DRL > Discussion
Practical use of skulls/Arena Master staff
Thomas:
Making it a melee weapon could be interesting. Considering that you have to fully complete Hell's Arena to get it, likely for a gun-toting doomguy and unlikely for a melee doomguy, it could be a melee weapon that's a chainsaw alternative for people who don't have brute - High accuracy with some drawback.
I'm not even sure if the game would play nice with an item that can be both used and equipped, though.
dougjoe2e:
Another random thought about what the Arena Master's Staff could do:
If you are carrying it in your inventory when you die, it does 4d2 points of damage (not sure what type) to every enemy in sight. You then gain half that much HP and are invulnerable for a few turns (3-5?). The staff is then removed from your inventory.
Imagine:
"You Die! Suddenly, the Arena Master's Staff glows a hideous crimson and hellish necrotic energies bring you back from the dead!"
...somewhat of a cross between an Amulet of Life Saving (ADOM/Nethack) and the Hell Mask from _Splatterhouse_.
Dreadlord:
--- Quote from: dougjoe2e on April 24, 2013, 17:41 ---Another random thought about what the Arena Master's Staff could do:
If you are carrying it in your inventory when you die, it does 4d2 points of damage (not sure what type) to every enemy in sight. You then gain half that much HP and are invulnerable for a few turns (3-5?). The staff is then removed from your inventory.
Imagine:
"You Die! Suddenly, the Arena Master's Staff glows a hideous crimson and hellish necrotic energies bring you back from the dead!"
...somewhat of a cross between an Amulet of Life Saving (ADOM/Nethack) and the Hell Mask from _Splatterhouse_.
--- End quote ---
This idea is interesting. It could also work as a single charge for the staff - after you die, the charge is gone, but you arise and the staff remains only to act as a lockpick for the Vaults with its lousy fire attack.
Another problem here is that such a change does break the idea of a roguelike, where you usually get no second/third/fourth/whatever chance for a given character.
ZicherCZ:
--- Quote from: Dreadlord on May 08, 2013, 05:25 ---Another problem here is that such a change does break the idea of a roguelike, where you usually get no second/third/fourth/whatever chance for a given character.
--- End quote ---
On the contrary, some of the most known roguelikes have Amulets of Life Saving (ADOM, NetHack) or something similar (e.g. Blood of Life in ToME), which basically give you an extra life. Even further, these are normal, non-unique items (although extremely rare), and in theory you can have an infinite number of them. ADOM's wishes are a reliable way to receive those.
Dreadlord:
--- Quote from: ZicherCZ on May 08, 2013, 06:10 ---On the contrary, some of the most known roguelikes have Amulets of Life Saving (ADOM, NetHack) or something similar (e.g. Blood of Life in ToME), which basically give you an extra life. Even further, these are normal, non-unique items (although extremely rare), and in theory you can have an infinite number of them. ADOM's wishes are a reliable way to receive those.
--- End quote ---
Yes, this is yet another side of this question. Here we come up to the point of deciding whether we need an Item of Life here in DoomRL or not.
These items, I believe, will not just lay on the ground like ammo clips. :)
Personally I think it might be handy (homing phase devices, to some extent, belong to the category of life-saving items), however, obtaining such an item here must either be very difficult through special levels, or extremely unlikely as a random item spawn, like the homing phases. I don't think that the Arena Master's Staff which is discussed within this topic can potentially fulfill such a role. It will definitely require more balancing, like making the Chained Court tougher, or creating a completely new item used for such purpose in another special level.
I speak, of course, as a not-so-perfect player who already has enough issues and stupid deaths playing HNTR.
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