DRL > Requests For Features
Cornershooting, sound and radarshooting
Klear:
I wouldn't change the way monster noises work. The fact that you can hear enemies on the level contributes a great deal to the doomy atmosphere.
Rajhin:
--- Quote from: ParaSait on May 01, 2013, 21:46 ---[18|7|3|0|0|0]
--- End quote ---
You haven't really played on UV/N!, right? Go ahead and try to take out those hellknights on dlvl3 or hellbarons on dlvl6 without cornershooting. Bonus for hell arena on N!.
This is the main tactic for most builds on earlier levels and these levels are already hard enough (actually it's the hardest part of most games).
We already have Cybbie that ignores corners and that is more than enough.
As for sounds - this isn't really int2 because you cannot define monster's position on y-axle. And if there is a lot of monsters (they are often come in packs, you know) then you cannot really define anything.
Evilpotatoe:
For cornershooting, I like the idea, really, but basic tactics to play, for example, damageless, must remain. Radarshoting wouldn't be enough on N!, I guess... so, what else do you propose ?
About sounds, they are not as good as INT2. Sure, you can get a very good idea of the monster's position, and marking an area -not a tile- could be an idea, but monsters don't groan on every move, so it's way less powerful.
The only thing I'd like to change about sounds is... adding sounds to N! enemies.
They are no fun at all currently... shooting a monster which seems to completely ignore it, even when dying, is so frustrating and ridiculous :(
(their stats could be made a little more serious to compensate, btw)
ParaSait:
--- Quote from: Nick on May 02, 2013, 00:37 ---Maybe angle indicator? Bigger for Techs, smaller for Scouts and randomly placed over the actual monster position so you can be sure the monster is somewhere in the marked area but can't be sure where exactly this pest is.
--- End quote ---
This indicator isn't tile-based, so this would be a problem on ole' console mode. It'd probably feel quite annoying and intrusive as well.
--- Quote from: Klear on May 02, 2013, 01:15 ---I wouldn't change the way monster noises work. The fact that you can hear enemies on the level contributes a great deal to the doomy atmosphere.
--- End quote ---
This is probably the best argument against it.
The main thing that bugs me about sound is that it provides extra information not shown on the screen; oftentimes pretty dang important information. Personally I see the screen as being the proper medium of all sensory information, while sound should be a strictly cosmetic thing. In other words, a player who plays without sound should be equally informed as the one who plays with.
--- Quote from: Rajhin on May 02, 2013, 04:45 ---You haven't really played on UV/N!, right? Go ahead and try to take out those hellknights on dlvl3 or hellbarons on dlvl6 without cornershooting. Bonus for hell arena on N!.
This is the main tactic for most builds on earlier levels and these levels are already hard enough (actually it's the hardest part of most games).
We already have Cybbie that ignores corners and that is more than enough.
--- End quote ---
It seems to me like you didn't really bother reading my post. Sorry if I'm wrong about that.
I used to play UV quite often and I know all too well how important a role cornershooting plays in it. As I said in my post, so much of the game is now based on the existence of cornershooting (and especially as the difficulty level goes up).
It's certainly not my intent, as you seem to imply here, to ditch cornershooting; on the contrary in fact, I want the game to embrace it as a full-fledged and controllable feature. I said that there is a chance that an enemy can hit you if you're standing behind a corner. This is not necessarily 50%. In fact I was really thinking of a rather low chance. If the chance proves to be not low enough still, fine, we further decrease the chance. It's all about balance control.
--- Quote from: Rajhin on May 02, 2013, 04:45 ---As for sounds - this isn't really int2 because you cannot define monster's position on y-axle. And if there is a lot of monsters (they are often come in packs, you know) then you cannot really define anything.
--- End quote ---
Again, you are now merely describing the shoddy way things are right now; it doesn't make sense that you can determine what's to your west and east, but not what's to your north and south.
At the least I'd argue there should be some sort of "deaf mode" option which makes the source of sounds appear on the screen for one turn.
Klear:
--- Quote from: Evilpotatoe on May 02, 2013, 07:18 ---The only thing I'd like to change about sounds is... adding sounds to N! enemies.
They are no fun at all currently... shooting a monster which seems to completely ignore it, even when dying, is so frustrating and ridiculous :(
(their stats could be made a little more serious to compensate, btw)
--- End quote ---
Agreed. I get it that the lack of sounds add to the difficulty, but it's just so damn unsatisfying to shoot the bastards. Yesterday evening I was blasting dozens of n! demons with a focused double shotty and.... now that I think of it, it would have probably killed my ears if they had sounds, but still...
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