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Messages - DeathDealer

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16
Requests For Features / Re: New Lever Features
« on: September 09, 2011, 07:40 »
Apocalypse Powerup: Makes you invulnerable and nukes the level (red color flashes)

Mod Modder: A lever that randomly switches basic mods or gives a basic mod if none in inventory.

Water/Lava/Acid Crate: Crates that leak liquids when partially/wholly destroyed.

17
Requests For Features / Re: New unique items
« on: September 01, 2011, 07:32 »
New assembly:

Phase knife (Sniper + Technical)

Damage:    3d4/3-12
Average Damage:    7
Damage Type:    Physical
Accuracy:    +5
Clip Size: 1
Ammunition: Self manufactured (1 per 2 actions)
Alternate Fire:    Throw (Range 8)
How to get it:    Assembly (Sniper + Technical)
Quote on pickup:    N/A
Appearance:    \
Ingame Description:    Covered in circuitry it seems to barely exist except for a wicked arc of shimmering plasteel.
Comments/special:    Ignores armor. Range of eight squares. Never leaves equipped slot. Cannot be thrown until ammunition recharges.

18
Requests For Features / Re: The Wall
« on: September 01, 2011, 05:31 »
I'd like to see the Wall come down if you've managed to take out the baddies. Makes perfect sense.

I'd also like to suggest that you be able to get a guaranteed Shockwave Pack before The Wall and that this item be able to open a path through the wall somehow. Perhaps there'd be one waiting at The Wall if you defeated the Arena Master, either in the hands of another unique monster or with a little thank you note.

Also since the Shockwave Pack can spawn earlier than the wall there's a small chance that anyone, under any circumstances might be able to clear the wall.

Edit: Here's an idea I like a lot. If you've killed the Arena Master, then the level that spawns The Wall stairs also spawns a unique creature above those stairs, which doesn't act and is indestructible until the level is cleared. (Alternatively players could use the Arena Master's Staff to activate it, perhaps.)

On Juggernaut Activation: You feel relatively- What the Hell?! The ground quakes beneath you! Something massive is on it's way!

The Juggernaut
A modified Bruiser Brother, Bright Green!

Description: Hell is very not pleased with you mortal! They've sent one of their mightiest engines of destruction after you. You may run, but you cannot hide from the earth-shattering power of the Juggernaut.

Attacks

Melee: Melee damage should probably be reduced due to the very low level of the player, but add in a serious knockback of two to four squares should make it seem pretty beastly and set the player up for a one-two with the ranged attack. It would be awesome if a player knocked back this way destroyed any walls that they bumped into, giving them a chance to put something between themselves and the Juggernaut if they can't take the heat.

Ranged: Short Range projectile (1-2 squares) which differs from the originals by being fire and causing less damage. (Allowing at least Blue Armor to help resist.) I think that this attack should have a small chance to destroy walls in one hit or have a reduced blast radius as well.

AI: The Juggernaut uses the new Cyberdemon AI which encourages it to chase the player and fire at walls.

Rewards: The Juggernaut drops 1-3 shockwave packs depending on difficulty.

19
What if all the goo was inside of crates which randomly exploded into goo puddles or, when hit by a weapon, leak goo into the environment. A lot of crates and some explosive enemy weapons would make this something similar to the Khe, he , he. . . feeling on steroids.

20
Along similar lines, using a medpack instantly would have saved me from death a number of times...

21
Discussion / Re: Why was exp for lever enemies removed?
« on: April 11, 2011, 12:54 »
I'm pretty sure that the levers are supposed to allow xp gains for the monsters, they did in the past...

22
Lack of control isn't enough?

I'd imagine it to be something like a miniature City of Skulls exploding across your level...

Even worse if the enemies count as summoned and are worth no xp...

23
Discussion / Re: Most common uniques
« on: April 11, 2011, 09:37 »
Napalm launcher and at least one unique pistol drop every game it seems...

24
Requests For Features / Re: Blood Rivers
« on: April 11, 2011, 09:30 »
Definitely want the rivers, blood levels, and levers in the game. Maybe the blood tiles could cause slipping or slower movement on these levels, but even without a special effect it would be awesome.

On a related note:

Wave of Gore level event!

"There's something crawling beneath your skin!"

Generates a wave of 'Gore' tiles, on look: "A wriggling mass of gore."

+ Gore tiles/wave slow players slightly (+.2 movement speed) "Ugh?! You struggle through the gore."
+ Enemies regenerate slowly (2d3/sec?)
+ Destroys power-ups, items
+ Turns all walls into bloody (Gory?) walls instead of destroying them
+ Picks up speed as it devours bodies (Should be faster than other waves somehow, since it isn't outright deadly)
+ All blood effects leave Gore tiles instead of blood

25
I support this!

Although I also support telefragging. Perhaps a blue period, similar to the intuition 2 mark, could show where a monster will teleport in a few seconds before it happens. This would let someone make strategic decisions about whether to run, gun, or camp that spot for a telefrag... sound fun?

Maybe only a few slightly-more-powerful-than-normal monsters should spawn on the map. When they're mostly dead the weaker swarm spawns in a few quick waves, with a limited number of enemies. That'd let people still claim a 100% kill ratio if they dared.

I get the creeps just imagining a Lost Soul block party.

26
Thanks for the update. That makes running while berserk seem much more plausible in terms of coding at least.

27
Quote
2. Change the requirements of Blademaster to Marathon Man and Berserker, add "You can run while berserking" as another effect of Blademaster.

(1, Thomas) I'm fine without any new master traits, although I believe there's acknowledged issues with Ammochain and Blademaster. The main reason I suggested Juggernuat was as a possible Blademaster replacement or inspiration for tweaking (as you suggested in 2,3).

(2, Thomas) I think running while berserking would be overkill, at least it would be with Hellrunner available too. I also have this theory that it's been mentioned a lot to Kornel and rejected a lot, otherwise it would already be part of the game.

(3, Thomas) I love the idea of replacing Dodgemaster with Marathon Man as a Blademaster prerequisite, but I can't see Dodgemaster getting removed from the game. So Marathon Man would probably still have Ironman 2 requirements. In that case it would probably be easier to just change how long a Blademaster berserked or give them a flat movement speed of ~.3 while berserk and set their state as running (and make them tired afterwards), as opposed to the normal .4 from a coding standpoint.

Question: Does berserking actually slow you down if you are already moving faster than .4?

28
I agree with both of you, I just couldn't resist using the word Juggernaut and, well... everything just went all master-traity from there. I'm sort of scared of the game breaking potential of the advanced trait myself, forget the master one. I can't count how many times I lost 80% health when, if I hadn't been tired, it would have been 15%.

29
Requests For Features / Ironman Advanced/Master Trait Ideas
« on: April 06, 2011, 13:22 »
The following threads cover similar material, but I thought the whole idea was worth concisely targeting with a new post.

http://forum.chaosforge.org/index.php/topic,4112.0.html


http://forum.chaosforge.org/index.php/topic,4004.0.html


So.

Balance Discussion:
Obviously current balance and trait distribution would suggest that Ironman is plenty desirable without any advanced traits increasing its value. I play on  UV and N! exclusively (Ao100 right now, but most everything) and every build I find Ironman desirable.

In most runs (except Masochism and Pacifism) you don't see it unless it's a YAAM run or someone finished their attack capabilities first. It's usually a secondary priority, defense trait following the attack traits. While that is understandable and even expected from any game (almost every game encourages aggression over defensiveness) what I'd like to do is discuss advanced and/or master traits that could make Ironman a trait that people might reasonably expect to include in the first seven levels of a build.

---Advanced Trait---
Marathon Man
Prerequisite(s): Ironman(2)

"No pain, no gain. You've got inhuman endurance and thews that would make Conan cry. When you're tired you can always pick up the pace, no matter how much it hurts and even the heaviest armors don't slow your sprints."

Effects:
+ While tired the tactics command will return you to the running state at the cost of 5 damage.
+ Ignore armor speed reduction while running.
------

---Master Trait---
Juggernaut
Prerequisite(s): Marathon Man, Berserker
Blocks: Hellrunner, Eagle Eye, Son of a Bitch

"You're the Juggernaut bitch. With enough momentum nothing can withstand your punishing blows."

Effects:
+ When you hit an enemy in melee while running you deal additional damage* and become tired.
+ You can start running while berserk, although it doesn't increase your speed.
+ The Marathon Man benefits allow you to start running again while berserking, at the standard cost.

*I really don't know exactly what amount of damage is appropriate. My first thought would be to double the Brute damage bonus. My second would be to instead increase the damage by 30%.
------

Also I understand that what a Master trait blocks is often more controversial than what it does in the forums. Don't ask me, I don't want to discuss it. A quick breakdown of my thinking for these though.

Hellrunner is awesome enough without even running; if you are going to run the whole game it'd make you a speed demon, not a juggernaut. Eagle Eye is redundant for a melee build and makes a number of the non-melee weapons extraordinarily useful (plasma!) immediately on pickup; that's not the point of the build at all. Son of a Bitch overlaps Brute's territory and is really more of a slap on the wrist than the other two, primarily because the other two are such major restrictions.

Possible problems would be:
+ Speed run medals might need adjustment
+ Should any master traits block Ironman? Marathon Man?
+ Should this replace Blademaster? Do melee characters already have too many options?


Anyway, don't let my interpretations of what might be for Ironman influence you too much...tell me what YOU think!

30
You're right. I apologize, this is certainly a case of post hubris. I'd like to request that this thread be shifted to the Request for Features board for further testing.

I blame my rashness on the Table, it has a mind of its own!

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