DRL > Requests For Features

On demons and weapons

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Adral:

--- Quote from: nokturnal on January 04, 2007, 17:29 ---in doom & doom2 i really liked how the monsters started fighting among each other if they accidentaly fired upon another

--- End quote ---

Well, that's not AI, that's AS - Artificial Stupidity

Sorry, I had to say that :P

Anticheese:
Yeah, that was a neat feature. But in DoomRL that's nearly impossible for the player to achieve as dodging is really hard!

In the original Doom, monsters were immune to their own fireballs. That would be a neat feature as well.

For things like AI teamwork and immunity to their own fireballs, would it not be best to activate them on Hurt me Plenty and improve on them as you up the difficulty settings?

Valkeera:
I would definitely keep the monsters hurting themselves, as it is more realistic. And I think that if a monster is hit by another monster, it should retaliate - Hell is, after all, fiercely competitive, so why not let demons fight over who is going to bring the marine intruder's head to its masters :-). Of course, the retaliation to "friendly fire" should occur only if the perpetrator is closer than the marine.

TFoN:
Last I heard, snakes are immune to the venom of a similar snake.
Taking that into consideration, and adding Kornel's idea, I'd say that a Baron, for instance, would cause burn damage, and have high burn armor (also fitting their acid immunity).
(But burn armor's a little tricky - I don't want AVs becoming BFG-resistant. So maybe there should also be a hellfire type?)

If that'll be done, then the AI suggestions'll be a little less needed, as logically Barons'll be used to not hurting each other much, nor themselves.

This could also open some doors to some interesting sets of armor :P
But that's getting too complicated for the style.

Adral:

--- Quote from: TFoN on January 05, 2007, 14:21 ---But that's getting too complicated for the style.

--- End quote ---

This is the point. As I mentioned elsethread, DRLINA :P

I don't think we want an overcomplicated RL, there are lots of these already. Take a look at Dwarf Fortress, Pelleron's Brilliant Rebirth, Adom, etc. What makes DoomRL stand out before other RLs is its unique style and its simplicity. If things like different types of damage, ultracomplicated traits, 30 million weapons and so on, we'll just end up getting a 10 hours a game RL like the others.

I really wouldn't want DoomRL to become that way.

About the other subject, good AI is always cool. But I would go the F.E.A.R. approach, where enemies (even in lowest difficulty settings) are as smart as they can be, and the difficulty just changes how many are of them, how much damage they deal to you and how much damage you deal to them.

I don't think playing HNTR or ITYTD should make them be more stupid.

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