I said about reflection of skill and numerical values was said to stress the fact that traits are currently strongly related to Doom features and the such and/or do not act as total conversions from an otherwise traitless char. The exception is probably Intuition(3), which is being nerfed for that reason exactly. Adding acidic blood will pose a major balance issue, considering how deeply it will change game mentality once it is taken.

I can only hope Juggler is being changed drastically for the next release. But a 50% reduction per level seems to me quite huge. I think 20% can be fine, but it should be for all weapon swaps.

Supernaut:

--- Quote ---Between the minimal range required for safe use of a RL and melee range there are enough spaces, and therefore enough danger, to likely keep this balanced.
--- End quote ---
When the enemy is right beside you, you can use chainsaw. 1 tile away, you walk towards him and use chainsaw. Even 2 spaces away you can try running to him. When the enemy is 3 tiles away you go backwards and shoot rl. When the enemy is 4 tiles away you either shoot, knowing you will take little damage or go one step back. This gives too much versatility in my opinion. Unless you give the player some negatives on CTH or CTD this will be way too overpowered.


--- Quote ---Dualwielding of a chainsaw actually can [partially] reflect a skilled player's control of, and timing with, weapon swapping.
--- End quote ---
Juggler does. And not partially. Allowing a player to have a very strong melee weapon in addition of a ranged weapon seems still overpowered.


--- Quote ---I can only hope Juggler is being changed drastically for the next release. But a 50% reduction per level seems to me quite huge. I think 20% can be fine, but it should be for all weapon swaps.
--- End quote ---
50 % per level is huge. But otherwise it seems worthless. It may even be 40 %. 20% seems way too little, and favors other traits.

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