DRL > Requests For Features

Timers for power-ups?

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ZicherCZ:

--- Quote from: Klear 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.

--- End quote ---
+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.

thelaptop:

--- Quote from: ZicherCZ on June 19, 2012, 11:52 ---+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.

--- End quote ---
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.

GrAVit:
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.

Klear:
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.

ZicherCZ:

--- Quote from: thelaptop on June 19, 2012, 11:57 ---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.

--- End quote ---
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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