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Bugs, Chages & New Features

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torch:

--- Quote from: TFoN on March 22, 2007, 05:27 ---Regarding clips, that'd be nice and it'll make sense, but would reloading before emptying the current magazine waste the leftover ammo?

--- End quote ---

You could drop the rest of the ammo on the floor and then the player has the option to pick it up when they next get a chance.  Seems realistic, but I'm not sure it would add much to the gameplay. 

How about the player can slap in a new clip - v.fast, but waste leftover rounds in old clip OR eject current clip and push in individual rounds then slap it back in - v.slow but no wastage. 

Kornel Kisielewicz:
The problem here is that for development speed's sake the item system is very simplicized. If you'll get what I mean -- all the items on the floor are just numbers not objects. That is numbers from 1 to 255 where "x" is a Medpack, "y" is 9mm ammo, etc. It has no additional information, so there's either a full "clip" lying on the ground or nothing :>

BDR:
So, enemies popping up uninvited through the airducts has been implemented, albeit not as nicely as it could have been.  This gives me a couple ideas on refining the idea, though.

1. A somewhat more limited number of airduct openings.  Just allowing the aliens to spawn anywhere they please doesn't seem right; sure there may be places for something crawling in the ducts to get out, (in fact, there could be a lot of places to get out) but is there ever an opening to the airducts in every single room of any building?  What I'm picturing boils basically down to this: Small rooms, like 4x4's or 5x5's (maybe 6x6's), only have one opening enemies can come out through, and the bigger rooms (like 20x7) will have maybe three or four airduct entrances for aliens, but there will never be a time when you take a single step and suddenly you're surrounded.  Instead, the worst you could have (which would still be undeniably game-ending) would be a neverending stream of aliens from the various ducts.  You should, of course, also be able to see these ducts, though whether you need to see an alien pop out of one first, need a bit of XP put into Perception first, or can notice the differences straight away is a bit of a toss-up.

2. The ability to seal airduct openings.  This is a bit more ambitious and maybe a little unbalancing, but I think that the restrictions make up for this without making the benefits useless.  First, it will take a while (maybe.. I dunno, 50 turns without some Technical skill for a normal wall duct, and 75 for the rarer but harder to reach and work with ceiling duct?) to seal up the exit so the aliens can't use the opening anymore, and that means you increase the danger level substantially.  Second, if it's a big room you'll have to seal ALL of the exits to keep aliens from coming in, and if you're looking at 5 or 6 entrances that means 250-300 turns just to keep yourself safe in that one room (during which time you could be interrupted halfway through by a stream of enemies coming in through the last couple of entrances).  A possible third is that in order to seal entrances in the first place, you'll have to hit the Engineering tower for some sealant.  The benefit (being able to seal up a room with nice goodies and/or an elevator room for later, simpler travel) would have to be weighed against the consequences (time used up on sealing a room that might be better used looking for ammo/getting to the Queen).

DaEezT:
To 1: The idea of using air ducts/vents as alien spawn points has been there almost since the beginning of the planning stage. It should definitely become a part of the game (vents would be special wall tiles) as it a) removes the possibility of aliens spawning in the middle of a room or some weird place and b) adds to the atmosphere as the player has to be weary of every vent he encounters.

To 2: I'm sorry, but I can't think of any reason why I would want to seal some vents. The way I see it I'd not be keeping them out, I'd be caging myself in so I'd starve to death.

BDR:
Starving to death? I'm sorry, not sure I'm getting you.  My thought was that #2 would be useful mainly for elevator rooms/rooms with items in them that you want to save for later.  This way, when you've killed the queen and are running for the exits, you know you've got some places to catch your breath or at least conserve ammo.

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