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Author Topic: Small fixes buffs/nerfs for DoomRL  (Read 5184 times)

GinDiamond

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Small fixes buffs/nerfs for DoomRL
« on: September 04, 2012, 15:56 »

I was just thinking that some things could be improved in DoomRL to make it more realistic.

You know how the minigun has like a 3.5 second reload time? It wouldn't make sense that it would take 3.5 seconds to reload 10 bullets if you pressed "r" after you fired one volley and 3.5 seconds to reload the entire 200 bullet clip.

That's just a thing I noticed. Couldn't things have scaleable reload times? Like, make it quicker to reload small ammounts of ammo than huge clips all at once?

Also, who doesn't think that tactical armor should have it's 1 protection and at least 10% bullet/shrapnel resistance back?
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Napsterbater

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Re: Small fixes buffs/nerfs for DoomRL
« Reply #1 on: September 04, 2012, 17:37 »

Actually, if you had real weapons/ammunition, ejecting the mag, sliding 5 rounds into it, one at a time, then inserting it back in would take more time, not less, than just ejecting the mag and inserting a fresh one in. Especially with drum feeds like a minigun would have.
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GinDiamond

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Re: Small fixes buffs/nerfs for DoomRL
« Reply #2 on: September 05, 2012, 06:54 »

Never thought of that...

But what about other stuff? You know, say, the tower shield. The tower shield is actually to be HELD, not worn. So, maybe, you could put it in your "prepared" slot instead of you?
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Klear

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Re: Small fixes buffs/nerfs for DoomRL
« Reply #3 on: September 05, 2012, 07:03 »

I think I've seen this idea popping up here before and I like it, though it will quite some rebalancing to make it work...
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AlterAsc

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Re: Small fixes buffs/nerfs for DoomRL
« Reply #4 on: September 05, 2012, 08:53 »

Tower shield is just a name, iirc it was plate armor before.
And we don't have any shields in doomrl, and making new itemtype shield just because of one name is probably overkill.
Also shields and blocking don't fit much in sci-fi setting.I mean ofc it's possible, but personally i don't like it.
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Klear

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Re: Small fixes buffs/nerfs for DoomRL
« Reply #5 on: September 05, 2012, 09:00 »

And we don't have any shields in doomrl, and making new itemtype shield just because of one name is probably overkill.

fireshield
tower shield
ballistic shield
energy shield
plasma shield

I like the idea that you'd have to think whether you want more protection, or secondary weapon/ammo box in your spare hand. Dualgunner builds would have little use for these armours, obviously.

And as for shields not working in sci-fi setting... didn't you play Red Faction? The shield there was awesome. Or think the shieldgun in Unreal tournament 2003.
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AlterAsc

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Re: Small fixes buffs/nerfs for DoomRL
« Reply #6 on: September 05, 2012, 09:04 »

By "shields" are meant those that are actually held, not some complicated energy fields.
Never played UT/Red faction.
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GinDiamond

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Re: Small fixes buffs/nerfs for DoomRL
« Reply #7 on: September 05, 2012, 12:39 »

Is it possible to make the lava tiles "glow" in real-time? Like, when you play/stand still, the lava tiles could flicker and change light?
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IronBeer

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Re: Small fixes buffs/nerfs for DoomRL
« Reply #8 on: September 05, 2012, 18:13 »

Is it possible to make the lava tiles "glow" in real-time? Like, when you play/stand still, the lava tiles could flicker and change light?
For those of us who still play Console, this would be great. Identifying a red lava tile surrounded by blood or sitting in Hell can be rather a strain.
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GinDiamond

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Re: Small fixes buffs/nerfs for DoomRL
« Reply #9 on: September 21, 2012, 14:15 »

What if the music loops and changes in the special levels? Like, in the Inferno module, there is a special level called Ptlomea or something that starts out with you being presented a tunnel with a BFG, 4 large medpacks, and red armor w/ plasteel boots at the end. You can go out to the rewards (also includes plasma) and get them, but there are no monsters. (EVERYONE knows that if you you see an unguarded BFG just lying around, SOMETHING is VERY wrong). So, once you try to reenter the tunnel, it gets sealed off and all these monsters pop out of NOWHERE and rape you. What if you had an eerie, subtle music track in the beginning, and once the walls close off, it becomes a  bunch of hardcore guitar riffs? Could you start playing a separate track in a level?
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