Other Roguelikes > AliensRL

Some more thoughts on the game, and a long list of ideas

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HouseCat:
Thanks for the headsup.

DaEezT:
Now that I finally have the time to browse the forums again, I'll give you my much delayed reply (without having played 0.8 yet) :p


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----It seems that when Elites first start appearing [..]

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What Kornel said.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Once the player has a pulse rifle and a heavy weapon, the aliens don't seem to be much of a threat any more. Even the Elites die like flies to the Smartgun, while the pulse rifle takes care of everything else. Even the constant spawning of Hunters all over the place doesn't seem threatening, since there is also a lot of ammo around. I would suggest that at about 100000 turns, Main tower levels 6 and 7 should become far more dangerous (Elites everywhere, hordes of juves in rooms, etc). That should give enough time for the player to get in, kill the queen and out again if they don't waste time hunting for the big guns, but if they do go looking for the big guns then they will need them.

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Once Objectives/Missions are in, things will become much more interesting. The game is much too straight forward right now for real weapon tweaking.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Health seems to be much less vital than ammo, which doesn't seem right. It's easy to stay at 10 medkits most of the time (except when taking on an Elite without a suitable weapon, in which case it should be "Game over, man" unless you have a krak grenade... instead you are able to burn through 10 medkits to win by attrition, as I did the first time this happened to me). Using medkits during fights is too easy as well. I would suggest reducing the medkit limit to 5, making them take much longer to use (the equivalent of several turns), and making the player unable to use them while being attacked.

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IMO a Diablo like heal over time function would be good and it might be also be affected by Fitness.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Radiation seems pointless.[..]

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What Kornel said.




--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----A save feature! And fix the map generation bug that can put doors too close to the outer walls, please. :-) Also, change the default keybinding for the character screen to 'c', so that pressing Ctrl-C by accident is far less likely.

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What Kornel said :p


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----It would be really handy to know which regions have been explored. Room or corridor tiles that have been seen could be shown as a dark grey '.'. This way the player would know when they've gone in a circle, or when they've already opened a door and didn't like what they saw on the other side, so shut it again quickly.

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No
Aaaaand, what Kornel said \o/


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Levels of Fitness skill allowing the player to carry more grenades (1 extra of each type per level of skill).

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Nah. IMO there should be no skill that affects ammo capacity.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Levels of Perception skill allowing the player to see aliens which are 1 or 2 tiles beyond their light radius. For every alien that is in this area, in every turn, there is a chance (5% per level of skill) that the alien will be revealed to the player, without the alien noticing the player.

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Nope. My plans for Perception are much more interesting than that ;D


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Exploding fuel barrels. Does this feature even need an explanation? :) They would go off like grenades when damaged in any way. Found in large numbers in the Engineering and Storage Towers, and often close together so that they can be set off in chain reactions!

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Maybe as a "feature" in the storage tower :p


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Armour durability. Each type of armour has a limited number of hits it can take before it is destroyed. This number is higher the rarer the armour type is. For example, the common Flak Jacket can only take 15 hits, while the Power Armour can take 100 or more. Technical skill increases the durability of armour by 25% per level of skill.

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DoomRL has this so it should be doable (but from what I gather Kornel would have to rewrite the item code base :p). Armour durability is the kind of tactical element that fits well into the game IMO.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Map terminals. These are randomly placed in rooms. When "activated" like doors, these automatically put the player into an extended version of the "look" mode which allows scrolling the view, so that the player can examine the structure of the map without having to move around. This extended view is only available when the player enters look mode by activating a map terminal.

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Sounds good.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Flares. These work exactly like grenades and are effectively a new grenade type. Instead of exploding, of course, they light up an area for an extended period of time (hundreds of turns). Intended for use in the low light levels, where they should also be quite commonly found.

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Sounds good as well.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Flash grenades. These do no damage, but stun any aliens in the blast range for 1-4 turns.

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Nope.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Grenade belt. When found, it doubles the player's grenade carrying capacity. Maybe this should be an armour type, so that there is a cost associated with it as well.

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Doubling would be too much and the basic idea of a "backpack" (whether grenade specific or general) is basically ok. But two of the basic ideas of AliensRL is ammo shortage and you-cannot-kill-everything. So I'd put this one on hold for the moment.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Shipping Crates. These are passable, line-of-sight blocking tiles that occur inside large rooms, mostly in the Storage Tower. The player can climb over crates at 10% of their normal movement speed (plus another 10% per level of Fitness skill). Aliens can climb over crates at 75% of their normal movement speed. Crates do not block the sight of aliens. A single crate is placed next to the player at the start of the game, to give the game a "Start to Crate" time of zero (this is a gaming in-joke, if you don't get what I'm talking about :)).
-Rubble and barricades. These are new tile types that work exactly like the shipping crates mentioned above. However they are found in all towers, they are placed in a different way, and they are not found in such large numbers.

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Player climbing crates: No. Aliens climbing obstacles: yes. The idea of various pieces of furniture (tables, chairs, crates) that block the player's movement but can be jumped over/crawled under by aliens has been brought up already :D


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----New Alien types. [..]

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Maybe later. The next enemies have to be bots/turrets to make the whole ammo type issue more interesting ;D


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----A motion tracker. Once the player has it, the motion tracker "pings" unseen aliens (or any other moving object) near to the player when they move. Line of sight is not required. A "pinged" alien is shown as a green '?'. Aliens that are not moving will also occasionally be pinged (10% chance per turn).

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The motion tracker has been discussed A LOT during the initial planning stage and ever since the release.
Has to be in.
Will be in.
No clue how it'll ever be balanced.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Automated Defense Turrets. [..]

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Short answer: Will be in :p


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Tazer and Modified Tazer.[..]

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Nah.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----EMP grenades. These won't be much use unless "robotic" enemies make it into the game (such as the rogue defense bots that Kornel already planned, or the Turrets that I propose above). EMP grenades would disable robotic enemies in their blast radius for 50 turns, without actually destroying them. Their blast radius is big enough to cover most of a medium sized room, so it's hard to miss with them.

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Either that or they'll simply damage mechanical enemies.


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Security cameras, and terminals that the player can use to access them. [..]

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Cameras? Nah. But maybe a way to hook up the motion tracker to the security system and/or those map terminals ;)


--- Quote from: Newts Revenge on June 01, 2007, 11:39 ----Run mode. [..]

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I don't see it right now.

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