DRL > Requests For Features
Tech mods and armor, small change?
lmaoboat:
--- Quote from: Evilpotatoe on February 28, 2013, 05:13 ---I think giving resistances depending on armor types is a good idea.
Another would be to allow any mod use for resistances improvement, as another way of improving armors. e.g. bulk could add 100% durability or 25% "low" resists (melee/shrap/bullets). P could give +2 armor or 25%.. maybe acid ? T and A would improve plasma/fire.
What I don't like in this idea is that it makes mod use "more complicated", but what seems good is that I would use something else than always A and P. Carrying multiple armors would become quite interesting.
Same opinion here.
I love roguelikes for their difficulty, but I *hate* hidden knowledge. Some call information spoilers, but this just appears to be the game rules to me.
Anyway, even after reading wikis or whatever, you'll still need to experiment, since there is a huge gap between theory and practice. But not having enough in-game informations (like monsters resistances, or some precise items effects, e.g. forshockwave pack) is really frustrating, especially when discovering the game.
It's the same problem with unintuitive cornershooting... if I didn't watch a video of gameHunter, I would'nt have figured that monster's line of sight are intentionally bad, and would have stopped playing, because "HMP is too hard"...
As long as roguelikes are so complicated, they will remain a niche for geeks... It's too bad millions of people play WoW but only a few know doomRL :(
--- End quote ---
I'm pretty much the same way, I'm constantly looking at wikis. The only exception is SotS: The Pit, where learning new recipes is one of the core mechanics of the game.
zenfur:
Not 100% related, but someone made a point, that carrying more varied armors would be more interesting. It gave me idea of introducing some variance in armor's stats. There could be random drawbacks/qualities for common armors, like up to +50% of it's actual resistances for price of getting max 75% durabilty, increasing knockback, making you vunerable in other part of resistances, slowing you down by up to 10% or for getting -1 to it's def (of course all I mentioned could be took as the opposite, so +1 flat arm, up to +10% speed, 125% durability etc.). Some could have also uncommon resits on such armor, like up to 10% of acid resist (it wouldn't hurt, as it's rare and it would affect only barons of hell).
I share opinion, that tech are the least appealing mods and could be tweaked a bit.
Evilpotatoe:
Adding randomness would make the game more complex, and probably not change depth much. I don't think we want to grab every armor to check it's stats.
But maybe, just improving resistances of weak armors would make them more useful.
Why not improve green armor to 30% or 40%, so that it really gives a good protection against weak opponents ? Same for blue : 40% plasma resistance would make a significant difference against commandos and arachnotrons. Only shamblers wouldn't agree, but I think it's a detail.
Also, medical armors could be made more useful. Healing under 25% of health is a joke... make it 50%
Anyway, red armor would still be the most protecting one, and fire resistance is most of the time more useful that the other ones...
Klear:
I don't think the green and blue armours are supposed to offer good protection. I agree about the medical armour though. It's not so good at this point.
grommile:
I wasn't aware the medical armor was ever good :)
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