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Author Topic: Proposed Feature - Challenge Modes  (Read 75365 times)

Malek Deneith

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Proposed Feature - Challenge Modes
« Reply #90 on: December 15, 2005, 16:44 »

Quoting: Almafeta
Angel of angst: Every monster you kill requires you to sit through a randomly-generated bad poem.

Lol - hillarious
Quoting: Almafeta
Angel of D&D: You get +5 HP per level, +1 to hit per level, and +5% to dodge every other level. You get one trait at chargen, and one trait every three levels.

Rotfl - eaven more hillarious
Quoting: Almafeta
Angel of escape: You're fighting up to the surface. You start with red armor and the BFG fighting the cyberdemon, and have to make it to the surface with ever-weaker weapons and limited supplies of ammo for your best weapons, while more and more former humans come against you...

Actually I like this idea - especially since it would enable me to fire BFG and see cyberdemon for once xD
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Kornel Kisielewicz

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Proposed Feature - Challenge Modes
« Reply #91 on: December 15, 2005, 17:08 »

Quoting: Almafeta
Angel of angst: Every monster you kill requires you to sit through a randomly-generated bad poem.

ROTFL, but who would write that ^_^.

Quoting: Almafeta
Angel of breakdown: Guns have a 2% chance of jamming or misfiring per time used, permanantly ruining the gun.

This would be just annoying and not fun to play.

Quoting: Almafeta

Angel of D&D: You get +5 HP per level, +1 to hit per level, and +5% to dodge every other level. You get one trait at chargen, and one trait every three levels.

Oh COME ON! ^_^

Quoting: Almafeta
Angel of deaf: You don't hear monsters or gunfire.

Nah, boring.

Quoting: Almafeta
Angel of disease: You're dying of cancer -- as long as you're dying, why not take a few demons with you? Your max HP goes down by 1 for every 1000 moves, to a minimum of 1 plus whatever you get from ironman.

Yup, this is a nice idea, but maybe Angel of Bloodthirst would be better ;-).

Quoting: Almafeta
Angel of escape: You're fighting up to the surface. You start with red armor and the BFG fighting the cyberdemon, and have to make it to the surface with ever-weaker weapons and limited supplies of ammo for your best weapons, while more and more former humans come against you...

Kheh, like Specter mode in Angband? If designed carefully that might work...

Quoting: Almafeta
Angel of fire: Every tile you step on becomes lava. Backtracking causes the normal damage.

I don't know, but that might be fun to watch :D

Quoting: Almafeta
Angel of hallucinations:

That would be SOOOOOO anoying...

Quoting: Almafeta
Angel of niceness:

Now that's a challenge o.o

Quoting: Almafeta
Angel of nukes: You've been ordered to clear out Hell, no matter what. Every time you enter a level, a nuke is dropped and armed, with a suitably long countdown (250 or 500 turns).

Good one :-D

Quoting: Almafeta
Angel of noise: You have a rock-n-roll soundtrack following you. All monsters are automatically aware of your position whenever you enter a level.

That would be rather Angel of Apocalypse, Now! :-P

Quoting: Almafeta
Angel of ricochets: Bullets that hit a wall bounce around until they strike something (up to 10 times).

Ouch :-P
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Kornel Kisielewicz

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Proposed Feature - Challenge Modes
« Reply #92 on: December 15, 2005, 17:09 »

Quoting: Malek
Actually I like this idea - especially since it would enable me to fire BFG and see cyberdemon for once xD

That won't work ^_^. This would be a challenge unlocked only if you manage to finish the game on "Hurt me plenty!" :-)
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Thomas

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Proposed Feature - Challenge Modes
« Reply #93 on: December 15, 2005, 22:00 »

EDIT: Wait, you haven't fired the BFG yet Malek? Woohoo I'm beating someone! (No offence)

Quoting: Kornel Kisielewicz
That won't work ^_^. This would be a challenge unlocked only if you manage to finish the game on "Hurt me plenty!" :-)


Of course.

Maybe there's somthing even STRONGER than the cyberdemon on the surface! (Now you wish you didn't kill all those h's with the BFG)

Angel of curiousness

You must go down red stairs if there are any in a level. The stairs of that special level will only appear once all enemies are killed. With the exception of the wall (otherwise you'd start getting YASTWs, yet another stuck (at) the wall)

Angel of ass-kicking

Your game MUST end with a 100% kill count

Demon of *insert word here*
(WAY TOO HARD TO BE AN ANGEL BTW)

Your game MUST end with a 0% kill count. Only the cyber demon can die. But because you have no chance of winning, there are 3x the health globes.
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Malek Deneith

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Proposed Feature - Challenge Modes
« Reply #94 on: December 15, 2005, 22:11 »

Quoting: Kornel Kisielewicz
That won't work ^_^. This would be a challenge unlocked only if you manage to finish the game on "Hurt me plenty!" :-)

Curse you >< ;P
Quoting: Thomas
EDIT: Wait, you haven't fired the BFG yet Malek? Woohoo I'm beating someone! (No offence)

Yep! I suck ... been on levels where nice stuff (plasma rifle) appears only about 3-4 times ... seen Halls of Carnage ONCE .... and it was that time I had wierd game (got rocket launcher immiedatly at the next level ... in the room I started in IIRC ><)
Probably it is because I like using shotgun too much ^^'
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Gezol

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Proposed Feature - Challenge Modes
« Reply #95 on: December 16, 2005, 04:16 »

A few challenge mode ideas. They probably suck, but here goes...


Angel of Flammability: You take extra damage from heat and fire. Damage done by lava and imp fireballs is increased. Optionally(this might be a pain to code), when damaged by one of these things, you might catch fire and take some damage in subsequent turns...

Angel of Acid Susceptibility(there's probably a better name, but I can't think of it): You take extra damage from acid. Acid on the floor, the acid balls of hell knights and barons, and exploding barrels all do an increased amount of damage, and as with the Angel of Flammability, you could optionally keep taking damage for a few turns afterwards...

Angel of Magnetism: Projectiles always hit, and if you get fired on by a chain gun or plasma rifle, every single one of the projectiles hits you. This one might be impossible. It could be tweaked so that bullets always hit you, but you have a chance of dodging rockets, plasma, imp fireballs, and knight/baron projectiles. And maybe armor protects you better as well...

Angel of the Shield: Armor blocks much more damage, but deteriorates much more quickly.

Angel of Martial Arts Mastery: You can't wield anything. Not even the chainsaw or a combat knife. However, you do greatly increased amounts of damage with bare hands, and also have incredible dodging ability...
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Thomas

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Proposed Feature - Challenge Modes
« Reply #96 on: December 16, 2005, 04:48 »

More feedback:

AO Flammability: Bleeding has the same effect, it can't be THAT hard to code burning. I'd like to try this one.
AO Acid: See AO flammability
AO Magnetism: Ouch.
AO the sheild: That allready happens when fighting stronger monsters doesn't it?
AOMAM: We talking double damage? And of course, decreased inventory size if you're gonna be agile and not holding ammo.

More of my own:

Angel of energy:

Interest: ***
Difficulty: **** in levels 1-10 *** in levels 10+

Plasma cells can be used as:
Health globes (2 per 1 HP)
Teleporters (20 per teleport)
Damage modifiers (5 per +dam per weapon per turn)
XP (1 per 8 XP points)

But, you find less health, less phase devices, less yellow {'s, get less XP and more plasma cells.

Angel of skill:

Interest: **
Difficulty: ***

XP rate -50% (i.e things worth 20 xp become 10 xp)
All traits +50% (i.e ironman increases 15 health and cateye increases sight by 3 at level 2.)
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JimmyJ

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Proposed Feature - Challenge Modes
« Reply #97 on: December 16, 2005, 05:39 »

Quoting: Thomas
Angel of energy:

Interest: ***
Difficulty: **** in levels 1-10 *** in levels 10+

Plasma cells can be used as:
Health globes (2 per 1 HP)
Teleporters (20 per teleport)
Damage modifiers (5 per +dam per weapon per turn)
XP (1 per 8 XP points)

But, you find less health, less phase devices, less yellow {'s, get less XP and more plasma cells.


Quoting: Thomas
Angel of skill:

Interest: **
Difficulty: ***

XP rate -50% (i.e things worth 20 xp become 10 xp)
All traits +50% (i.e ironman increases 15 health and cateye increases sight by 3 at level 2.)



They both sound rather fun to me!!
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Proposed Feature - Challenge Modes
« Reply #98 on: December 18, 2005, 00:50 »

The Official Verdict:
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Kornel Kisielewicz

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« Reply #99 on: December 18, 2005, 00:58 »

Quoting: Anonymous
The Official Verdict:

Now this is a puzzling post... O.O
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Turgor

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Proposed Feature - Challenge Modes
« Reply #100 on: December 18, 2005, 01:01 »

lol! i agree..

I cannot sleep till i know The Official Verdict!

slMagnvox

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Proposed Feature - Challenge Modes
« Reply #101 on: December 18, 2005, 01:17 »

The Official Verdict:

For anyone craving more of a challenge, a quality Nightmare mode oughta be sufficient.  Increased monsters, increased damage taken and a respawn would be brutal.  Let the Mortem files keep track of voluntary challenges (a la Nethack) such as abstaining from power^ups, health+packs and the like.  Beating the game and posting a log that stated you'd never fired the BFG, Plasma Rifle or Rocket Launcher would be impressive.

Many of these suggestions feel more like mods or special modes.  A rocket mod would be cool, and a mod to 'fight your way out' bottom to top sounds like a fun reward for someone who has completed the game.

I liked how someone mentioned making Power Cells useable.

Please consider the following:

; Jump Boots.  While worn allow the player to jump 3-4 squares passing over any items, open doorways or lava/acid.  A jump of any length costs the same Turns as a movement.  It could be implemented further such that jump boots must be charged with power cells to function.  Jumping would be fun.

] Power Armor would be awesome too.  Give it a base 2/2 AC but perhaps let it be charged with an additional 2/2 or 3/3 with powercells.  Power Armor could take a certain amount of rechargeable damage, but damage to the base AC must be repaired with a shard.  It could also facilitate a teleport (like the phase device) at the cost of some more powercells.

Love some grenades.  Just my two cents though, I love how this game stays so true to original Doom.  Really enjoying it.  Found out about DoomRL in the CG article mentioned in another topic on this board.  Great work.
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Turgor

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Proposed Feature - Challenge Modes
« Reply #102 on: December 18, 2005, 01:30 »

Quoting: slMagnvox
; Jump Boots

I'd love those, as long as they're very rare.

Quoting: slMagnvox
] Power Armor

I don't know.. i think it would be too abusable, unless the charge cost is really high (like 40 power cells or more)

grenades would be cool, but as you pointed out, not very doomlike. right now we have the thermie which is like a grenade with a twist.. as in it kills your character too :)
But the throwing of items is indeed a roguelike feature that's missing here.. i'd like to be able to throw any item at a monster.

Kornel Kisielewicz

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Proposed Feature - Challenge Modes
« Reply #103 on: December 18, 2005, 03:55 »

Quoting: slMagnvox
For anyone craving more of a challenge, a quality Nightmare mode oughta be sufficient. Increased monsters, increased damage taken and a respawn would be brutal.

It will be :]

Quoting: slMagnvox
Beating the game and posting a log that stated you'd never fired the BFG, Plasma Rifle or Rocket Launcher would be impressive.

This IS a good idea. Actually I might decide that Challenge Modes will be reserved only to things that modify actuall gameplay. The rest of the challenges will be tracked automaticaly.

Quoting: slMagnvox
A rocket mod would be cool

What do you mean by that?

Quoting: slMagnvox
; Jump Boots. While worn allow the player to jump 3-4 squares passing over any items, open doorways or lava/acid. A jump of any length costs the same Turns as a movement. It could be implemented further such that jump boots must be charged with power cells to function. Jumping would be fun.

I don't know... these pose some interface problems that cannot be solved easily, and are quite undoomish... but I might consider that.

Quoting: slMagnvox
] Power Armor would be awesome too. Give it a base 2/2 AC but perhaps let it be charged with an additional 2/2 or 3/3 with powercells. Power Armor could take a certain amount of rechargeable damage, but damage to the base AC must be repaired with a shard. It could also facilitate a teleport (like the phase device) at the cost of some more powercells.

That's also against the Doom-feel, but yet, the idea is tempting.
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Thomas

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« Reply #104 on: December 18, 2005, 08:20 »

Quoting: slMagnvox
I liked how someone mentioned making Power Cells useable.


That would be me. I'm not someone, I'm the *counts on fingers* 3rd most active non-spammer! =P

I'm glad you like my idea anyway.

EDIT: Wait, no, second. I've got the third highest non-spam post count.
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