DRL > Requests For Features

Proposed Feature - Challenge Modes

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Gezol:
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...

Thomas:
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.)

JimmyJ:
Quoting: ThomasAngel 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: ThomasAngel 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!!

Anonymous:
The Official Verdict:

Kornel Kisielewicz:
Quoting: AnonymousThe Official Verdict:
Now this is a puzzling post... O.O

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