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Messages - DisaffectedBeta

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76
Requests For Features / Re: Map wtih teleporters
« on: July 10, 2007, 05:39 »
The multi-tiered teleport level idea is great, but I also like the idea of a teleporting lever, even in normal game context...

77
Aerton:

I don't understand what you mean about the autorun not working on the first level.  Especially on the harder difficulty levels it just gets me to the building a bit faster.  I usually run into my first shotgun on U difficulty and we're off.  If you mean that you tend to overshoot the entrance because there's nothing to stop you, then I understand.

I was being whimsical about the monster's pathing to me, is all. 

But I can see a reverse targeting which begins from the monster and works backward to me as the proper targeting if the forward doesn't work.  Not sure how targeting is run in game, but in my limited programming experience, reversing things for your guy if the reverse works for the other guy usually did the trick.  Still, I can see some strategies emerging from taking tactical advantage of one-way aiming, so maybe people wouldn't want to part with it even if there was some way around it.

78
Bug Reports / autorun difficulties
« on: July 09, 2007, 16:04 »
During the latest version it seems that the autorun feature, while it works pretty well, won't let you run over water.  That's not a big deal, I know why that is, but when I flood the level (which is often, I have this indescribable compulsion to pull levers), I have to slog through them instead of being able to zip from one end to the other.

But the autorun also makes you run into teleporters...  That's not so hot.  It was funny when I ran into it and got zapped to the other side of the screen, but I can imagine that causing some serious problems. 

79
Discussion / spaceships!!
« on: July 07, 2007, 10:58 »
One thing I'm a fan of is reasonably real physics.  Even in a 2D combat game, I like inertia to play a role.  Lasers wouldn't make the ship buckle, but missle impacts would, and mass drivers would affect your movement as well as the victim's.  You'd accelerate and decelerate, instead of constantly thrusting, and maybe how heavy your ship was and how decent your engines were would have a bearing on how fast you could go, and how easy it would be to change direction.

The complexity you're talking about, Kornel, reminds me of games of Starflight, where it was real time, but not too fast.  You'd pick tactical options, like which ship to fire your missles at, and your lasers would hit the target instantly although usually be less effective.

Were you thinking of a single pilot sort of game, or one with a crew, like a corvette-style ship?

80
I was just thinking.  Maybe a chemsuit could basically be a form of armor that you'd have to put on.  It would only eliminate ground damage (and maybe reduce acid barrel explosion damage, if you wanted to diversify its functionality).  Every time you walk through acid or gets hit it reduces in quality, whether or not you're protected from that hit.  It would be a tactical decision to make: "Should I risk getting rid of the ballistics armor to walk across that field of acid, knowing I'll probably run into a bunch of enemies on the others side?"

To remind you you had it on, its color would be white (like the old chemsuit).  Maybe it might add a green tint to everything you see, but that might be unnecessary.

ADDITIONAL:

*Or what about that suicide message?  I never actually mean to pull the trigger on myself, sometimes I hit the key twice as a reflex action because I think I'm going to autotarget, and I have to unstick- the "[more]" message in order to aim again.  I wonder if there could be some alternative to that.  It was funny when I first saw it, but now I wind up getting stuck a lot when I'm trying to make the game go a bit more smoothly. 

*I really like the autotarget, but sometimes I have to aim past enemies in order to hit them when they're lurking around corners, and sometimes they can shoot me when I can't shoot them.  Wouldn't mind having THEIR autotargeting sometimes :)

*One way to have secret doors might be to have indestructable walls, and then if you walk next to the secret door wall, it automatically turns into a door that opens.  But I guess that just adds a step, because if you notice an indestructable wall, you'll just skim it until you find the door.  Or maybe another color of levers, ones that may be harder to destroy with explosions, which, if you pull them in the right order, will open something up?  You might find a clue written on a wall which will flash in the text message, like "you see RGY scrawled in blood along the wall" which means Red Green Yellow.  You then pull them in the proper order and get a nice surprise that appears out of nowhere, and a nasty surprise if you pull them out of order.

Argh, I can't stop.  Your game is great, I guess that's why the ideas come easily.

*What about a music randomizer, so I don't have to associate one of my favorite Doom songs, the first level one, with just having died all the time.  I think a music randomizer might add a little mood to certain areas that are otherwise fairly standard big block rooms.

*I would like to be able to hit Escape at the naming screen or the skill select screen to be able to go back a step.  If I accidentally hit the wrong difficulty I'm stuck following through until the game.  If I could move back a step, that would save some time better spent killing.

That's it for the time being...

I had a fun moment not too long ago, was being chased by a couple of hellknights and I had only a few percent health to go.  I'd managed to wound them but I wasn't seriously considering that I might survive.  They drew closer, one of them dying in the other's fireball.  The stronger one advanced, step after step, toward me, while I was unloading my chaingun's magazine into him, then, when he got to within arm's reach, he died.  You can't prepare for that kinda moment.  Very fun.

81
Requests For Features / goggles and invisibility
« on: July 07, 2007, 10:28 »
Another way to do the night vision goggles might be to let you see enemies like a filled up Intuition perk for a limited time.  I did say up in my own blob of suggestions that I miss the chemsuit.  Being able to walk over deadly stuff without frying was always nice, but that would probably have to be a carry to be any good, given that you may go a few levels without anything bad on the ground.

If the invisibilty would work as an increased dodge for the player, maybe you could have specters be like that, with an increased dodge percentage until they were in melee range or something.  They would be colored black so they'd be invisible unless you had an invincibility sphere, then you'd see them by contrast.  It would just increase the chance they get to bite you before you gun them down.

82
I guess the big test will be to see if I remember it exists

83
Do you feel that the damage done on those difficulty levels outstrips the usefulness of the medpacks?

One thing I would like to have is a single medpack in your inventory when you start on anything at or above Hurt Me Plenty, just because the little zombie jerks often steal all my medpacks and then use them when I'm shooting them.  I start the next level with low health (if I was unlucky with their return fire) and I promptly die on the second level...

Madness...

84
I definitely would like maybe little passages or islands in those big acid areas...

How about a halfway lever, that when you pull it some lava or acid puddles pop up, but the whole thing doesn't get flooded?  I seem to remember there being one room with acid that didn't just fill the whole place, so while there wasn't a clear passage, at least there were stepping stones of a sort that you could use.

The Angel of Exploration is nice, but if you're worried about getting too much experience on a per-tile basis, why not have a set experience award that's given based on the percentage of the board that's uncovered?

I also like the idea of the coward one, just because it would be a different challenge to have to run past enemies instead of killing them.  As far as the XP stuff, I guess you need some way to advance...  how about combining it with the Angel of Exploration?  That way, you could just run to the exit all the time, but if you risk looking at more real estate, you'll get more experience in return.

Sort of like Angel of Infiltration or something.

Angel of Hoarding
- Start with the backpack

85
I thought there was a Run function.  I saw it mentioned but didn't know what it was, so I never used it.  Except once.  By accident I hit it and my guy went running across the screen.  Would he have stopped if he were shot or bit or burned or whatever?  I seem to remember seeing some mention of it somewhere but I wouldn't know where to look...

86
Just for curiosity's sake I wouldn't mind seeing how many barrels were exploded in total, how many wall sections were destroyed, how many levers were pulled (and what happened when they were pulled).  Odd stuff like that.

87
Discussion / Re: About Shotguns....
« on: July 05, 2007, 06:59 »
On shotguns vs. chainguns, one of my strategies have been to rely on both.  I up my juggler right at the beginning, and have a top level shotgun (double barrel preferred) as my sidearm.  I use the chaingun most, especially when I'm trying to do pinpoint attacks to avoid blowing up barrels (or to purposefully blow them up), but if an enemy gets too close, or a group gets really close together, I do the switch to shotgun and grind them to meat.

They're sorta like chocolate and peanut butter for me, although my tactic leaves me vulnerable because I've used up skills that I could be putting into defense.  If I survive long enough, I also build up the damage bonus until I get the two extra shots perk.

In general, I've not been able to build my guy up as much as I did in the previous game because I die before I really get enough exp. to do much good. :)

88
Sorry if any of the below repeated other people's suggestions, I haven't gone through the whole forum yet.

Would it be possible to have a starting tactic toggle?  I don't know if there is one already, but I tend to switch to coward on the first board because that seems to yield the best results.  The one I use the least is probably cautious, unless I've upgraded my character's to-hit modifier.  It'd be nice if I could start all my games with the same tactic without having to cycle through them every time I start.

I don't know the limitations of roguelike designs, but I wonder if there could be a feature that would dump a buffer of keypresses if the character gets wounded.  Maybe I should just change my playing style, but when I'm running across a board to get to the unexplored area, and some enemy has sneaked into the explored zone and starts rapid-firing, I get to watch helplessly as my buffered commands get carried out while the enemy fires.

This isn't a request because I know how hard it would be to implement, but it would be neat to someday see the monsters actually get angry at each other like they did in the original, to help take some heat off the player.

Boots don't seem to do much good, but maybe I'm missing some underlying process that reduces damage.  I seem to always get just as damaged as I do without them, but maybe you need plasteel in order to see any real difference.  I miss chemsuits, where you have a limited time of running over the bad stuff without worrying about damage, like an invincible sphere but longer duration and less benefit.  Maybe getting a chem suit wouldn't be so useful unless it was useable like a first aid kit.

For the colorblind players out there, some of the weapon colors are a bit hard to discern.  I have real trouble differentiating the shotguns from the plasma rifles (and their ammunition).  And the way I can tell the double barrel shotgun from the pistol is that the db shotgun looks slightly brighter.  I imagine it's actually a different color, though.  At least the combat shoguns, advanced weapons and rocket launchers are easy to spot.  I'm willing to help out in this regard, because I realize if you can see in full color it would never occur to you that there was anything wrong for us cripples :)

I think a neat addition would be complex buildings to lay siege to from the outside, like the first level only with harder enemies inside.  That way you could have multiple entry points you could try out, much in the way that some of the red exit buildings have been done.  Has the red exit generation changed?  It seems to be much more regular than it was previously.

Edit: A nice display idea would be to turn the text a different color if your health falls below 30 percent or so.  I tend to be so busy playing I don't notice my tiny health indicator is near to zero.  Another low health option:  Remember in Wolfenstein 3-D when your health got below a certain amount, you could actually drink blood and eat certain corpses?  Sounds a bit gross, but it might be a nice to do when you're desperately low on health.

One final thing, I think the difficulty seems to ramp up pretty drastically.  I was on level 10 and found myself surrounded by three Barons, one Arachnotron, one Hell Knight, with a Mancubus in the distance waiting to take me out if they all failed.  I realize this game has some random elements that can't be tweaked too much otherwise it'll mess up the fun, but was I just lucky all those previous rounds?  The jump was too much, considering I had found next to nothing in the way of weaponry leading up to that moment (chaingun and combat shotgun were pretty much it).  Since the new version I felt as though the scaling had changed, but maybe I just got lucky before. 

The game is always fun, if sometimes frustrating.  I play it WAY too much :)  Thanks Kornel, you've made a gem.

89
Requests For Features / Re: Pain Elemental death
« on: July 05, 2007, 06:28 »
I don't know if there were any pain elementals in doom 3, but in doom 2, they always spawned 3 when they died unless you had too many pain elementals in the level already.  When there were too many, they couldn't spawn any, before death or after,
but that's the only limitation on spawning that I remember.  They also couldn't bite, so in that way at least they're harder than in doom 2.

You're right though, they are a bit easy, especially since all their lost souls tend to crowd around them.  Lost souls get dangerous if you have to keep changing your field of fire to gun them down before they start gnawing on you.  Maybe a change in their behavior when spawned by elementals would be a good idea: they spread out a bit before closing in, making them harder to hit with a narrow stream of fire.

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