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Endless/Massacre : Request for Ideas

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Igor Savin:
"The setting is apparently related to some Berserk manga (of which I never heard before), but it doesn't influence the game in any way".

Pffft. May I kill them?

(rest of response will go to rgrm)

"Perhaps giving the player more points to play with so he has more of a sense of improvement would help."

I do agree. Waiting for 4 days to improve Strength... Maybe I'm a wimp, but that's cruel.


"-- add themed monster sets -- like snow monsters, lava/ash monsters, forest monsters -- that will be completely disjoint with the normal sets"

It's like "Forest Imp", "Desert Imp", "City Imp" or "Forest Spirit", "Desert Rat", "City Bandit"?

"make terrain specific monsters"

Yep, that'd be fun.


"Being able to improve your character adds a lot to the game."

Oh yes...

"You could also include different kinds of melee weapons"

Yessh... Actually, I was going to experiment with this one after "Progressive" game mode was implemented for Berserk... so after final 0.8 is released and sources are included, it won't be a long time until the first "experimental", "non-berserkish" branch appears, which, of course, might supply vanilla BRL with features, if it by chance manages to actually include valuable ones.

Are the skill\trait suggestions needed at the moment, or you have enough of them with time being an issue?


"And i can't imagine, how skeletons can differ from each other, if they appeares on different landscapes"

Bowmen for Forest, Swordsmen for City, Macemen for snow... Range vs Speed vs Power.

Kornel Kisielewicz:

--- Quote from: Igor Savin on January 16, 2007, 10:17 ---"The setting is apparently related to some Berserk manga (of which I never heard before), but it doesn't influence the game in any way".

Pffft. May I kill them?

(rest of response will go to rgrm)

--- End quote ---
:D


--- Quote from: Igor Savin on January 16, 2007, 10:17 ---"Perhaps giving the player more points to play with so he has more of a sense of improvement would help."
I do agree. Waiting for 4 days to improve Strength... Maybe I'm a wimp, but that's cruel.

--- End quote ---
I will cut down the cost of Strength/Dexterity/Endurance by half in the next version. I hope that it will not render Willpower useless tough :/.


--- Quote from: Igor Savin on January 16, 2007, 10:17 ---"-- add themed monster sets -- like snow monsters, lava/ash monsters, forest monsters -- that will be completely disjoint with the normal sets"

It's like "Forest Imp", "Desert Imp", "City Imp" or "Forest Spirit", "Desert Rat", "City Bandit"?

--- End quote ---
Basicaly yes, but not such a primitive distinction like "*** Imp". They will be both different in names like in skills, but will follow a similar pattern -- weak, weak ranged, medium, strong, fastmoving, special medium, special strong. And maybe more.


--- Quote from: Igor Savin on January 16, 2007, 10:17 ---"You could also include different kinds of melee weapons"
Yessh... Actually, I was going to experiment with this one after "Progressive" game mode was implemented for Berserk... so after final 0.8 is released and sources are included, it won't be a long time until the first "experimental", "non-berserkish" branch appears, which, of course, might supply vanilla BRL with features, if it by chance manages to actually include valuable ones.

--- End quote ---
Yet can you imagine Gutts favoring another weapon instead of the Dragonslayer? In vanilla berserk it will stay as it is.


--- Quote from: Igor Savin on January 16, 2007, 10:17 ---Are the skill\trait suggestions needed at the moment, or you have enough of them with time being an issue?

--- End quote ---
I'm almost out of those, so bring'em on :P.


--- Quote from: Igor Savin on January 16, 2007, 10:17 ---"And i can't imagine, how skeletons can differ from each other, if they appeares on different landscapes"
Bowmen for Forest, Swordsmen for City, Macemen for snow... Range vs Speed vs Power.

--- End quote ---
The whole point is that they wont be skeletons there. Wait and be amazed ;].

Adral:
Ok, you were totally asking for this! Now you'll have to read yet another gigantic post of Adral! MWA HA HA HA HA

Note that some ideas might be repeated here, as I find them interesting :)

Ideas for Endless/ Massacre:

New terrain types, with more tactical choices:
- Castles, with rooms and such (sorta like DoomRL)
- Swamps (already suggested)
- Fields terrain generator with hills and rivers
- Forest with river/lake (randomly appears)
- Caves, with pseudo-natural creation

- Make some terrain indestructible
- Already noted: having some terrain influence your movement speed is a good idea - more tactical decisions

New monsters:
- TFoN and I really provided some ideas on other thread. I'll try to post more if I have some :)
- Monsters that are cannon fodder are nice -> don't make all monsters almost impossible to kill, that would just be annoying.
- Thematical monsters sound really nice! But don't make all monsters thematical - skeletons should be skeletons everywhere, for instance.

New skills/traits:
- New skills greatly improve the replayability of the game. I'll start a thread with my ideas there to not clutter this one, if you are interested on reading them.
- Balance issues - Sweep [3] is not that great, for instance.

New weapons:
- Already suggested before. Many people just find that a tactical roguelike action is about "choosing the best ranged attack" (magic/missile/etc). Prove them wrong: add new melee weapons (switchable) with different properties, so you actually have to think about what to use on the next turns for melee.
--For instance :  Axe, deals more damage than sword but is less accurate
                       Great Mace, greatly improves knockback and also improves damage a bit, but is slower
                       Spear, less damage but more accurate than sword

So every time you have to think whether to switch weapons (which cost you time) or stay with the one you have. Also, it might make for some special resistances or vulnerabilities on monsters - skeletons are immediately destroyed with axe or mace but untouched with spear, etc. You could start fully equipped or they would be unlockable each game, and you'll only start with the sword.
In this example, sword would be the "basic" weapon.

Character:
- Improvement feels a bit slow for endless game. Give the player 2 points every day. Note that this needs serious testing - if the game becomes very long it would fall on the boring side again.
- Already noted: killing some monsters takes forever :P

Also, as a side note, if Campaign isn't going to be winnable then... it might feel like a waste of time playing. People like to spend time in something they can win. But since I don't really know your exact plans on this, I'll trust in your intuition :)

Igor Savin:

--- Quote ---":D"
--- End quote ---

Is that "yes", oh my great Master?


--- Quote ---"I will cut down the cost of Strength/Dexterity/Endurance by half in the next version. I hope that it will not render Willpower useless tough :/."
--- End quote ---

Make it free :-P.


--- Quote ---"Yet can you imagine Gutts favoring another weapon instead of the Dragonslayer?"
--- End quote ---


--- Quote ---"The setting is apparently related to some Berserk manga (of which I never heard before), but it doesn't influence the game in any way"
--- End quote ---

:-P.



--- Quote ---"I'm almost out of those, so bring'em on :P."
--- End quote ---

O-kay...

The most obvious one, taken directly from DoomRL: Hard as Nails (would require significant prerequisite in order not to render IronMan useless - maybe IronMan lv 3).

Also:

1) Energy Vampire - gain few energy points\lv every time you kill a monster.
2) Long Range Combat Specialist: lv1 - Longer Throws, lv2 Faster Reload, lv3 Increased Accuracy, lv4 Increased damage. Of course, this might be separated into different skills for different weapon.
3) Adrenaline Rush - you gain Energy as you lose HP.
4) Lucky Dodger - 20%/level roll to dodge incoming missile (for those of us who hate imps).
5) Unstoppable - Decreased knockback, may swap places with monster (takes time, used as any attack does, may be resisted by more dangerous monsters).
6) Parry Specialist - increased defense when not attacking.
7) Bless of Death - 2%/level chance for every new monster not to spawn.
8) Lighting Strike - 10% a level to hit twice when attacking.
9) Fire Resistant - take only 1/3 of bomb damage.
10) Fairy Bless - Fairy Dust recovers more than MaxHP, decreases over time (DoomRL style), further levels increase "overburn", decreases bonus exhaustion rate.
11) Passionate - extends Berserk duration.
12) Panic Runner - may run using HP after Energy ends (3/2/1 point/lv/tile).
13) Avenger - monsters take damage from hitting you.

Blade:

--- Quote from: Igor Savin on January 16, 2007, 10:17 ---"And i can't imagine, how skeletons can differ from each other, if they appeares on different landscapes"
Bowmen for Forest, Swordsmen for City, Macemen for snow... Range vs Speed vs Power.

--- End quote ---

I can't even imagine, how skeletons that are raised moment ago in deep forest, for example, from corpse of beast, for example, can have ANY weapon other than stick ot rocks. Maybe skeleton stickman, and skeleton rockman?))) I'm not serious, anyway.


--- Quote from: Kornel Kisielewicz on January 16, 2007, 10:27 ---I will cut down the cost of Strength/Dexterity/Endurance by half in the next version. I hope that it will not render Willpower useless tough :/.

--- End quote ---

Anybody is listening to me? Why you don't like to give 2 points per level? Then you will have choise - to raise Strength*1, Endurance*1, or Willpower*2.


--- Quote from: Kornel Kisielewicz on January 16, 2007, 10:27 ---I'm almost out of those, so bring'em on :P.

--- End quote ---

I don't have so much ideas as Igor, so my little addition:

Bash - have normal damage to single enemy, but greater than norman chance to knock him back(maybe on bigger distance than normal). Requires: Str = 16 ; (maybe something more)
Zeal(directly from Diablo 2, so better name required) - you can make 2 attacks to single enemy, but with less hit chance. Requires: Dex = 12 ; Sweep = 1
Sharpshooter - increases accuracy of crossbow, knives, and bombs. Requires: Dex = 14
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