DRL > Requests For Features

Reloadable Ammo Boxes

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thelaptop:
That would make WK more OP than it already is, and to be had, for all the magic-ness of the mods, there's been an unwritten rule that they are only applicable to boots, armour and weapons, and on nothing else.

I have a slight modification to the suggestion.  We allow the stuffing of one [part] of a stack into the ammo box at one time, and make that cost something like 5.0s or something fairly large.  The cost of that preloading of that stack of rounds is defrayed completely by the much faster reload time of the gun.  This has the advantage of giving the loooong reload times of the ammo box needed for balance, as well as breaking it down into manageable chunks (you choose how many stacks you want to stuff into the ammo box at one time).

Evilpotatoe:
If I read correctly, once you found your first shell box, you're supposed to clear every level (save cybie) with it, and reload it everytime ? Sounds quite easy & boring to me.


Still, there's one thing I don't get :
Why do ammo boxes make reloading faster rather than slower ? O_o

Without the forums or wiki, I would never have understood the main use of boxes, since I, naively, tought they were used to store ammunitions.

From my point of view, ammo boxes shouldn't be usable directly, they should need to be refilled/unloaded depending on your needs.
Btw, considering how the game currently works, they would be most of the time useless, but the real problem is that we currently don't need to manage ammo.

OldSpider:
I think it's under the premise that an ammo box is just like an ammo chain: it's designed to use as little extra weight as possible and every shot you fire dismantles part of the ammo chain itself, so there's nothing to reload.  If you had the time and equipment you could make a new one or actually reload it, but that'd be out of the scope of this game.  So, maybe reloadable ammo boxes isn't such a great idea after all.

In that sense, an ammo box isn't a magazine; rather, it's a clip, which is just like the big ammo chains.  As far as I know you can't easily reload a clip like you would a magazine and bulk mods are meant to facilitate bigger magazines.

Personally, I think DoomRL should switch over to magazines.  For the most part, clips are WWI old school and not realistic in this setting (the future!).  Don't call it a 'box'.  Call it a 'magazine', because that's what it's supposed to mimic.  You use up a magazine, toss it out, and pop in a new magazine.  Otherwise you're limited to manually pumping in rounds.  In that case, bulk mods shouldn't apply to all weapons in the same way; rather, something like a pistol which uses a magazine must have magazines and something like a combat shotgun must be manually reloaded as if it were itself a magazine (which it kinda is, but with a trigger and iron sight built into it).

thelaptop:
Maybe not in this incarnation of DoomRL -- it tries to be rather faithful to the source material.

But the next incarnation of DoomRL... sounds like a good idea.

OldSpider:
Wait, what?  How is DoomRL faithful to the source material?  Special and unique weapons and assemblies, destructible doors, mod packs, inventory items, different monster types don't attack each other, randomized levels (or it wouldn't be roguelike, of course), no key cards or key skulls, no crusher traps... by my aching elbow.  The very idea that DoomRL is faithful to the source material (what, fan fics?) is like saying Mario Kart tries desperately to be just like Super Mario Bros.  Here I've sweated blood to point out a logical error and you... *sniff* ...you humor me with more fallacies.

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