DRL > Requests For Features

special ammunition

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RepoRipper:
i had an idea for alternate ammo! they wouldnt affect damage (at least not primary damage) but they would have powerful effects! to offset this they are not easily found, AND they are "bigger" than normal: a full slot of them holds less than full slot of normal ammo. okay heres the ones i have come up with. #ps means # per full slot.

10mm AP (Armor Piercing) ammo - 50ps
10mm HE (High Explosive) ammo - 50ps (explosion the same size as the imps fireballs)
HE Shotgun Shells - 25ps (HE Shotgun Shells are a classic form of ammo)
Concussion Rockets - 5ps (no damage, huge knockback, hurts on impact with walls, ndoes not destroy items, but can destroy normal and bloodied walls up to 1 space away from the impact point)
Power Cell - 10ps (the power cell is from the original doom game, its a plasma cell that holds 10 charges each, when used to reload, it powers 10 charges. if there isnt enough room in the clip, u cant reload with these)
10mm AB (Atomic Blossom) ammo - 10ps (the holy grail of AoM, extremely rare, these bullets, when fired, become highly radioactive, causing anything 1 space away from its path to take radiation damage, which is like bleed damage but stronger and cannot be removed by healing. you are immune to the effect as the bullet does not become radioactive until shortly after leaving the barrel!)

note this means some of those much too common rockets are concussion rockets that dont destroy items!
also the 10mm AB is iffy, but its hard to find, and takes up a lot of space, for the clip size. that radiation damage affects the target too, but in that case it is in addition to the normal damage!

BDR:
So the Atomic Blossom's damage is sort of like lava damage, only without any safe floor to step on for a given amount of time?  And who cares if they could heal it away or not?  It's not too often that monsters get a chance to pick up medkits even in the early game, and by the late game most of those who do are prone to death by one or two blasts from your weapon.  Also, I thought the acid *was* radioactive.  If so, does that mean Hell Barons are immune to the effects of this weapon?  If not, how do you explain their being immune to radioactive acid that they are actually stepping in but not radioactivity from a pint-sized bullet that they aren't even being hit by?  Also also, the limiting to 10 per stack seems like you've made this ammo type both overpowered and useless at the same time.  Scarcity is NOT balance.

Kornel Kisielewicz:
The real problem why special ammo won't make it to the game is that it would severely clutter up the reload interface.

RepoRipper:
okay BDR no its not timed, the radiation is powerful but dissipates vry quickly, but flesh absobs it, so its like poision. the damage works like bleed damage, but longer lasting, and doesnt heal itself. when it winds down to 1 damage, the next turn it will dissapear. its called a radioactive "half-life". its not timed, it is just so highly radioactive (the bullet, i mean) that it irradiates anything it passes close to! acid is acid, not toxic waste, its not radioactive. nothings immune to this damage, or even resistant. (can u imagine fighting something immune to the nuke!!!?????) also, the ammo limits it to mostly AoMr, and it ignores armor, since it is hurting the creature from inside. scarcity, nah, they r common enough on later levels, but they are not found very early on, either.

ok Kornel, i forgot to mention that the way the reloader works is this: whatever ammo is in it already (or was in it if its empty), if u have any more of it, it will reload that, if not, it will reload types starting with normal, then AP, HE, AB, and Concussion, if applicable. Power Cells are reloaded last, if they can be loaded. reload command will first ask if u want to change ammo type, then bring up ammo type window to choose from, if there is no room in inv for ammo coming out of gun, it is dropped.

BDR:
The way reloading works now: You press r, the gun is reloaded, and you are done.  You have two guns or want to do something special with a particular gun, you press Shift+R and your guns are reloaded/you do something special with a particular gun, and you are done.

The way you are suggesting reloading change: You press r, the game asks you if you want to change your ammo, you say no, your gun is reloaded.  You want to change ammo, you press r, the game asks you if you want to change ammo, you say yes, you get a screen similar to the equip armor screen, unload gun screen, or use item screen showing the different ammo types, you pick the one you want, your gun is loaded with the new type, and you are done.

Is that accurate?  If so, I gotta agree with Kornel; it's a lot simpler the way it works now.

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