DRL > Requests For Features

Just another items from original DooM

<< < (4/5) > >>

DaEezT:
forced
..err.. fourthed

Const:

--- Quote from: Ilhar on October 20, 2007, 12:42 --- Need more cells !
--- End quote ---

In original, there are not enough cells to kill all enemies. Why in DoomRL must be otherwise?


--- Quote from: Blade on October 07, 2007, 05:55 ---How about adding second type of ammo packs that are generated across levels, like in original DooM. There were 2 types of packs for each ammo type: 5 bullets in clip, and 50 bullets in box, 8 shotgun shells in pack, and 25 shotgun shells in box, 1 lone rocket, and box of 5 rockets at once, 40 plasma cells in little battery, and 100 cells in big battery.

--- End quote ---

But what can be sense of them? In original, sense is simple - if you pick big pack when almost at maximum ammo, you lost the rest of pack (the same as in AliensRL). But in DoomRL, the rest will be left on floor, and can be picked later.
If there are not enough ammo, it's better to raise pack size and/or their probability of founding. Those changes easier to make and easier to balance.

Silhar:

--- Quote from: Const on October 22, 2007, 07:00 ---In original, there are not enough cells to kill all enemies. Why in DoomRL must be otherwise?

--- End quote ---

Friend, I often have not enough cells to kill those few enemies that were designed to be killed with cells... ;)

Const:

--- Quote from: Ilhar on October 22, 2007, 08:15 --- I often have not enough cells to kill those few enemies that were designed to be killed with cells... ;)

--- End quote ---

First, what do you mean? I do not know about such enemies.
Second, in Hell Arena 60 cells, in Chained court 120 cells, in Hell Armory >=180 cells. They aren't enough? I don't count random cell packs.

tisiphone:

--- Quote from: Const on October 22, 2007, 07:00 ---
--- Quote from: Ilhar on October 20, 2007, 12:42 --- Need more cells !
--- End quote ---

In original, there are not enough cells to kill all enemies. Why in DoomRL must be otherwise?


--- Quote from: Blade on October 07, 2007, 05:55 ---How about adding second type of ammo packs that are generated across levels, like in original DooM. There were 2 types of packs for each ammo type: 5 bullets in clip, and 50 bullets in box, 8 shotgun shells in pack, and 25 shotgun shells in box, 1 lone rocket, and box of 5 rockets at once, 40 plasma cells in little battery, and 100 cells in big battery.

--- End quote ---

But what can be sense of them? In original, sense is simple - if you pick big pack when almost at maximum ammo, you lost the rest of pack (the same as in AliensRL). But in DoomRL, the rest will be left on floor, and can be picked later.
If there are not enough ammo, it's better to raise pack size and/or their probability of founding. Those changes easier to make and easier to balance.

--- End quote ---

While I agree that the general availability of power cells is about right as is, I don’t really see this change as a problem if Kornel doesn’t mind applying it. It doesn’t really hurt the game in any way that I can think of but it would be a nice thing just for a) nostalgia reasons and b) just because it seems like a nice feature. The only problem I see is if the bigger power cells (or whatever) will need some way to distinguish between the small ones how will that be shown on the screen?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version