DRL > Requests For Features

Automatic medpack use.

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White Rider:
I prefer to think of corner-shooting as poking your weapon around the corner and blindly shooting.

Cacodemon_hugs:

--- Quote from: White Rider on September 04, 2013, 13:11 ---I prefer to think of corner-shooting as poking your weapon around the corner and blindly shooting.

--- End quote ---
I certainly agree, when thinking about it in terms of 'in real life' :D


--- Quote from: emulord on September 04, 2013, 12:41 ---Idk, shooting blindly around corners is what I'd do if I was trapped in hell :P.

--- End quote ---
lol, I thought the same thing on my very next playthrough directly after my last post.

DoomRL certainly offers more then the original game as far as content and consideration during play. I'm excited to be around for any changes that may come next. From lurking the threads, I see that there are (as I would come to anticipate) a number of other RL's, as well as work on modifications in other ways, such as; DoomRL Arsenal. But I'll wait to play these until I have exhausted DoomRL (which will likely be some time! lol)

I'll be interested to see if there will be any additional modifications toward healing at any capacity (as this post initially suggests seeing created).
I think a mod being in the form of an armor is brilliant. For it allows it to be attainable, while keeping it out of reach of relying on it (where possible, were it a trait).
In my quest to run successfully through higher difficulties, I'm finding that armor is off the up most importance. Seeing something evolve like this (or any, updated, concentration on additional armor) would certainly be a pleasant reality.

Infinitum:
Using items from your inventory costs energy however; automating their use is liable to get you killed more rather than less once you start encountering 1/2-shot situations.

Cacodemon_hugs:

--- Quote from: Infinitum on September 04, 2013, 17:32 ---Using items from your inventory costs energy however; automating their use is liable to get you killed more rather than less once you start encountering 1/2-shot situations.

--- End quote ---
I'm not quite sure I understand what you mean.
If, say, an Armor, that had a trait to automatically heal when a DoomGuy when below 25%, were to heal you taking o.oo seconds, how would you die?

It seems possible that something like this could easily exist, for instance,*actual armor spoiler*Spoiler (click to show/hide)the Necroarmor is able to replenish its durabilty, by sacrificing life. And this seems to happen instantaneously, whenever the conditions for it to do so are met.Also, knowing a small amount about programming, I know there are abilities to "stack" commands. Coding one command, during a time where multiple instances are occurring at once, to take precedence over the others.

thelaptop:
What Infinitum says is that medpack use consumes 1.0s time (or less if you are a Technician).  This time consumed will get you killed especially if you "trigger" it with the hypothetical trait while under heavy fire, where a much better option might be to move orthogonal to the direction of fire to trigger the dodge effect while trying to find cover.  I would go as far as to say that anything that reduces your number of degrees of freedom in the game is not a good idea.  Roguelikes are all about making decisions, and you really don't want that right taken away from you especially when it can put you in a particularly impossible-to-avoid death.

If you are saying that medpack uses under your proposed trait takes 0.00s, then I will strongly and vehemently veto the idea completely.  That is basically asking for an increase of HP by an indefinite amount in-game, which is overpowered.

I don't know how much programming you know, but one thing you will have to understand eventually is that while everything is possible in the world of software, sometimes it is not practical to do something because the way existing code is structured does not allow an easy/natural way of coding a particular effect.  That is part of the reason why some bugs are left untouched still, while some features (like bouncing projectiles) are not pursued at all due to the complexity of adding new code in a way that is parsimonious with the existing code base.  And no, sometimes rewriting the existing code base isn't feasible as well.

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