DRL > Discussion

Ideas to make DoomRL even faster and furious'er

<< < (18/20) > >>

Creepy:
Yeah, 2K wants to "remake" XCOM as a FPS that takes place in the 1950's and doesn't involve anything that came from the original XCOM. 2K has all but admitted they had the story and setting for the FPS decided on and in place before they decided to put the XCOM license over it. At least Enforcer pretended to care.

The Firaxis remake is supposed to be an actual remake and uses a 3D tactical battleground, and remains a TBS. The changes they're thinking of making are smaller and grounded in the idea of "remake and enhance the original for the new generation" instead of "Buy the license and slap it on an alien-related shooter we were already going to make." It looks sharp and fucking awesome, and if anyone knows how to make a goddamn turn-based strategy game, it's Firaxis.

Klear:
Who cares? There have been so many attempts at remakes/sequels, both professional and amateur, and nobody managed to capture the fun of the original.

If Firaxis manage to make a nice game that's great, but the original UFO will likely remain the best one and there's nothing wrong with that.

Napsterbater:
Glad to see some constructive discussion going on!

Barrel levels are only annoying to me when there's also "something really valuable here." If not I feel no qualms about blowing up every barrel from afar.

One minor thing I'd like to see happen is to have unique armors guaranteed to drop on dry land when the enemy holding them is killed. It sucks when I clear such a level and find no unique. But I suppose I could just make sure to always kill formers with weapons rather than push them into fluids whenever there's a unique on the level.

But whatevs. Uniques can make things interesting, but they're rarely useful when they spawn, especially the weapons. Onyx armor is probably the most-hoped for spawn in the games I play, but even then it's only useful after I get a power mod on it, and even then I usually favor bulk-modded red armor for the fire resist. But P-modded cerberus onyx armor is the only real kit I go gaga for for on my MMB Ao100 runs. But I don't really need it, bulk-modded red is plenty. Well, aside from cerberus boots, but those are easy.

Heh, I once found a nano mod and an onyx mod one level after the other. I had MMB and was itching to get that second level of WhizKid so I could assemble Cybernano Red armor. Last enemy on that level with the onyx mod was a former sergeant, which tagged me next to a lava barrel while I was overconfident and running around with only 25% health or so. Bye bye Cybernano. :-|

Uranium:

--- Quote from: Napsterbater on April 06, 2012, 16:26 ---Barrel levels are only annoying to me when there's also "something really valuable here." If not I feel no qualms about blowing up every barrel from afar.

One minor thing I'd like to see happen is to have unique armors guaranteed to drop on dry land when the enemy holding them is killed. It sucks when I clear such a level and find no unique. But I suppose I could just make sure to always kill formers with weapons rather than push them into fluids whenever there's a unique on the level.


--- End quote ---
You know uniques can't be destroyed by any means, even nukes? So if a unique spawns on a barrel level you may as well just blow them all up to get your shinies?

Napsterbater:
Really? Pretty sure I've lost a few to barrels in the past. But that would mean that there was no unique in that level, which would indicate a bug in the program. Or that it was an armor and the possibility that a former would drop it into lava on death was overlooked.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version