Other Roguelikes > AliensRL
[0.8.2] YAVP - Oorah, Bob! - and some thoughts on the game
AJBuwalda:
--- Quote from: skarczew on October 01, 2012, 06:37 ---Well, we don't have democracy here, so it can actually work =) .
--- End quote ---
You must be European, because the whole of Europe lacks democracy lately :-P
thelaptop:
--- Quote from: AJBuwalda on October 01, 2012, 03:33 ---Basically, annoy him until he complies? :-P
--- End quote ---
That or place a large enough bounty that he has to take notice.
But then again, that might not work well either...
* thelaptop glances at the massive DoomRL 1.0 bounty as well as the DoomRL server bounty.
Game Hunter:
--- Quote from: Traveller on September 29, 2012, 00:55 ---Some guns need to be made more/less common. As it is, FN SCARs are everywhere, while I saw a single combat shotgun in the entire run - and not earlier than Level 4-5. The lower levels were full of shells, though.
--- End quote ---
Agreed, although it should be somewhat within reason. If we're going to keep along the route that "all towers have ammo for some reason" then increasing the chance for weapons that match ammo found in that area is reasonable. Also, since I know we can't guarantee weapons without making things static, military tower should be really loaded with all weapons in general, even if you end up with a lot of low-end duplicates. (Gives you a reason to blow some multitools there, no?)
--- Quote from: Traveller on September 29, 2012, 00:55 ---Mk12 Sniper Rifle is terrible. Even at Expert skill, it failed to put down aliens in time before they got into melee range, and the long time taken by each shot (1.5 seconds, I think) means they get many free hits that can easily put you into Pain -5, even with Plasteel armor.
--- End quote ---
A sniper rifle should probably have a consideration that you need to stand still for a little bit before its full accuracy comes into play, but have REALLY good accuracy at that point (I'm talking perfect/critical on 75% of shots). Additionally, perhaps its functionality can be expanded to see beyond normal range when in firing mode: pop a grenade to attract attention and watch the bugs meet their death. At the end of the day it'll need to be balanced but I'd like to take this direction in general for specialty weapons.
--- Quote from: Traveller on September 29, 2012, 00:55 ---Being able to carry an extra weapon in the same class (sidearm, light, heavy) would help a lot during those moments where your current ammo is running out and you're full of other types of rounds. Perhaps making it a function of Fitness? Yes, USMC Marines are not the Doomguy with his hammerspace inventory, but they do carry a lot of ammo for weapons they might never see in a game.
--- End quote ---
A long while back I had a similar suggestion:
--- Quote from: Game Hunter on September 25, 2011, 14:49 ---Right now the current inventory is very, very limited. This mostly has to do with a lack of items in general but, even then, the restrictions on the player are forced in some areas. First and foremost, I suggest that the player's limit to three weapons is expanded so that lighter weapons can occupy the heavier slots. This would mean that a player could wield three pistols, or two pistols and an SMG, or a pistol and two SMGs, or a pistol, an SMG, and a smartgun. The fact that the player can't occupy these slots currently with obviously-smaller equipment is arbitrary: if there are problems with a player being able to use, for instance, all three sidearms, this should be addressed as a balance issue instead of a fundamental one. (The switching between weapons can still be the same, at least roughly, if that is the concern.)
--- End quote ---
Already I can see this throwing off the current scarcity (in that you can much more easily have three ammo stocks to fire from) but I don't think it's so significant as to wipe out balance. At worst a player with mastery could abuse the additional weaponry, but honestly, if they already have mastery, the extra weapon is icing on the cake.
Another cool consequence is that heavy weapon mastery could let the player hold two heavy weapons. Talk about a fun boost!
--- Quote from: Traveller on September 29, 2012, 00:55 ---The targeting function just wanted me to kill workers all day every day, even in the face of immediate threats like Warriors and Hunters. It also had a beef against defense turrets. Which apparently count as kills of my own when aliens get them?
--- End quote ---
Targetting's weird, I'll give you that. But you can cycle through targets with the TAB key, and since it locks on your previous target afterwards, it's really just a matter of getting into a good habit.
--- Quote from: Traveller on September 29, 2012, 00:55 ---The game crashed on me once during this run.
--- End quote ---
Was it an OS-like freeze, or did the crash write to the error log? If you have a text file like that, please paste it here (preferably in code tags).
skarczew:
--- Quote from: AJBuwalda on October 01, 2012, 07:35 ---You must be European, because the whole of Europe lacks democracy lately :-P
--- End quote ---
Indeed. Almost true socialism there, although I wonder for how long time would the borrowed money suffice.
Traveller:
--- Quote from: Game Hunter on October 01, 2012, 09:59 ---Was it an OS-like freeze, or did the crash write to the error log? If you have a text file like that, please paste it here (preferably in code tags).
--- End quote ---
As a matter of fact, I do have an error log in the AliensRL directory. Like I said, it had happened before.
--- Code: -------------------------------------------------------------------------
Timestamp : 23-09-2012 23:25:06
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $00461791 :
EAccessViolation : Access violation
$00461791 TLUAMAPNODE__GETCELL, line 315 of E:/Projects/fpcvalkyrie/src/vluamapnode.pas
$0049CD6E TBEING__TICK, line 516 of src/abbeing.pas
$00469C44 TLEVEL__TICK, line 247 of src/ablevel.pas
$0041EA28 TWORLD__TICK, line 189 of src/abworld.pas
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 23-09-2012 23:25:06
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $002CD0FF :
EAccessViolation : Access----------------------------------------------------------------------
Timestamp : 26-09-2012 20:50:25
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $00461791 :
EAccessViolation : Access violation
$00461791 TLUAMAPNODE__GETCELL, line 315 of E:/Projects/fpcvalkyrie/src/vluamapnode.pas
$0049CD6E TBEING__TICK, line 516 of src/abbeing.pas
$00469C44 TLEVEL__TICK, line 247 of src/ablevel.pas
$0041EA28 TWORLD__TICK, line 189 of src/abworld.pas
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 29-09-2012 0:13:13
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $00461791 :
EAccessViolation : Access violation
$00461791 TLUAMAPNODE__GETCELL, line 315 of E:/Projects/fpcvalkyrie/src/vluamapnode.pas
$0049CD6E TBEING__TICK, line 516 of src/abbeing.pas
$00469C44 TLEVEL__TICK, line 247 of src/ablevel.pas
$0041EA28 TWORLD__TICK, line 189 of src/abworld.pas
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 29-09-2012 0:13:13
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $02FCD0FF :
EAccessViolation : Access
--- End code ---
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