DRL > Post Mortem
[U|Ao100|90|100%|YASD] Apparently the wait command doesn't care about Nukes.
Klear:
--- Quote from: Sereg on May 24, 2013, 17:21 ---On level 666 he stumbled into a complex full of Nightmare Apostles!
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There, the one upping is finished, I think.
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On level 666 he encountered 2dev
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LuckyDee:
Now it's finished :)
Evilpotatoe:
--- Quote ---Though that thing about nukes makes an interesting corner case for the "do nothing" command. I think we should have a look at it a little more deeply to see if it is acting consistently with respect to stop doing nothing when something is happening (for some definition of something).
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Some disturbing options (or built-in rules) we be a nice improvement. Nuke countdown could be a good one, but the one I really miss is when some monster comes in intuition range... currently, that stupid doomguy just waits till the bastard walks in his sight range, often shooting a plasma burst in the same turn...
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--- Quote ---Would it be possible to have the game count nuke kills when you leave a floor, like it does when you die on the floor?
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That makes AoRA trivial. Actually, I think that counting the kills when you die on the floor is considered buggy, if kill count is defined as "number of frags scored while maintaining an HP > 0". But fixing that bug I said would make suicide kills of SM invalid, which is something that is not a good idea (think AoPc win condition).
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Just make the difference between player and game nukes.
What we need is :
- Level nuke (AoRA or event) doesn't count kills, nor XP
- Player nuke count kills & XP, even if player isn't in lvl anymore. This would make more sense and won't be OP/abusable, since nukes are a rather rare drop. Also, don't forget doing this wastes level's stuff.
- Player CAN put a nuke with 10 sec delay in a level with a nuke exploding in several minutes
Sereg:
I like all of those ideas. I wonder if the main issue is coding, rather then balance, since I suspect once the level has been offloaded it's much more difficult to handle information relevant to it. Still, I'm sure there's a workaround for it - we already have the "explosion above" message, so it's clear the game still recognizes the presence of an active nuke on level exit. It shouldn't be too terribly difficult to tell the game to remember those monsters and give kill credit for them when the player exits the level, as if he has killed them.
To be fair, it's been ages since I've done any kind of computer programming, but it sounds feasible enough.
White Rider:
Got enough homing phases there?
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