DRL > Requests For Features
Few ideas / minor changes
skarczew:
--- Quote from: Game Hunter on April 10, 2012, 15:15 ---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.
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You KNOW IT. Spidey is supposed to have bullet-type damage :P . Check out Doom 2 booklet.
--- Quote from: Game Hunter on April 10, 2012, 15:15 ---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.
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It is not the speed alone. Resistances are also nerfed. Why should I create an average Red armor [2] , when I could have two armors: Red [6] and Red [4] with doubled durability?
On lower difficulties you do not care about getting hit, since mods, armors, means of repair are very common.
On higher difficulties getting hit means that you are doing something VERY wrong. Typical armor set that you create using those two mods will last for few levels at least (usually lasts half game for me) and give far better protection.
--- Quote from: Game Hunter on April 10, 2012, 15:15 ---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...
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Yep, I was thinking about that. Acid Spitter in the current form is rarely used before Cybie - and not used almost at all after him.
And I really would like to have fun blowing fuel barrels on those deep messy levels.
And please don't forget about aiming (first) idea - it would really help for radar shotting (especially when using non-shotguns).
skarczew:
--- Quote from: Kg on April 10, 2012, 16:12 ---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.
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Well, to increase visibility try remapping colors. Also, I sometimes use blind mode keys ('x', 'X' I think), which tell me whether there is something in LOS / FOV that I cannot notice (happens really often on messy Hell maps).
Creepy:
Spidey having a bullet-type super-chaingun would be more accurate, but it would also make it easy to armor up enough to laugh at it.
That might actually be kinda funny. The Big Cow is a sucker for active defense Dodgemasters, so having the Spidermind cry when some passive defense Powermod Ballistic Red Armor + TaN3 tank rolls up on him would give me a gigglefit.
skarczew:
--- Quote from: Creepy on April 10, 2012, 16:42 ---Spidey having a bullet-type super-chaingun would be more accurate, but it would also make it easy to armor up enough to laugh at it.
That might actually be kinda funny. The Big Cow is a sucker for active defense Dodgemasters, so having the Spidermind cry when some passive defense Powermod Ballistic Red Armor + TaN3 tank rolls up on him would give me a gigglefit.
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I would really like to have Spidey modeled after real one.
Doom Spidey had a Super Chaingun which (I clearly remember that) was able to knock back merely by its power - coming into close range was really hard. The closer, the harder the pushback was.
Similarly, Doomguy is doing it now with non-boss monsters after investing few points into SoG / SoB.
That actually could give a good use for knockback reduction equipment =) .
And instead of Red Armor it could be the Green one, with its features adjusted accordingly.
Comes to think about it, it could be Green armor that player would make Ballistic / Bullet-proof things from.
skarczew:
One more idea:
- Remove the necessity to confirm the Nightmare! difficulty; it may be funny at first, but no longer later;
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