DRL > Requests For Features

Tech mods and armor, small change?

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Evilpotatoe:
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.


--- Quote ---I vote Nay to this - I think gameplay systems should be more simplified than they are now
--- End quote ---
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 :(

Nick:
I like to have basic information (barely enough to win) revealed and advanced hidden, just to have a space to explore. I allowed myself to read Wiki only when I've found a nuclear plasmagun and then discovered the burst cannon assembly on it. And placed the Power mod. And have the Burst Nuclear Plasma Gun (P1).
And only then I thought I know the Tao and can just read the details.

Basic: Tech improves the main purpose of an armor.
Advanced: You have +1 main protection on Red, +40% to Melee and Shrapnel on Bulletproof, and you have twice as much repair effect from Armor Shards on the cursed Cybernetic Armor. At least, you know what to do and what to avoid if you have the Tech Pack and a new armor.

Nick:
Actually, it's good to have the same principle in some other details. For example, we all know Lost Soul screams on first levels mean there are well-guarded good things nearby. But we never know which ones and do they worth the fight.
It's totally random, not determinated-but-hidden. But the effect is close.

Also, I love the idea itself. Maybe it's even better than change Gatling assembly from Ch+BB to Ch+TT, as I suggested. But may be Tech will be TOO useful, that's why I suggest to place some difficulties on this way.

tylor:
Resist bonus could be nice, but it's just so many of types.
What about bonus to dodge?

skarczew:

--- Quote from: tylor on February 28, 2013, 10:02 ---Resist bonus could be nice, but it's just so many of types.
What about bonus to dodge?

--- End quote ---
IMO:
Tech mods should add technical stuff (resistances, etc).
Agi mods should add dodge stuff.

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