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Author Topic: Timers for power-ups?  (Read 10405 times)

GrAVit

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Timers for power-ups?
« on: June 19, 2012, 11:14 »

I am sick of getting no actual information until my invulnerability runs out, and end up dying in my own nuke or get mowed down by some strong foe who I thought I could defeat by the use of it.
I know the letters "inv" would go darker if it was nearing it's end, but I think there should be exact timers on before it expires.
This would be useful for strategic planning and avoiding stupid deaths like from a nuke you just planted or running around in lava.
The timers would be for invulnerability, light-amp goggles, the berserk pack and the envirosuit, or any other power-up you may add in the future.
The timers could either show up in the HUD or in the equipment screen, preferably both.
« Last Edit: June 19, 2012, 11:16 by GrAVit »
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Kornel Kisielewicz

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Re: Timers for power-ups?
« Reply #1 on: June 19, 2012, 11:34 »

Just like in the original Doom?
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Re: Timers for power-ups?
« Reply #2 on: June 19, 2012, 11:37 »

I was thinking that it would be nice if the indication that the powerup is about to run out was for 10 turns instead of 5, so you knew you can use a nuke. I'm always afraid that the invuln will run out before the nuke goes off, though I never got killed that way AFAIK.
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GrAVit

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Re: Timers for power-ups?
« Reply #3 on: June 19, 2012, 11:39 »

Timer, as in an exact amount of turns until the effect runs out. Displayed by numbers.
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Klear

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Re: Timers for power-ups?
« Reply #4 on: June 19, 2012, 11:43 »

Timer, as in an exact amount of turns until the effect runs out. Displayed by numbers.

The point is you didn't get a timer in original Doom... this game is trying to be as close to Doom as possible in these respects.
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ZicherCZ

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Re: Timers for power-ups?
« Reply #5 on: June 19, 2012, 11:52 »

I was thinking that it would be nice if the indication that the powerup is about to run out was for 10 turns instead of 5, so you knew you can use a nuke. I'm always afraid that the invuln will run out before the nuke goes off, though I never got killed that way AFAIK.
+1 for this.
Also, perhaps a differently colored message along the lines of "Your envirosuit will run out of power soon!" might be in order - I frequently forget to watch the status bar for powerups getting out of their durability way too often.
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Re: Timers for power-ups?
« Reply #6 on: June 19, 2012, 11:57 »

+1 for this.
Also, perhaps a differently colored message along the lines of "Your envirosuit will run out of power soon!" might be in order - I frequently forget to watch the status bar for powerups getting out of their durability way too often.
If yes, this should be a toggle option and extend to things like weapons ("You will run out of ammunition soon").

Paying attention to the status bar is part and parcel of the game, and any extra indication like this should probably be optional for sanity's sake.
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GrAVit

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Re: Timers for power-ups?
« Reply #7 on: June 19, 2012, 12:00 »

Well if no turn counter, then a flashing screen and a warning in the text log.
Also, it should happen sooner than about 5 turns until it runs out, like Klear pointed out.
« Last Edit: June 19, 2012, 12:02 by GrAVit »
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Klear

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Re: Timers for power-ups?
« Reply #8 on: June 19, 2012, 12:04 »

I've never had problems with keeping eye on the powerup "icon" to see if I'm running out. I'm just always a little afraid to nuke if I'm not absolutely sure that the invuln is going to last.
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ZicherCZ

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Re: Timers for power-ups?
« Reply #9 on: June 19, 2012, 12:07 »

If yes, this should be a toggle option and extend to things like weapons ("You will run out of ammunition soon").

Paying attention to the status bar is part and parcel of the game, and any extra indication like this should probably be optional for sanity's sake.
Well, the comparison of weapons and powerups is a bit lacking - after all, you need to reload dozens of times per level, while you may not see a powerup for two or three levels in a row.
I only meant this a a convenience feature, and I agree about it being toggle-optional.
Then again, being reckless is no way to play roguelikes properly.
(Then again, speedruns ...)
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Re: Timers for power-ups?
« Reply #10 on: June 19, 2012, 12:12 »

Isn't there going to be ammo count in HUD in the next version? I'm looking forward to that. I mean, we had THAT in Doom.
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GrAVit

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Re: Timers for power-ups?
« Reply #11 on: June 19, 2012, 12:17 »

Well in any case, timers for those power-ups in the old regular Doom didn't matter so much, since it was real-time action, and that is probably why id didn't implement that. Now im DoomRL, which is a turn-based, carefully played strategic game, could really use those timers IMO.
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ParaSait

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Re: Timers for power-ups?
« Reply #12 on: June 19, 2012, 12:21 »

So how about we at least display it on the player status screen then?

Invulnerable: X turns

Sometimes it may be crucial to know such information, and you technically COULD count and calculate how much turns of a certain buff you have left, so it's not like you shouldn't be able to know.
« Last Edit: June 19, 2012, 12:23 by ParaSait »
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GrAVit

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Re: Timers for power-ups?
« Reply #13 on: June 19, 2012, 12:23 »

So how about we at least display it on the player status screen then?

Invulnerable: X turns

Sometimes it may be crucial to know such information, and you technically COULD count and calculate how much turns of a certain buff you have left, so it's not like you shouldn't be able to know.

+1 to this. I agree.
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Re: Timers for power-ups?
« Reply #14 on: June 19, 2012, 12:23 »

i like this idea. it'd be good to know the exact time left, instead of taking a guess. about the similarity to doom, well its a realtime shooter, while doomrl is turn based. so i think it'd be fair to have it, even if it's togglable.
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Re: Timers for power-ups?
« Reply #15 on: June 19, 2012, 12:35 »

I know the letters "inv" would go darker if it was nearing it's end

They do? Never noticed, never cared... Do whatever you feel is necessary, but apparently there's already more information available than what I'd settle for (namely none).
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Re: Timers for power-ups?
« Reply #16 on: June 22, 2012, 10:39 »

If there's one thing to change, it's to invulnerability, and that's to make it go dark when there's less than 10 turns left, as Klear mentioned, to at least be able to safely use a nuke. Of course, "Safe" and "Nuke" don't tend to go hand to hand...
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Klear

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Re: Timers for power-ups?
« Reply #17 on: June 23, 2012, 03:17 »

Handle with care. WTF?
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Re: Timers for power-ups?
« Reply #18 on: June 25, 2012, 03:52 »

I do agree that some kind of indication on how much charge is left. considering that game is turnbased, with completely various amount of things able to happen every turn (reload for 4.0s in turn or shoot in 0.2s at the same one turn). In Doom it was more intuitive, as you could do only so much in that certain time, so you had some sort of feeling how long it gonna last after few uses of powerup.

If exact counter way too out-of-place for the developers, which kinda understandable. I would suggest adding some sort of partial indication - like short bars made of ASCII characters, that dont show exact number, but how much left (full, half, low or such), otherwise - make it visible in "@" character screen as status (like adding "Fully protected", "Not too long till vulnerable", "Will be vulnerable again in a moments" or whatever sounds good for such)

Or add messages for it in event log, prefably coloured, probably the "half-spent" message for powerups would be good (except for berserk probably) unless other powerups add up too, as it various powerups vary in length in different situations.

If everything of thouse fails i would like the curent mark of powerups not just go darker, but actualy, flash between light and dark. Yes, only thouse three little letters in corner, not whole screen, i think that would attract player's attention to fact of runnin of thing just enough.
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Re: Timers for power-ups?
« Reply #19 on: August 04, 2012, 06:17 »

I do agree that some kind of indication on how much charge is left. considering that game is turnbased, with completely various amount of things able to happen every turn (reload for 4.0s in turn or shoot in 0.2s at the same one turn). In Doom it was more intuitive, as you could do only so much in that certain time, so you had some sort of feeling how long it gonna last after few uses of powerup.

Powerup timers are based on how many actions you take, not time.
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Re: Timers for power-ups?
« Reply #20 on: August 04, 2012, 06:39 »

Powerup timers are based on how many actions you take, not time.

...which is something that could use some tweaking. It's weird how your nightvision goggles' battery lasts shorter if you move at high speed and always reload your shotgun fully instead of one shell at a time.
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