DRL > Requests For Features
Few ideas / minor changes
skarczew:
- Let DoomRL always remember the tile at which the last shot was aimed (now it remembers only if it was in LOS / FOV);
- Create a test screen (maybe a key) which would display all the objects from the game (moddable ones), so we can check if coloring is done right;
- Up resistances on Green and Blue armor to about 25-30%; Why? To make them more useful in a late game;
- Improve Nanofiber armor; it is hardly used now, and not worth creating, imo;
- Make non-napalm barrels appear more often in deep levels;
- Make acid appear more often (instead of lava) in deep levels;
- Make wait take the time accordingly to speed, not 1.0 sec always; I hate getting damage when running in place :] ; or maybe just the other key for those that play on N! and need 1.0 sec for their math;
LuckyDee:
Except for the green/blue armor remark (reds and modded aplenty, as far as I know), it all sounds good to me. Especially the bit about the barrels, the lava tends to get a bit annoying. Though it is Hell, mind you.
Game Hunter:
--- Quote from: skarczew on April 10, 2012, 14:02 ---Up resistances on Green and Blue armor to about 25-30%; Why? To make them more useful in a late game
--- End quote ---
What use DOES green armor have late-game? Its redeeming quality is the resistance to bullet and shrapnel, which are used by the easiest enemies in the game. By the same measure, plasma damage never goes higher (for a given projectile) than 3d5 with the Mastermind, and ~30% of that damage would be absorbed by unmodded blue armor. The most damage-dealing enemies use fire damage, which is why red armor grants the most defense. Seems pretty appropriate to me right now.
--- Quote from: skarczew on April 10, 2012, 14:02 ---Improve Nanofiber armor; it is hardly used now, and not worth creating, imo;
--- End quote ---
I already removed the movespeed penalty in the repo, so nanofiber armor will simply be an armor made indestructible at the cost of halving its defense. This seems like enough, but we'll have to wait on beta feedback.
--- Quote from: skarczew on April 10, 2012, 14:02 ---Make non-napalm barrels appear more often in deep levels;
Make acid appear more often (instead of lava) in deep levels;
--- End quote ---
These two seem pretty fair to me, especially with items like acid-proof boots and the Acid Spitter. All that lava gets monotonous every a while...
--- Quote from: skarczew on April 10, 2012, 14:02 ---Make wait take the time accordingly to speed, not 1.0 sec always; I hate getting damage when running in place :] ; or maybe just the other key for those that play on N! and need 1.0 sec for their math;
--- End quote ---
I should make sure that all the devs agree this is a good idea, but it should be real easy to implement and test out anyway.
Kg:
I second idea of game remembering the last tile, it would be a very good improvement. It's so annoying to spam arrows and die by accident or lose lots of time (and patience). It could be nice if game required you to aim again in case some monster appear in sight when you hold fire button, so you don't die like that.
Matt_S:
The combined protection and resistance system makes things a bit weird. Except for former sergeants and their shotguns, I think the extra protection point from blue armor is enough to replace the lack of bullet resistance because bullet sources are pretty low damage. The same thing is also true for the jump from blue to red, with cacodemons and hell knights, at maximum damage rolls, only doing an extra 1 damage (or 2 if the resistance protection rounds up?) when you switch to red armor. So going up to the next armor tier gives only marginally worse protection against the very damage type that the previous armor was specialized against, while being better against everything else and even specializing against a different type of damage. That's not necessarily a bad thing, but it goes against intuition I think.
Seeing more acid and a bit less lava would be nice.
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