DRL > Requests For Features
Item Traps
Gryregaest:
Hello! I just found out about DoomRL recently, and I'm loving it.
I'm not sure to what extent this would really work, given the randomized nature of a roguelike, but something that seemed omnipresent in the original Doom games were the "item traps". By which I mean, having useful items which acted as triggers for danger upon picking them up, typically in the form of an ambush.
Something like this is already sort of present in the form of the switches, since they can be good or bad. But there's something very doomy about the items-as-bait trap, even when they're really obviously traps. Walking into a dimly lit room with much needed equipment on a platform in the middle, and knowing there was at least a 50/50 shot of this being a set-up was part of the experience.
I'm sure it can't be as elaborate as in the original Doom games, given the randomized nature, but I think it would be a nice touch.
LuckyDee:
Actually, this is already more or less used, but only in a couple of special (non-randomized) levels. I think that on the higher difficulties you'll find yourself ambushed often enough not to want to complicate this any further by having to worry about which items are safe to pick up, too :S
It's a fun idea, though, and maybe someone with actual knowledge of how to implement this stuff manages to do something with it...
ZicherCZ:
Just my two cents:
I can imagine an exotic or unique randomly generated item (not those with fixed generation) being "trapped" in a sense that a summoning lever effect will happen upon pickup. Danger level could be toned done a bit compared to the levers - with those, you expect that this may happen. Chance of this happening, let's say, 5%? Given the rate at which I tend to find these items, this would be about one trapped item per three non-Ao100 games.
For more fun, if an armor would be trapped this way and something else picks it up, the trap will spring as well. I know infighting is not present at the moment, but hilarity certainly ensues when some poor former human picks up that ballistic vest to be immediately surrounded by two viles and a revenant :).
Edit: On a side note: While summoning levers are already dangerous, they can become more dangerous if the summonned enemies wouldn't spawn only next to the Doomguy (forcing the enemies to use their melee atacks, which are generally weaker), but in some close radius as well. LOS only, perhaps, to avoid being _too_ dangerous.
thelaptop:
Hm. I think we can try to add this to the current set of generators as a part of the scenery. We need to see how modular the system is in building rooms in the playing field and play around with it.
Maybe sort of like the vaults, except the spawning is triggered (probabilistically) from the picking up of an item within the vault instead of being pre-spawned.
I would probably go as far as to say that the spawned "ambush" enemies will award the same amount of XP as the spawning method via levers, i.e. no XP at all. This would make picking up stuff in suspiciously small rooms all the more risk-filled.
We'll worry about balance later. I'll see if shark20061 is willing to give it a go. If not, I will try to add it in myself and we'll observe the effects when the 0.9.9.8 beta comes about, which will be quite a while from now.
Klear:
I'd like to chip in with a reminder of another frequent feature of Doom maps which IMO could be implemented into level generation - items (with a greater chance to be more valuable) on a small island in a pool of lava/acid. It would promote the use of foot protection, it is doomy, and combined with the suggestion in this thread, could be downright evil =)
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