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Messages - OldSpider

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Discussion / Re: Oh dragonslayer why do you taunt me
« on: July 05, 2013, 16:49 »
What if you type in ABACABB?

Bug Reports / -resolved
« on: June 25, 2013, 02:28 »
-i put my glasses back on

Requests For Features / Re: Reloadable Ammo Boxes
« on: June 22, 2013, 14:36 »
I just provided the catalyst for tweak.  I am a programmer, so I know what that may involve, but I also know modding is most likely not how it will happen.  All it takes is for the programmers of this project (which isn't me; I already have my own projects) to make a few alterations to the code.

Requests For Features / Re: Reloadable Ammo Boxes
« on: June 20, 2013, 03:23 »
Chain guns are the carbines of classic Doom.  There were machine guns brought over from Wolfenstein, but those were for the Nazis in the special levels, so using magazines doesn't make any sense for this setting.  Chain guns shouldn't hold ammo; they aren't supposed to or they wouldn't be called 'chain' guns.  They should be limited to chains, and what I know of them from modern times is what I've already explained: they're long clips and are broken down as they're fired.

Using 'ammo boxes' to facilitate lower reload times for pistols and shotguns doesn't make any sense.  It would probably increase the reload times and again, magazines don't match the setting.

Rocket boxes don't make any sense, either.  It would make more sense if they used some sort of clip, but that's what the missile launcher is for.

Requests For Features / Re: Reloadable Ammo Boxes
« on: June 19, 2013, 13:56 »
LOL  It's no where near an exact copy and is lacking in atmosphere.  It's a great game, but don't sillify my love.

"You swallow the power pill!  Your muscles are huge!  You fly into an uncontrollable rage and duel wield your BFGs!"  Power pills will, of course, be a unique item available only in the maze levels.

Requests For Features / Re: Reloadable Ammo Boxes
« on: June 18, 2013, 23:10 »
Wait, what?  How is DoomRL faithful to the source material?  Special and unique weapons and assemblies, destructible doors, mod packs, inventory items, different monster types don't attack each other, randomized levels (or it wouldn't be roguelike, of course), no key cards or key skulls, no crusher traps... by my aching elbow.  The very idea that DoomRL is faithful to the source material (what, fan fics?) is like saying Mario Kart tries desperately to be just like Super Mario Bros.  Here I've sweated blood to point out a logical error and you... *sniff* humor me with more fallacies.

Requests For Features / Re: Reloadable Ammo Boxes
« on: June 17, 2013, 19:40 »
I think it's under the premise that an ammo box is just like an ammo chain: it's designed to use as little extra weight as possible and every shot you fire dismantles part of the ammo chain itself, so there's nothing to reload.  If you had the time and equipment you could make a new one or actually reload it, but that'd be out of the scope of this game.  So, maybe reloadable ammo boxes isn't such a great idea after all.

In that sense, an ammo box isn't a magazine; rather, it's a clip, which is just like the big ammo chains.  As far as I know you can't easily reload a clip like you would a magazine and bulk mods are meant to facilitate bigger magazines.

Personally, I think DoomRL should switch over to magazines.  For the most part, clips are WWI old school and not realistic in this setting (the future!).  Don't call it a 'box'.  Call it a 'magazine', because that's what it's supposed to mimic.  You use up a magazine, toss it out, and pop in a new magazine.  Otherwise you're limited to manually pumping in rounds.  In that case, bulk mods shouldn't apply to all weapons in the same way; rather, something like a pistol which uses a magazine must have magazines and something like a combat shotgun must be manually reloaded as if it were itself a magazine (which it kinda is, but with a trigger and iron sight built into it).

Lets say a cacodemon takes a shot at me, misses, and the fireball has to go a long way offscreen before it hits anything.  For some reason this takes a second or two.  No animation is occurring and all it's doing is moving from one place to the next.

Requests For Features / Re: Reloadable Ammo Boxes
« on: June 16, 2013, 08:09 »
There should be a minimum time to crack open an ammo box, which should also apply to U-nloading one.  Unloading is always easier than loading, but agree on the time requirements.  You should be able to reload no matter how much is left in the box.  High capacity weapons are normally made for quick reloads and an ammo box isn't one of those things.

Since mods are magic I don't see why you couldn't apply a bulk mod and technical mod directly to some ammo and get an ammo box, and that'd require wizkid 1, which seems to make some sense.  ...carrying around your magic bullet modded with tech...

i.e. if you can't visibly see it, then ain't life a bitch?  Just a suggestion.  ;)

Choke points are any narrow places where at least one operative can stay and attempt to hold.  This isn't AI; rather, it's simple robotics.  if($narrow);

Moving around the character in an attempt to get behind them is also simple.  Rather than moving directly toward the character, for a given number of paces the critter instead moves laterally and retargets normally.  Reanimated corpses can automatically do this until the controlling archvile is destroyed (unless they're too smart not to).  Moving laterally in an effort to dodge the character's shots should also be an option.  But not for pinkies.  Pinkies are dumb.

If the character being targeted has moved behind a shot-gun friendly door or similar object made of a crappitanium, then a strong critter should be able to tear it's way through the door.  Critters with the appropriate weapons should be able to deal with those doors in an appropriate fashion.

But this wasn't the point I was attempting.  Adding more targets to deal with doesn't up the challenge; rather, it makes me not want to play it anymore.  When I up the difficulty I want to see the opponents acting differently, I want to see the game's story change slightly, and I want to see more opportunities to explore and adapt.  And the character awards don't equate to any perks, so fuck that shit.  This is the future!

Have you ever wondered just how stupid your average baron of Hell is?  He just keeps walking up to your corner to face another blow from your focused double barrels of death like they won't be there next time.  I can understand there's a bit of pride leading up to the ultimate loss of control; when that bullet grazed his skull tattoo he knew it was you and that's was all he could stand.  As we have seen with pinkies, some monsters are really quite mindless, but does this always have to be so?

This is DoomRL.  This is the future.

If I'm playing on ITYTD I expect the monsters to be reasonably stupid and there not to be very many of them.  It's like I woke up in a broom closet to find them all partying and not paying much attention through the haze of liquor.  This level is acceptable as is.

Okay, here comes HNTR, which looks like some cheesy 80s crime show.  I can understand it if the barons are getting a bit wobbly and it's like they didn't quite see you walk in there, so I'm okay with this level.

But now we're playing on HMP.  Knights, barons, archviles, and any supposedly smarterer demon isn't acting like it at all; rather, what I'm confronted with is more targets and the same old lazy AI.  UV suggests lots of spam bots sent to get in my way, which soon covers the floor in blood.  N! and holy crap I've been caught in the middle of the initial waves of the invasion... but no AI in sight.  Increasing difficulty levels shouldn't necessarily equate to more targets, but to more challenging situations.

HMP: there are the same amount of demons as HNTR, but smarter demons will actually wait at choke points to surprise you and every now and then will walk through short stretches of acid or lava to get to you.  Some of the smarter demons who have hands will actually pick up powerful weapons and use them against you.  Archviles won't just play coward while spamming you with reanimated corpses; rather, they'll direct the attack and attempt to surround and corner you.

UV: not only are hell's forces on the march, but there are still some exhausted humans attempting to fight them.  And there are targets all over the place.  Do you blast your way through or do you wait patiently, dropping needful items to fellow humans in the hope they'll help you get through this nightmare?  Or perhaps you'll just clear a way for them to escape.

N!: did I say nightmare?  You didn't just wake up in the broom closet, you woke up in the middle of the initial invasion.  Not only are your comrades being eaten and blasted to goop all around you, but so will you if you don't get up and boogie.  N! shouldn't just be more monsters teleporting in all the time, but there should be special levels where you have to run or be swamped with waves of those things.  The human forces left on base should be armed to the teeth... which could be too bad if you get in the way.  Places like the Military Base are still under human control when you get there and if you're really lucky you might get some real help if you save them.

Requests For Features / Reloadable Ammo Boxes
« on: June 14, 2013, 20:02 »
He can nitpick every single bullet he picks up off the floor.  He tediously counts the number of bullets in the ammo chain he found alongside that poor bastard's intestines.  He can reload a combat shotgun in the blink of an eye.  But... he can't fathom how to reload an ammo box.

This is unacceptable.  This is the future.

If you have the ammo box in your hand, switch to it using 'x', then 'r' to reload.  It should be like reloading a high-capacity weapon; it takes a little while.

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