Chaosforge Forum

DoomRL => Requests For Features => Topic started by: ZZ on December 12, 2009, 14:12

Title: New Traits
Post by: ZZ on December 12, 2009, 14:12
There was once such topic, but somehow it's  now closed.
We now have master traits, so we could take some more ideas.

The Shooting
You think your move cycle is perfect? You're wrong. Only with this trait you can do 3 actions in time of 1. When you move, you shoot closest target, reload, and move.

Req:SoaB 3, SM.

Ballistic Professional
You've studied physics and ballistics enogh to count the full traectory of missle. And now you can send it flying on a parabolic traectory, completely ignoring wall. However, you need time to aim (*2) and when you hit a monster, it automaticaly knows where are you.

Req:MFA, WK1.

Acrobat
In the circut, you'd be an acrobat. In army, you're a skilled air fighter. When you're 1 square away from enemy, you can jump over him to be for instance:
...@    ....
....    ....
.h.. => .%..
....    @...
Damage is equal to average of your current weapon. The trick is on special reload button, takes 10 turns.

Req:DM, Fin2, Jug.

The Unbeliever
You just don't belive in that demonic magic. And so, it even doesn't work at you. Arch-Viles can't hit you and can't ressurect when you see them, revenants missles become non-homing, barons&knight suffer damage from acid and arachnotrons are not faster than a former human .

Req: Bad, Iro3.
Title: Re: New Traits
Post by: ParaSait on December 12, 2009, 16:05
Acrobat
In the circut, you'd be an acrobat. In army, you're a skilled air fighter. When you're 1 square away from enemy, you can jump over him to be for instance:
...@    ....
....    ....
.h.. => .%..
....    @...
Damage is equal to average of your current weapon. The trick is on special reload button, takes 10 turns.
Lol
This is DoomRL, not checkers :D
Title: Re: New Traits
Post by: UnderAPaleGreySky on December 12, 2009, 17:18
The Unbeliever
You just don't belive in that demonic magic. And so, it even doesn't work at you. Arch-Viles can't hit you and can't ressurect when you see them, revenants missles become non-homing, barons&knight suffer damage from acid and arachnotrons are not faster than a former human .

Req: Bad, Iro3.
Traits are supposed to be character buffs. This is a game killer.
The marine doesn't believe demon magic? Oh, scary. I suppose the demons will have to not be demonic. This can and would be able to turn an N! run into a HNTR run.
Title: Re: New Traits
Post by: ParaSait on December 12, 2009, 17:24
Traits are supposed to be character buffs. This is a game killer.
The marine doesn't believe demon magic? Oh, scary. I suppose the demons will have to not be demonic. This can and would be able to turn an N! run into a HNTR run.
Heh, yea the unbeliever sounds more like a hack of some sort :D
I'd say, original ideas, but really DoomRL has enough traits now. There's nothing very constructive to add anymore, if these were implemented the only thing you can get is debalancing.. (imo)
Title: Re: New Traits
Post by: bfg9001 on December 13, 2009, 05:19
Ideas 1, 2, and 4 all seem pretty cool, but IMO "The Acrobat" seems kinda... meh. I know I wouldn't be using it all that much, but someone else may.

All cool as they sound, though, they all seem a tad... overpowered. Shoot through walls? Hell yes. Be able to move, shoot, and reload all in the same turn? Nice! Arch-viles don't do shit to you? AWESOME!

But all in all, props for the creativity.
Title: Re: New Traits
Post by: Madtrixr on December 13, 2009, 15:25
So many ideas...but unbeliever is just too much. and doesn't make any sense, (and in DoomRL, that's saying something) Unless all the demonic stuff is illusionary, not believing the demon magic won't do a damn thing. It'll still hit you. I doubt it's illusionary.
Title: Re: New Traits
Post by: Frankosity on December 13, 2009, 15:42
"Endurance

The duration of time you can use Running Mode for is doubled.

Prerequisite: Hellrunner 1"

A good trait for active defense builds like speed-based shotgun specialists, basically.
Title: Re: New Traits
Post by: bfg9001 on December 14, 2009, 01:30
"Endurance" seems like a useful trait, but it'd probably be more balanced if a second trait was required; possibly another "hellrunner," or "ironman," or "tough as nails."
Title: Re: New Traits
Post by: Frankosity on December 14, 2009, 02:23
Yeah, maybe Hellrunner 1 and Ironman 1. TaN could be used instead, but I don't think it'd make as much sense in the context of the trait itself.
Title: Re: New Traits
Post by: Madtrixr on December 14, 2009, 12:19
Yeah, Ironman makes more sense for Endurance.
Title: Re: New Traits
Post by: kossa on December 16, 2009, 05:14
Hacker (MasterTrait)
Allows to see the plan of the level.
Needs Intuition (2), Wizkid (2)
Blocks Tough as Nails, Son of a Bitch and Brute.
Title: Re: New Traits
Post by: leonresevil2 on December 18, 2009, 20:45
I do like the Endurance idea. And I must comment, Unbeliever is not that (heh) unbelievable when compared to Ammochain as it is right now (just because I don't care about ammo or reloading, I don't use up ammo?). However, I admit that the idea is overpowered. Maybe just make it so Arch-viles don't auto-hit you.
And, an (admittedly rough) idea of my own. The Mod elements can be worked out by the pros, who will know more about balancing for the game, and how the new armor system will work.

Craftsman Advanced Trait: Unlocked by Ironman 2. Allows Armor Shard pieces to restore armor by an extra 5%, up to a max of 150%. Possibly also allows the player to mod an armor piece an extra time. Possibly a two-tiered trait, possibly allow one of the tiers to enable modding Unique armor.
Title: Re: New Traits
Post by: Fanta Hege on December 19, 2009, 08:55
Breakdown.

"Knock knock, who's there? ME ME ME ME ME ME!"

Reqruitment; Brute (3)

You're the man, the man and a half, and nothing can stop your fists when you're mad!
With this trait, each time you go berserk, your punches will literally start taking down some walls.
Title: Re: New Traits
Post by: leonresevil2 on December 19, 2009, 12:53
Breakdown.

"Knock knock, who's there? ME ME ME ME ME ME!"

Reqruitment; Brute (3)

You're the man, the man and a half, and nothing can stop your fists when you're mad!
With this trait, each time you go berserk, your punches will literally start taking down some walls.

This would be nice, maybe tweaked to fit into Berserker. It would be a nice way to get into The Wall on AoB, but you would have to be Berserk before entering the stairs. Maybe three regular melee attacks could take down a wall piece. Wail on the Wall! =)
Title: Re: New Traits
Post by: Fanta Hege on December 19, 2009, 13:45
This would be nice, maybe tweaked to fit into Berserker. It would be a nice way to get into The Wall on AoB, but you would have to be Berserk before entering the stairs. Maybe three regular melee attacks could take down a wall piece. Wail on the Wall! =)

Considering the distance from the wall and the entry when you get there, the berserk time wouldn't be nearly enough even on N! to break the wall before it wears out though.

Thus the only viable option for Wall would still be phase devices.
Title: Re: New Traits
Post by: raekuul on December 19, 2009, 15:20
I think you have to be doing upwards of 17 damage to break walls, and I think only the Fire type of damage will work... I know it has to be explosive, whatever it is...

Hmm, does the BFG still fry walls?
Title: Re: New Traits
Post by: sorear on December 19, 2009, 15:24
Normal walls have 15 armor and 20 hp.  Plasma, fire, and acid attacks are capable of damaging walls if they do more than 15 damage; other damage types have no effect.  Once you're doing damage at all, you need to accumulate 20 damage before the wall falls down.  I would imagine Breakdown as just relaxing the damage type restriction - your melee attacks can damage terrain despite doing physical damage.
Title: Re: New Traits
Post by: Kornel Kisielewicz on December 20, 2009, 00:21
sorear, that would be correct if the the algo wouldn't be bugged. Tile HP is happily ignored currently.
Title: Re: New Traits
Post by: Journey on December 20, 2009, 12:52
Gun Spirit (Master Trait)
Requires: Son of a Gun 3, Son of a Bitch 3
Blocks: Finesse, Reloader, Dualgunner (keep in mind no dualgunner is a huge hit!)

Makes pistol rounds act like railgun shots (penetrate targets to hit enemies beyond the first in the line of fire), and knockback as if damage was 3 points higher (without an additional damage bonus).

Having put all one's focus into communion with the gun, one can imbue the bullets with a piece of your will, allowing them to move with unnatural force.  But to preserve this union, no distractions can be allowed to interfere.  No other guns (dualgunner), no other tricks (fast firing Finesse, fast reloading Reloader).
Title: Re: New Traits
Post by: Madtrixr on December 21, 2009, 01:03
Gun Spirit (Master Trait)
Requires: Son of a Gun 3, Son of a Bitch 3
Blocks: Finesse, Reloader, Dualgunner (keep in mind no dualgunner is a huge hit!)

Makes pistol rounds act like railgun shots (penetrate targets to hit enemies beyond the first in the line of fire), and knockback as if damage was 3 points higher (without an additional damage bonus).

Having put all one's focus into communion with the gun, one can imbue the bullets with a piece of your will, allowing them to move with unnatural force.  But to preserve this union, no distractions can be allowed to interfere.  No other guns (dualgunner), no other tricks (fast firing Finesse, fast reloading Reloader).

intruiguing.
I like it. Penetration is always fun. (that's what she said)
Title: Re: New Traits
Post by: Melon on December 21, 2009, 02:18
Gun Spirit (Master Trait)
Requires: Son of a Gun 3, Son of a Bitch 3
Blocks: Finesse, Reloader, Dualgunner (keep in mind no dualgunner is a huge hit!)

Makes pistol rounds act like railgun shots (penetrate targets to hit enemies beyond the first in the line of fire), and knockback as if damage was 3 points higher (without an additional damage bonus).

Having put all one's focus into communion with the gun, one can imbue the bullets with a piece of your will, allowing them to move with unnatural force.  But to preserve this union, no distractions can be allowed to interfere.  No other guns (dualgunner), no other tricks (fast firing Finesse, fast reloading Reloader).

Somehow it seems to easy to get. And everyone would pick it, that's a definite game ender. Gun spirit should block Ironman, Tough as Nails and Dualgunner. That would at least make you more vulnerable.
Title: Re: New Traits
Post by: Thomas on December 21, 2009, 06:41
Somehow it seems to easy to get. And everyone would pick it, that's a definite game ender. Gun spirit should block Ironman, Tough as Nails and Dualgunner. That would at least make you more vulnerable.

Uh, what? The reason it's so powerful is because it gives you pretty-much-guaranteed knockback, thus making you almost unstoppable while firing around corners. Finesse and reloader would remove all chance of an enemy managing to outrun your knockback, which is why they were blocked instead.
Title: Re: New Traits
Post by: Kornel Kisielewicz on December 21, 2009, 07:21
Allowing *only* the rail effect this might be balanced.
Title: Re: New Traits
Post by: raekuul on December 21, 2009, 08:17
I'll give it a try later, see if it works right. I think (not certain yet)

1) Rail effects count as plasma damage.
2) Rail effects slash through enemies in a straight line until it hits an enemy it can't kill, who then receives knockback.

Kornel, which fire type is Railgun shot? I can't find it anymore...

This is only for pistols, right?
Title: Re: New Traits
Post by: Sylph on December 21, 2009, 08:41
Allowing them to penetrate enemies would probably be balanced provided the trait didnt work with unique pistols, and didnt give a knockback bonus, of course.
There are so many unique pistols, I think they have to be factored into the balance of a pistol trait - you find a unique pistol in perhaps 1 out of 3 games.
Title: Re: New Traits
Post by: ZZ on December 21, 2009, 08:52
Good idea of weapon spirit, I don't think that it's not balanced. If you have maximum of 2 squares knockback, it wouldn't make enemies don't appear near you. And DG isn't much a loss, I once took SoaG as starting trait and a blaster appeared at lvl1. No MGK, so I really took SoaG3+SoaB3. Died stupidly by a Arachno trap, but a ordinary enemy pack wouldn't take it.

The Master
Req:EE3+Mtrait

You're the true Master. If you have a master trait, you can have another. Block requirements are ignored for your current trait, and 1 of the blocked traits of any master trait is ignored too. Maybe unbalanced.
Title: Re: New Traits
Post by: drugon on December 22, 2009, 12:56
For now there are too many rockets, that you just don't use. So what do you think about implemention of trait that (like in "Gunman Chronicles") will allow you to make grenades from rockets (will be act like shot with Revenant's Launcher, but 4d4), but with possibility that rocket may blows up in your hands while you convert it to grenade (like in "SoulFu")?