Other Roguelikes > AliensRL

Gameplay & Mechanics

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Malek Deneith:
The auto-unload works when you swap weapons with ones on the ground but not when you drop them for some reason.

Tao_Taoz:
[1st post]

the mp5 should get replaced by the MP7.
shown here --> http://en.wikipedia.org/wiki/Heckler_%26_Koch_MP7 with details.

could always make a fictional version bearing whatever stats and capabilites.

however, you should make all damage in the game much higher and give the armors larger protection bonuses. making both the aliens and yourself take much less effort to take down.
maybe make everyone do things gradually slower (move, reload and such) as they take more damage. Giving medics a 25% (or 15%?) bonus against this and an added 5% bonus with each level they progress in their medic skill.

I find the weak damage system to be the biggest pressing issue with the game thus far.
taking too long to die and taking up too much ammo per kill takes away from the games intensity.

It's no fun having to empty your last full clip into a target only for it to absorb the damage without penalty as it claws away at you continously for well over serveral turns just to take your life..... assuming you're not currently maxed out on medic packs since you can use them one after the other even while under attack.(and surrounded by claws).

things are just too drawn out...

Kornel Kisielewicz:
Well I'd like to hear other's opinions on that.

There's a reason for the aliens to be so tough -- they don't have ranged attacks, so they need to have a chance to come up to the player before being destroyed. Also they should be feared.

Lowering Player HP? Ok.
Lowering Alien HP? No way.

TFoN:
Considering the first movie occures around the 22nd century, I don't think any weapon used now, even the new ones, will be very current then. And what marine would be equipped with such an outdated weapon?
I suggest making the Pulse Rifle the basic weapon (using MP5 statistics), as that was the weapon used by marines in Aliens, finding a different weapon to take the current statistics of the Pulse Rifle. The 99-bullet clip size issue mentioned earlier should also somehow be addressed, either by changing the clip size or by explaining why the clip size's smaller (it's quite a big detail, with regards to canonity). Different types of pulse rifles is probably the best way to go about it, IMO.

I think reducing alien HPs while increasing their speed, numbers and/or damage is a good idea.
Reducing player HPs is definately a good idea, but let him start then with a choice between a flack jacket or a gyro-stabilizer. At the same time, make gyro-stabilizers rarer and heavy weapons more common, giving a reason to start with AC 0. I think giving HW specialists a Smartgun at start might work out fine, in context.

Using medkits during combat doesn't make much sense to me, either.
How about adding stimpacks which add temporary HPs? Application time becomes faster with higher medical skill (and with appropriate armour, with an in-built fluid transmission device?).

Tao_Taoz:
Lime Green=added text
Yellow=changed text


If you watch the movie you see them taking out aliens with relative ease... the issue was that they were swarming or coming out at them in all directions. observe -> http://www.youtube.com/watch?v=9V0J3bVInS8 :P

a single burst from a pulse rifle is seeminly enough to mess one up pretty badly if not kill it outright.
though for the game it should take 2(to 3?) and 1 for smart rifle or whatever its called.

and just make ammo more scarce or that you only find weapons of ammo around corpses and locked sercurity rooms (Civilian tower), armories (Military tower) and weapon/ammo caches (storage tower). perhaps have the armories accessible through a long hallway guarded but automated remote sentries that you could disable through a randomly spawned terminal found somewhere on the same level. sercurity control rooms sealed with security cards found off a corpse, can be welded/blown open.
find portable welding equipment in the Engineering tower and explosives in the storages weapon cache or some such.

you could give some aliens a little less health (20% to 10%, 15%? idk) less while giving some while evenly giving them better protection versus low level penitration.
but still applying the slowing effect but to a lesser extent since half of "stoping power" is in relation to how a target receives damage to its internal orgains or motor functionality.
leaving only the light force and light penitrating eeffect to help keep off the creatures from over taking you or your postion as qucikly as the would otherwise.

idk. you could make them spill a little more blood with acid damage which could spray in random directions.(eh? ehh?)
maybe burn away that "invincible" armor we wear.

see, my problem was that I was running around with an mp5.
as a scout with only basic training.

once I got to expert things were alot easier.
but I don't like how that works..

I'd rather we develop our weapon class skills more gradually since the current way of development is too slow and then suddenly dramatic.
rather have more levels with lower cost and a more natural progression. so the change between basic and advanced is less drastic. Replacing the words with levels up to 10 or 9.

you can then label levels 1="untrained", 2 & 3 as "basic", with 4 & 5 as "proficient".
followed up by advanced for levels 6 & 7 then onto 8 & 9 for "expert" with level 10 as "master" or "Mastered". 

then either lower the cost of skill advancement accordingly or lower the costs to be approprietly match things up.

naturally, you would recieve less bonus per level then how things currenlt are.

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