Chaosforge Forum

  • March 28, 2024, 01:45
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: 1 2 [3] 4 5

Author Topic: AliensRL 0.8 Beta 2  (Read 37436 times)

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #30 on: December 02, 2008, 08:13 »

Gameplay is more based on the Alien Breed series. Also, from the point of view of the Alien universe, the idea of fighting an alien in melee with anything less than a cargo machine or being a Predator seems ridiculous.
You are right, the idea is stupid (and even Predator would have problems with Aliens in close contact - thats why he uses mid-range weapons against them).
Still, it is better to use knife or even fists/legs rather than standing and watching your health dropping - thats ridiculous, too.

Imagine critically wounded lesser Alien (lets say few HP left, heh) shredding you every second with its claws. In this case combat knife could save your life (at the cost of huge HP drop).
Of course using such tactic on a full-HP Alien would lead to a fast and painful death ;) .

EDIT:
In short - as far as it would be nice to have melee fight possible, it should not be worth using almost at all. IMHO.
« Last Edit: December 02, 2008, 08:24 by skarczew »
Logged

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #31 on: December 07, 2008, 10:57 »

My few thoguhts after winning a game (with Marine):

- grenades have to be fixed, seriously; it is nothing more frustrating than wasting 3 * or * and not getting anything from that;
- / (RPG) is the biggest failure out there; I think the blast damage uses similiar code to a grenades - and as a result, it is very unreliable; it happened to me 75% of time that I properly hit the alien with a rocket, but no alien was damaged in the process (the animation shows blast, but there is no effect at all); on the other side - one rocket missed my target one time, went off screen, hit something and killed aliens BEHIND wall;
- / (saw-off shotgun) is a medicore weapon; while it can make a huge damage, it needs reload after each use; the basic pistol is better because you can start firing from range and kill every kind of alien except Elite (and Worker) before it gets to you; this weapon may be only usable for an engineer - but I need to test it out;
- the shotguns seem to be the only weapon that damage barrels outside vision range - this could be fixed, too; and barrels should not appear outside vision range, I guess;
- "walk till something in sight" button should be implemented;
- remove Workers from auto-targetting (unless they turn aggressive);
- tagetting order should be tweaked from: "last alien hit"(most important)->"last object targetted"(least important) to: "last alien targetted when firing"(most important)->"most dangerous alien"->"nearest alien"(least important)

EDIT:
- one more thing: please change color of the ammunition for a Colt from light gray to white (the same color the colt is); it will make the life easier :) ;
« Last Edit: December 07, 2008, 15:40 by skarczew »
Logged

ZZ

  • AliensRL Beta Tester
  • Lieutenant Colonel
  • *
  • Offline Offline
  • Posts: 469
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #32 on: December 23, 2008, 11:11 »

Do you really want to take Colt ammo instead of 9mm or 12g shells. There's really no difference between your suggestion and the real things.
Logged
Put a chainsaw in my coffin. If I go to Hell, I'll need to do some cleaning there.

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #33 on: December 23, 2008, 13:56 »

Quote
There's really no difference between your suggestion and the real things.
You are wrong.
Quote
Do you really want to take Colt ammo instead of 9mm or 12g shells.
Yes. I am very often 400/400 of 9mm ammo, but it takes time to find the one for Colt. When I open a room full of aliens and I see few ammunition stacks (Colt/9mm) I have to look at each them to decide whether it is worth my time, or not.
Adding a color would make it few times faster.
Logged

oohhboy

  • Backer
  • Private FC
  • *
  • *
  • Offline Offline
  • Posts: 12
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #34 on: March 07, 2009, 05:52 »

Quote
-- AliensRL (0.8 (BETA 2)) Post Mortem -------------------------------
  Name     : oohhboy
  Class    : Scout
  Rank     : Badass
  Result   : Killed the alien Queen and escaped

  Total Experience : 24740
  Experience left  : 2340
  Game length      : 106917 truns

  Armor   : Power armor [4]
  Sidearm : M4A3 pistol (12/12)
  Primary : M41-A pulse rifle (60/60)
  Heavy   : M56 smartgun (50/50)
  Medpacks: 5

-- Graveyard ---------------------------------------------------------

  ....#.....#..#-########
  ....#.....#.......A....
  ....|.A...#..#####-####
  #####.....#..#A........
  .A..#+....#..#....A....
  ....#AA...#..#.........
  ....#.....#..#.........
  ....#....|#..#.A.].....
  ....#.....#..#.........
  ....#..A..#..#########-
  ....#.....#............
  ....#.....#..###-######
  ....#.....#..#.....A...
  ....#A..|.#..#|........
  ....#.....#..#.........
  ....#.....#..|.........
  ..|.#.....#..########-#
  ....#.....|..#.A.......
  ....#.....#..#...A.....
  ....#.....#..#......../
  .%..#.....#..#.....]...
  ###########  ##########

-- Skills ------------------------------------------------------------
  Sidearms      : master
  Light weapons : expert
  Heavy weapons : advanced
  Technical     : basic
  Medical       : advanced
  Fitness       : expert
  Perception    : basic

-- Ammunition --------------------------------------------------------

  9mm ammo      : 65/400
  .44 ammo      : 113/150
  M309 ammo     : 245/500
  M250 ammo     : 195/500
  60mm gren.    : 40/40
  12g. shells   : 200/200
  frag grenade  : 6/3
  inc grenade   : 6/3
  krak grenade  : 6/3

-- Kills (2237) ------------------------------------------------------

  903 juveniles
  71 workers
  493 warriors
  579 hunters
  190 elites
  1 queen

-- Messages ----------------------------------------------------------

 You hit the hunter! You lightly hit
 the hunter! The hunter dies.
 You reload your weapon.
 The elite shreds you!
 You heavily hit the elite! You
 lightly hit the elite! The elite
 dies.
 You reload your weapon.
 You enter the corridor. Entering
 Civilian Tower, level 1...

That took quite a few hours...

First thanks you for making both DOOMRL and ALIENSRL, as incomplete as they maybe. I won't badger you with suggestions/bugs (skarczew covered the ones I noticed) Kornel, but I would like to request for both games a OSX version. However it isn't a really a biggie as far since these games use so little power I can run them in Virtual PC (However DOOMRL music is terrible since in plays really slow). Both work on something as low as a 400 MHz PPC.

As for the 9mm VS .44 I go 9MM, just because it is at least 20 times more common and the only real place you can use the colt is inside storage tower since that is where it spawns. Also the performance of the .44 is nowhere near enough to compete with the 9MM once you take in to account how much ammo you can carry for each. To cap a juvenile, it on average still takes 2 shots of either guns, same for hunters, but the colt does do slightly better against warriors. 400>150 Hard to argue. I switch to colt so I can rebuild my 9MM. However it does have it's early uses as a light armor pricer until you get a M41-A pulse rifle to replace the terrible MP5.

If you really want more Colt ammo, just burn off the 9MM until you build the .44 up again. walking around with ZERO ammo for any of your active weapons is a bad idea. ALIENSRL is more of a resource management game than DOOMRL. Since you don't have to deal with inventory, there is no penalty for carrying ammo you can't use other than the fact you can't/don't use it. By switching your sidearm back and forward you can save a lot of your more powerful weapons for when you really need it. Hell, switch to the sawed off and rebuild both 9MM and .44 however you only want to do that on the lower levels since that weapon is only surpassed in it's awfulness by the MP5.

One last message for Kornel. Don't listen to your fans base too much. You have a keen sense for game design and even though both games are incomplete, they are surprisingly fair and balance(There are always BS deaths...). Looking forward to your next release.
Logged

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #35 on: March 09, 2009, 05:26 »

My few comments:

You played as a Scout - and he is destined to use 9mm, thats right (mastery is trully impressive). With it you should be able to kill Elites pretty fast.

On the other side, Sidearms for other classes are weaker, thus you have to use both weapons.
I usually left one in a place that I would remember and came back later when my ammo was low - I did it both with Sidearms and Primary weapons.

.44 ammo appears in other towers as far as I remember.

MP5 is trully sucky, thats right - but you seem to forget about Combat Shotgun there :) . Along with Pulse Rifle, Combat shottie is modelled very nicely - lives up to its expectations.
Logged

oohhboy

  • Backer
  • Private FC
  • *
  • *
  • Offline Offline
  • Posts: 12
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #36 on: March 09, 2009, 11:06 »

The 9MM is still quite impressive even if you don't have master for it. Master allows you to cap elite inside 6 shots while you shouldn't try it at lower levels. The key is the right weapon for the right target.

.44 does appear in other towers, but it appears in quantities so low it might as well not be there. It's great in the supply tower. You can use it all you like in there and most of the time your pick up would be greater than your burn rate.

The combat shot gun is no replacement for the Pulse rifle. Great during the lower levels, but it's has zero penetration rendering it useless against workers you would no doubt set off. The workers aren't directly dangerous to your health, but they suck up a lot of ammo or a nade for little gain. That is dangerous in itself. No 12g is going to replace my love for my caseless armor piecing explosive rounds.

Elite show up well before you find a smart gun and enough ammo for it. That's if your willing to sacrifice protection for the Gyro rig. You will need some AP ability and the .44 isn't going to cut it in the long run without you running out of ammo for it or burning up a lot of your primary on juveniles of which there are massive number of. You also have to take into account that readying your heavy weapon takes a massive amount of time. Sure what ever you point that thing at is going to die but they will be all over you before you can whip it out. Switching to the primary isn't that bad, going to sidearm is effortless.

You don't need to master sidearm, but you do need to bring it up to the highest level your class will support just so you have a rabbit gun to shoot the small stuff with from juveniles, warriors (Not too many now) and the odd singular hunter at sufficient range. It falls to the 9MM just because it is so common in every other tower and you can pack 400 rounds. If you like to wander in low light in supply tower where you can use the .44 then that's great. The only time I go to supply tower is for supplies and I never stick around. Too easy to get jumped.

You just have to remember that every shot made is a shot lost forever since unlike DOOMRL, Aliens aren't your fleshy ammo bags. You can't kill them all and the only way to be sure is to nuke them from orbit.
Logged

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #37 on: March 09, 2009, 14:33 »

I am shocked you dont like CS :P .

I used to have 2 sets of weapons (playing as Marine):

1. 9mm, PulseRifle, Smartgun
2. .44, Shottie, Smartgun

First set is typical and does not need to be explained. I used 9mm for everything except Elites; Pulse Rifle in more dangerous situations. Smartgun acts there mostly as slayer when the aliens form a line - one serie from smartie can kill 3-4 of them.

Second set ...
Marine Mastery bonus to Primary Weapons is firing 30% faster. This was more than enough to kill dozens of Aliens with just few shots. Remember that Shotgun is special regarding area of damage. I had very often situations that 4-5 Hunters started to run towards me. When they were 2-3 cells away I just opened fire. With proper timing all the alien horde can be shred to pieces with just as few as 5 shots from CS. The key is to make them positioned pretty tight, so they all get damage from each shot.
I used .44 in this set to kill alone Hunters and Elites (possible to damage them when you start).

Yes, CS has VERY low penetration ability. But on the other side - it kills everything except Elites and Workers. With some luck you can kill more bugs than shells you have used to fire :P .
And Workers are no danger anyway - when they start running after you, just lead them to an empty room, run back and close door. Problem solved :) . This leaves only Elites, which can be killed via smartie, grenades, .44 (possible when skilled enough) or just ignored (there is method to leave them closed in rooms, waiting for you).
Logged

Baby Alien

  • AliensRL Beta Tester
  • Private FC
  • *
  • Offline Offline
  • Posts: 17
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #38 on: April 16, 2009, 06:06 »

Thanks for making this. Won it twice.

BUG: After going up a level, I was attacked by an invisible warrior. Only after walking around did it appear. It must have spawned on the same spot as me.

Suggestions:
1) Reduce hunter attack damage. Due to their high speed, they tend to attack twice, making them way more powerful than the other aliens.
2) Remove spawning of aliens right beside player. The have been able to spawn and attack immediately esp at the end of the game.
3) Spawn .44 and colt in main/military/security to make it easier to swap .44/shotty and 9mm/rifle. I've been travelling back and forth between .44 spawning areas just because I love to use the shotty. You pretty much need the .44 with the shotty unless you are a Scout.
4) Still couldn't find the power armor, maybe increase the %? Otherwise why risk going up there and waste ammo.
5) Saw-off shotty is too weak, increase range or give 2 ammo?

Yeah my suggestions are for easier & convenient gameplay.
Logged

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #39 on: April 16, 2009, 15:04 »

1. Personally, I disagree. They attack fast, but die fast as well. Almost every weapon can make short work of them.
2. Agree. Fixing this will help with point 1 as well.
3. Disagree. Too much .44 = game will be too easy :) .
4. Hard to say. Never found it, but I may have been unlucky.
5. Agree.
Logged

Baby Alien

  • AliensRL Beta Tester
  • Private FC
  • *
  • Offline Offline
  • Posts: 17
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #40 on: April 17, 2009, 06:10 »

Re .44, the same amount of ammo currently available can be distributed over more towers.
Logged

Baby Alien

  • AliensRL Beta Tester
  • Private FC
  • *
  • Offline Offline
  • Posts: 17
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #41 on: April 18, 2009, 02:46 »

Another door that doesn't work.
Logged

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #42 on: April 18, 2009, 04:13 »

I agree about ammo distribution.

About pic:
Heh, got it once or twice, too.
Funny thing is, you can see there is hole in the wall - if code allowed it, you could leave the tower :) .
Logged

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #43 on: August 12, 2009, 04:04 »

This game is popular ... not :( .

Few bugs I found:

1. A hole in the wall.
2. Strange pillar next to door.
3. Hole in the tower.
4. Error I managed to reproduce few times.
Logged

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: AliensRL 0.8 Beta 2
« Reply #44 on: August 12, 2009, 10:09 »

Ok, i found out the source of the error:
This all happened thanks to invisible Warrior. After using the lift I spawned on the same cell as the alien. I used Inc granade (explosion damaged me a bit - I was in the range - the alien was too).
After moving away from cell game crashed.

Proposal for fix:
-kill all the aliens that are standing on elevator cells - after you use the elevator; this only should apply to aliens being on the other map (floor);
-if the player has aliens standing on the same map (next to him), the aliens should be transported with him to other map ;) ;
Logged
Pages: 1 2 [3] 4 5