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Doom: Semper Fidelis

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TFoN:

--- Quote from: Brewtal Legend on May 14, 2007, 12:48 ---
--- Quote ---Mostly what you said. "Barrels" room trait'd be nice. And a possibility to spend RL ammo searching for hidden rooms :)
--- End quote ---
Are you referring to a remake of DoomRL? I'm talking about remaking Doom: Semper Fidelis. If not, I'm not sure what you mean by "Barrels" trait and "spending RL ammo searching for hidden rooms."

--- End quote ---
No, not DoomRL. Although barrels in the original Doom were much less "dramatic" than they are in DoomRL, they're still somewhat of a hallmark of the game, IMO, and would be a nice addition. Consider a cost in Time if you decide to be careful and strategically detonate them ("when the monsters get close"), as opposed to a cost in Health if you decide to rush the room, blowing everything up quickly and taking some damage from the barrels in the process. Of course, the benefit in each case would be the opposite, i.e. in Health and Time respectively. Use of certain weapons might alter results, considering the melee chainsaw and the anyway-all-destroying BFG.

Regarding RL ammo, this probably better fits Duke Nukem. I'm talking about secret rooms which require a certain spot being hit to uncover. This could also be chained to the barrels, where you must first spend Time to avoid hitting barrels while killing the monsters, and then spend Time and/or ammo pushing barrels up against the walls/into slots/who knows what and then possibly shooting them.

Brewtal Legend:
What type of situations/scenes would you guys like to see in a remake of doom semper fidelis? Also, should it be kept using six sided dice, or possible use a 12 or 20 sided dice to be able to fit more scenes in the game? What other kinds of actions would you like to see in this game? WHich scenes or actions already in the game should be taken out completely? I already have my own ideas about some of these, but would like to get other opinions. Thanks.

     -Legend

Yuusha:
Instead of having to get a 12-sided die, you could just use two 6-sided ones.


PS:I too like making card and boardgames, I haven't put them anywhere on the internet but I usually make rules and stuff for them using paper

Fingerzam:

--- Quote from: Yuusha on May 20, 2007, 09:19 ---Instead of having to get a 12-sided die, you could just use two 6-sided ones.


PS:I too like making card and boardgames, I haven't put them anywhere on the internet but I usually make rules and stuff for them using paper

--- End quote ---

There's a big difference in a 12-sided die and two 6-sided ones. Because with a 12-sided die, each number has equal probability (1/12), but throwing 2d6, the most common result is 7, and 2 and 12 are really rare (1/36) and you can't get 1 with 2d6 at all.

Brewtal Legend:
2 six sided dice could be used in a different way though to produce 36 different outcomes with the same probability. There's a specific name used to describe this method but I forget what it is at the moment. Best when used with two different color or size d6. Instead of adding the two dice together, you treat it as 2 separate rolls. 1, 2. would be seen as 12 instead of 3. 3, 6 would be seen as 36 instead of 9. The only thing is that it makes for some odd tables. The top table number would actually be 66 but there are only 36 possible outcomes.

     -Legend

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