DRL > Requests For Features

ARMED nuke!

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singalen:
Why cannot I carry it around, after all?
Most I can do is to take it to a lower level or two - as far as homing phases and luck permit.

And why cannot WK2/Scavenger disarm it? I know, AoRA and stuff.. BTW an AoRA nuke doesn't have to lie NEAR you at the level entry, so you still have a chance to explode.

Kornel Kisielewicz:
Armed nukes cannot be carried around due to engine limitations. As for disarming armed nukes -- hmm, that could actually work if you would have to sacrifice a mod to do it (any mod).

Tormuse:

--- Quote from: Kornel Kisielewicz on February 26, 2013, 09:47 ---...As for disarming armed nukes -- hmm, that could actually work if you would have to sacrifice a mod to do it (any mod).

--- End quote ---

Ooh, that could be interesting...  And lower levels of Whizkid would require more mods to disarm them!

singalen:
Or WK1 will just destroy it, and WK2/Scavenger will pick it up then.

Evilpotatoe:
Could be a good idea, but I wouldn't like it to work on AoRA. Too easy. You could also just ask the player if he prefers cutting the blue or the red wire, giving him 50% chances to disarm the nuke, and 50% to get a nice death :p
I usually hate random factors, but this one sounds fun to me (and is not necessary in normal circumstances)

Oh, also WHY can't we fuse a nuke in a level already containing an armed one ? It sometimes could be cool, to clear a level (UC / valuts ? :p), when you got some invulnerability, but armed nuke prevents it... and you rarely have the X needed minutes of invulnerability to wait for this stupid existing nuke to explode.
Any reason to disallow this ?

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