Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Blade on December 23, 2006, 07:13

Title: Just another items from original DooM
Post by: Blade on December 23, 2006, 07:13
Maybe add some more items from original DooM?

1)Megasphere - sets your health to 200%, and if you don't have AA, then removes your armor with red armor 100%. If you have AA, then it repairs it fully. Less chance of appearance than supercharge have.

2)Invisibility globe - you must be in radius of ((LoS of monster) / 2) to be noticed by this monster, and your chance to dodge increases to some value (dodgeChance * 1.5, for example).

3)Night vision goggles - increases your LoS * 1.5.

This items could make game a little bit easier on Nightmare!(tm))) and on lower difficulties to people, who just getting started with this game.
Title: Re: Just another items from original DooM
Post by: DaEezT on December 23, 2006, 07:28
Sounds reasonable enough to me.
Title: Re: Just another items from original DooM
Post by: TFoN on December 23, 2006, 08:50
Same here.
Title: Re: Just another items from original DooM
Post by: Kornel Kisielewicz on December 23, 2006, 09:40
Except the first one tough, they'd all need to wait for the vision code rewrite ^_^
Title: Re: Just another items from original DooM
Post by: Valkeera on December 23, 2006, 09:45
I like especially the invisibility globe idea. Maybe invisibility could be implemented as a portable device, too?
Title: Re: Just another items from original DooM
Post by: bfg9001 on December 23, 2006, 14:07
Agreed, those are really good idea. They surely would help make the game a tad easier.
Title: Re: Just another items from original DooM
Post by: Adral on December 24, 2006, 04:03
I like all of them, but I'll change in the invisibilty globe to only give you a dodge bonus (maybe a bit higher to compensate, like x2) to make it even more similar to original Doom, where it didn't affect the chance of you being noticed. Also, stealth = heresy in the Doom universe.

Title: Re: Just another items from original DooM
Post by: Derek on December 26, 2006, 19:16
Sounds good!  I'm assuming night goggles would just work like a powerup, right?
Title: Re: Just another items from original DooM
Post by: Blade on December 27, 2006, 07:20
Sounds good!  I'm assuming night goggles would just work like a powerup, right?
Yes, i supposed all this items as powerups. Can't imagine that balance of game will remain, when you can carry around goggles, that increases your LoS in 1.5 times. Or portable megasphere))
Title: Re: Just another items from original DooM
Post by: Blade on June 17, 2007, 06:57
I just reminds everybody about this topic. Some new items won't hurt anyone.)) At least megasphere and invisibility globe(with only dodge bonus so it won't change chance of being noticed).
Title: Re: Just another items from original DooM
Post by: RepoRipper on June 30, 2007, 13:00
great ideas! but how about the Megasphere sets whatever armor u have to 200%! then its not overly cheapass. and unlike health, armor doesnt drop. btw if u take off the armor, u lose the bonus and it drops to 100%. hehe, imagine wearing Angelic and getting a Megasphere! add some large medpacks and u could easily pistol cybie to oblivion without even trying. course, ud have to beat the Morturary, no mean feat, AND find a megasphere between then and cybie..... also maybe goggles can add +25% to hit while in effect. oh and its not LoS, (LoS is the line between targeter and targetee, its not a range. in fact u can have LoS to an enemie u cant see. doesnt mean ur gonna hit em) its Sight Range, it increases sight range. if u remember, the goggles lit up the screen in Doom, so it was MUCH easier to see enemies.
Title: goggles and invisibility
Post by: DisaffectedBeta 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.
Title: Re: Just another items from original DooM
Post by: RepoRipper on July 07, 2007, 15:46
umm the chemsuit would be good as a permanent powerup like the backpack. perhaps it reduces all lava/acid damage to 1, and with [4]+ boots to 0 (boots would still take damage, but u wouldnt be hurt till boots armor drops below 4)

umm perhaps spectres could also be seen with goggles. also spectres should be ignored by enemies, no matter what.
Title: Re: Just another items from original DooM
Post by: Blade on October 07, 2007, 05:55
How about adding second type of ammo packs that are generated across levels, like in original DooM. There were 2 types of packs for each ammo type: 5 bullets in clip, and 50 bullets in box, 8 shotgun shells in pack, and 25 shotgun shells in box, 1 lone rocket, and box of 5 rockets at once, 40 plasma cells in little battery, and 100 cells in big battery.

P.S. Chemsuit idea is nice. I almost forgot about that item.))
Title: Re: Just another items from original DooM
Post by: Moonlight on October 20, 2007, 07:58
How about adding second type of ammo packs that are generated across levels, like in original DooM. There were 2 types of packs for each ammo type: 5 bullets in clip, and 50 bullets in box, 8 shotgun shells in pack, and 25 shotgun shells in box, 1 lone rocket, and box of 5 rockets at once, 40 plasma cells in little battery, and 100 cells in big battery.

Seconded.
Title: Re: Just another items from original DooM
Post by: DaEezT on October 21, 2007, 02:15
forced
..err.. fourthed
Title: Re: Just another items from original DooM
Post by: Const on October 22, 2007, 07:00
Need more cells !

In original, there are not enough cells to kill all enemies. Why in DoomRL must be otherwise?

How about adding second type of ammo packs that are generated across levels, like in original DooM. There were 2 types of packs for each ammo type: 5 bullets in clip, and 50 bullets in box, 8 shotgun shells in pack, and 25 shotgun shells in box, 1 lone rocket, and box of 5 rockets at once, 40 plasma cells in little battery, and 100 cells in big battery.

But what can be sense of them? In original, sense is simple - if you pick big pack when almost at maximum ammo, you lost the rest of pack (the same as in AliensRL). But in DoomRL, the rest will be left on floor, and can be picked later.
If there are not enough ammo, it's better to raise pack size and/or their probability of founding. Those changes easier to make and easier to balance.
Title: Re: Just another items from original DooM
Post by: Silhar on October 22, 2007, 08:15
In original, there are not enough cells to kill all enemies. Why in DoomRL must be otherwise?

Friend, I often have not enough cells to kill those few enemies that were designed to be killed with cells... ;)
Title: Re: Just another items from original DooM
Post by: Const on October 22, 2007, 11:15
I often have not enough cells to kill those few enemies that were designed to be killed with cells... ;)

First, what do you mean? I do not know about such enemies.
Second, in Hell Arena 60 cells, in Chained court 120 cells, in Hell Armory >=180 cells. They aren't enough? I don't count random cell packs.
Title: Re: Just another items from original DooM
Post by: tisiphone on October 22, 2007, 11:29
Need more cells !

In original, there are not enough cells to kill all enemies. Why in DoomRL must be otherwise?

How about adding second type of ammo packs that are generated across levels, like in original DooM. There were 2 types of packs for each ammo type: 5 bullets in clip, and 50 bullets in box, 8 shotgun shells in pack, and 25 shotgun shells in box, 1 lone rocket, and box of 5 rockets at once, 40 plasma cells in little battery, and 100 cells in big battery.

But what can be sense of them? In original, sense is simple - if you pick big pack when almost at maximum ammo, you lost the rest of pack (the same as in AliensRL). But in DoomRL, the rest will be left on floor, and can be picked later.
If there are not enough ammo, it's better to raise pack size and/or their probability of founding. Those changes easier to make and easier to balance.

While I agree that the general availability of power cells is about right as is, I don’t really see this change as a problem if Kornel doesn’t mind applying it. It doesn’t really hurt the game in any way that I can think of but it would be a nice thing just for a) nostalgia reasons and b) just because it seems like a nice feature. The only problem I see is if the bigger power cells (or whatever) will need some way to distinguish between the small ones how will that be shown on the screen?
Title: Re: Just another items from original DooM
Post by: Silhar on October 22, 2007, 11:43
First, what do you mean? I do not know about such enemies.

I meant that killing Foos, Imps or even Demons and Cacodemons with PR or BFG is a waste of ammo (this is only mine opinion, right ?). And with my awesome luck I encounter many of those big dudes (like AVs, Mancubi and other BoHs). This is why I always lack on power cells.
Title: Re: Just another items from original DooM
Post by: Const on October 22, 2007, 13:21
And with my awesome luck I encounter many of those big dudes (like AVs, Mancubi and other BoHs). This is why I always lack on power cells.

Of course, plasma rifle and/or BFG are good, but they are not obligatory. Chaingun, RL or perhaps new double shotgun also good. It's not counting extra-fast pistol or
Spoiler (click to show/hide)
.
Title: Re: Just another items from original DooM
Post by: Dervis on October 30, 2007, 03:51
How about adding second type of ammo packs that are generated across levels, like in original DooM. There were 2 types of packs for each ammo type: 5 bullets in clip, and 50 bullets in box, 8 shotgun shells in pack, and 25 shotgun shells in box, 1 lone rocket, and box of 5 rockets at once, 40 plasma cells in little battery, and 100 cells in big battery.
I also find this would be a nice feature, as it happens atm in the game your only reliable source of ammo are the former captains/sargeants and special levels as random ammo in maps is way too few in the later levels.

On another point i second (or 5th) that 'Need more Cells!' but i find it more important to make bigger power cells stacks in inventory. In Doom you could carry 200 Bullet Ammo, 50 Shells, 50 Rockets and 300 Cells, in DoomRL the proportion could be made a bit fairer imo.
I find it really annoying to use 5+ lines of inventory on power cells and see them disappear really fast when you need to fry bigger monsters.
Title: Re: Just another items from original DooM
Post by: Const on October 30, 2007, 07:08
I can think of but it would be a nice thing just for a) nostalgia reasons and b) just because it seems like a nice feature.

There are some distictions between Doom and DoomRL. And because them, some features from Doom won't do for DoomRL. In particular, Doom and the RL version have essential distinctions in ammo/inventory system (for example, ammo system in AliensRL is more similar to Doom than ammo system in DoomRL). And because them, big packs of ammo are useless for DoomRL gameplay.
Nostalgia isn't enough reason. For making big packs it is needed to increase length of code, and it does not change gameplay and does not change game appearance, in contrast to graphic and sound changes.

Quote
The only problem I see is if the bigger power cells (or whatever) will need some way to distinguish between the small ones how will that be shown on the screen?

Also don't needed. There are already can be different packs (dropped by enemies or player). And their appearnce, of course, isn't change, because there are can be a lot of different sizes.

And the main. One size of pack is better for decreasing luck influence, than two different sizes, when probability of founding a unicue pack is equal to sum of probabilities of founding two others, and size of unique pack is equal to average pack size of two others. For example, if small pack have size 20 and probability 4%, and big pack have size 100 and probability 1%, it's better to replace them by pack with probability 5% and size 36.
Title: Re: Just another items from original DooM
Post by: tisiphone on October 30, 2007, 11:20
Quote from: Dervis
On another point i second (or 5th) that 'Need more Cells!' but i find it more important to make bigger power cells stacks in inventory. In Doom you could carry 200 Bullet Ammo, 50 Shells, 50 Rockets and 300 Cells, in DoomRL the proportion could be made a bit fairer imo.
I find it really annoying to use 5+ lines of inventory on power cells and see them disappear really fast when you need to fry bigger monsters.

Yeah, I was actually thinking of that a couple of days ago. I think that would be quite cool.

Quote from: Const
There are some distictions between Doom and DoomRL. And because them, some features from Doom won't do for DoomRL. In particular, Doom and the RL version have essential distinctions in ammo/inventory system (for example, ammo system in AliensRL is more similar to Doom than ammo system in DoomRL). And because them, big packs of ammo are useless for DoomRL gameplay.

Yep, I agree with you a 100 %. In fact that was part of my point. It will not do any harm to the gameplay so, hey, what’s the worst that could happen*. 

Quote from: Const
Nostalgia isn't enough reason.

That just seemed like a slap in the face. As far as I can see, the only judge of that is Kornel. And personally I quite like the nostalgic factor of the game.

Quote from: Const
Also don't needed. There are already can be different packs (dropped by enemies or player). And their appearnce, of course, isn't change, because there are can be a lot of different sizes.


The key word was *If*. And if I remember correctly the ammo packs that are spawned on their own are always the same size. Though that is a good point as to why they (if ever implemented) should not need an additional visual representation.

Quote from: Const
And the main. One size of pack is better for decreasing luck influence, than two different sizes, when probability of founding a unicue pack is equal to sum of probabilities of founding two others, and size of unique pack is equal to average pack size of two others. For example, if small pack have size 20 and probability 4%, and big pack have size 100 and probability 1%, it's better to replace them by pack with probability 5% and size 36.

That depends on how the packs are spawned. For example if there are five 20 packs in one room, it might be more efficient to place them as one pack.
Also the line between skill and luck in games is not as clear cut as you put it, in my opinion. For example if DooMRL was just a game of shuffling recourses from A to B to achieve a certain goal – it would most likely not appeal to many. And in the same way if it was just a roll of the dice that decides wherever you have succeeded or not it probably wouldn’t be much fun, either. So it might well not be better, strictly speaking, to do as you suggest.

* Some unforeseen bugs, I know. But that shouldn’t be a determent for adding features. Not in my mind at least.