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Messages - Sambojin

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61
Insert all non-balance related issues HERE!

Plus anything that's incredibly easy to add into DoomRL that doesn't take heaps of time or effort. Suggestions, maybe.

But for those that have an idea behind the basic engine, etc, of DoomRL, and just really-really easy yet very cool ideas for 0.9.9.8 or even 0.9.9.9 beta 2, chuck 'em in here.

Balance? Yep. As long as it's not horribly long, tedious and game destroying for the devs to chuck in the game. There's a certain amount of "goodness" to this thread. Don't make it complicated.

Easy. Good. Ideas.
 
That is all.

62
Discussion / Whilst this may seem like a pointless post.....
« on: June 29, 2013, 07:31 »
Make thingy GO!

63
AliensRL / Re: alienRL for Android in the near future?
« on: June 23, 2013, 18:09 »
There is a Pascal wrapper for use in Android, but I'm not sure how well it works. You can get it for freepascal and lazarus, plus AGK (App game kit) ties in with it fairly well. Supposedly.

But then there's a fair bit of hassle in changing the UI, the input/control mechanisms, getting Valkyrie to not die in the wrapper, plus all the sound issues that will pop up between Pascal/the wrapper/Android SDK.

So it's in theory doable. But so are a lot of things. They just might not be worth the effort. 

64
Requests For Features / Re: Reloadable Ammo Boxes
« on: June 19, 2013, 18:14 »
I must sound like a stick-in-the-mud with all my "everything is fine just the way it is", but ammo-boxes are if anything, too powerful right now.

They up your ammo carrying capacity AND can provide fast reloads. They even "sort of" give you an extra inventory slot for ammo, at the cost of a quick-switch weapon slot. They're already very good.

They're also "designed" to be used up. If we can reload them, no matter how long the reload time is, we will have all those abilities for the entire game. It will essentially make all characters have incredibly low reload times, whenever they want it, for the rest of the game. It reduces flexibility of weapon switching slightly, but a very low reload time that doesn't ever get used up is very powerful for most builds.

Ammo boxes are already good. Giving them the ability to be reloaded will make them "too good". They'll be the go-to item for every game, more powerful than uniques, simply due to their flexibility.

They're fine the way they are (or possibly too good).

65
Discussion / Re: Jackhammer with MAc?
« on: June 10, 2013, 20:49 »
It paints a giant target on the chest and a "shoot me" text bubble above your character
all enemies gain +5 to hit.

I was thinking the opposite. Gives you a scrim-suit or camo armour. Slows your movement down by 5-10% but gives all enemies -2 to hit. Although, yours is funnier.

Onyx on a weapon? Your weapon becomes unbreakable and can be used in close-combat. "Spikes erupt from your weapon." Useful on RLs, shotties when there's barrels around and BFGs. Not sure what the stats should be though. 3d6, still using melee to hit, but no ammo usage? Punching with a pistol still counts as using the pistol, so it'd just take some coding to change the damage rate if the weapon was onyx modded.

Firestorm on an armour? Ummm..... Hellwave pack that goes off with the same probabilty of berserk going off with the Ber trait? Makes you tired though. Unless you went berserk at well. Probably a wee bit OP'd. Maybe just a +20 to fire and plasma resistances would be better.

Firestorm on a melee weapon? Super-high drop-off shotty blast with every attack (ie: a 1 square "ranged" attack with every melee attack, with 33% drop-off. Less damage at normal melee range (66%), 33% at range 2, 0% after that). Again, OP'd, but it sounds cool.

There's millions of things that could be done with weapon or armour packs on things they're not currently used on. Whether they need to be done is another matter, but it could make for some fun combos. Maybe.

66
Discussion / Re: Jackhammer with MAc?
« on: June 09, 2013, 18:50 »
It's just a lot of annoying coding for one specific weapon with one specific build. TH will still make the jackhammer "suck" (read as: be awesome) in any other build, but it'll be especially awesome with MAc. Scarily so.

I guess if Kornel wanted to make a new class of weapons, remove the Jackhammer from the shotgun group, dump it in the new group and give that group's definitions that let it MAc, MAD, MSh, TH and SM and work like a shotgun, he could. It's just a lot of work for one weapon that "sucks" (again, read as: is awesome).

Then again, me wanting mods to do stuff on shotguns is just as much work, yet also opens up requests like "Why doesn't my sniper-mod work on a blue armour?". So maybe you have a point.
 

67
Discussion / Re: Jackhammer with MAc?
« on: June 09, 2013, 18:30 »
But just so I actually contribute something to the discussion, I think that A, F and S mods should do something on shotguns.

Firestorm mods were "meant to" raise damage multipliers on DB shotties, except DB shotties didn't even have enough ammo in them for their x3 multiplier, so they got changed. I slapped an F-mod on one once, back when they were as rare as hen's teeth. (8d3)x5. Booyah! Then I found out that it didn't actually do anything. You would not believe how heartbroken that made me.

So can we have A, S and F mods doing something on shotguns instead of a MAc/Jackhammer change?
 
Discuss and de-rail...........

68
Discussion / Re: Jackhammer with MAc?
« on: June 09, 2013, 18:21 »
I'm just not sure the Jackhammer needs to be changed so it works with MAc. It'd be a bit weird in MAc's description. "Only uses 1 ammo per burst with all rapid-fire weapons..... and the Jackhammer as well, for no reason?!?". Although, I will concede that shottyman reads a little bit like that these days. God SM is good these days :)

There's also the fact that it sort of does work with MAc, just not with the free ammo bit. You've got Rel(2), there's nothing stopping you choosing SM at any point you want. To me, that's a fully working shotgun. So MAc and the Jackhammer work fine, you just have to carry ammo for it. Sort of like with every other build in the game.
 
In fact, it's pretty hard to think of any build that the jackhammer doesn't work with. It's the best shotgun in the game, even if it is a bit ammo-hungry. I'm not sure what you see as wrong with it. It's the best shotgun in the game, and you think it should be better with one mastery?
 
Sorry, what was the question again?

69
When you get a game made that's based on your game, and that game is a high-quality roguelike tribute, it's hard to not like it. Especially when you're still the ultimate evil at the end of said roguelike.

No C&D? That's good too. They must like it :)

70
50 shells is plenty on HMP, and can even be enough on UV (I think the least I've done it with was 39 shells in a normal game on UV). You do get a few more after the second wave, which makes things far easier on you.

The trick is simply not radar shooting much. About 1-2 shots per wave is all that is needed, and only before crossing the central area. It depends on pillar layout, but it usually suffices. It's a safety measure when you're short of shells, not a damage dealer, in the Arena.
 
But you "really" need to know just how fast daemons/cacos/barons move. It's a lot harder without traits to back it up, but close range corner shooting is your friend. All those pillars are there for a reason. Just wait until they're either in your vision, or one square out of it before you start blasting. You'll get a good feel for it eventually, even with different traits, then you'll wonder how it was ever hard to begin with.

Take this with a grain of salt, I haven't played the mod challenge, but I'll knock a few games of it over today on HMP and UV, just to check.

71
For a damageless cybie, you really can't go past Fireangel. Do the special levels (the Wall gives you everything you need). The changes to Shottyman lets you step reload RLs and MLs just like you would with shotguns.

Dodgemaster+no splash damage+step reloading makes him a synch. Just stand back 5-8 squares away, fire, fire, click (cybie reloads), start moving diagonally. By the time he fires (which you'll always dodge if you're moving) you'll have a reloaded missile launcher. Rinse, repeat.

72
While I like the idea from a logical standpoint, it does actually make the game a little easier. I know it's not meant to be "DoomRL: the backpack management simulator", but inventory management is a huge part of the game.

If I could carry around a plasma rifle, bfg or even a bulked out ML/combat shotgun without their attendant ammo-slot, I would. Just quick switch to it when you want it, stock it up with ammo from the ground when needed. The extra versatility of carrying an off-spec weapon is balanced by having to give up 2 inventory slots if you want them to be convenient. You can just one slot it, but it's slow and fiddly (having to drop something, pick up ammo, reload, drop ammo, pick up original thing) and whilst this sounds strange, I think that's how it should be. Either sacrifice 2 slots, or deal with the hassles it causes. Your choice.

If I could just swith, load-off-the-ground, switch back, there would be no downside. One inventory slot for heaps of extra versatility for any character. Whether this is good or not is up for debate, but it would make the game a bit easier (frees up an inventory slow for one thing, would probably be quicker than the fiddly 1-slot reload procedure for another).

Compare it to Juggler's quick-switch multi-shotgun-in-backpack reloading. It's not that much harder and you won't use it as often. They're both fiddly, but the extra versatility they provide does have some drawbacks to them.

So I guess I'm against the idea, even if it's a great idea and makes sense, it does make the game easier and removes one of the only stumbling blocks that Doomguy has to stop him having a backpack full of weapons, rather than ammo for those weapons.
 

73
Firestorm and sniper packs on armours does bring up the question of what on earth an onyx pack would do on a weapon though.

I guess there's no reason that they can't do "something", it just might be a fairly unintuitive something. Also, a fairly off-topic something in any case.

74
Requests For Features / Re: New unique items
« on: May 04, 2013, 16:23 »
Good point, but there's every other kind of shotgun for that. I thought the Weak-sauce would make for a different style of shotgun but still using the same shotgun rules. It's still powerful to a degree, but because of it's weakness in combat, not it's strength. Just a different take on the "uber-weapon-'o-death" that sometimes gets suggested.

I'd still be inclined to think that I've died a few times due to blowing up medi-packs, health-spheres and super-chargers. Many of which I probably never knew were there. I thought I was doing a good thing by blowing up unseen monsters with unseen barrels, but a bet a hell of a lot of other things got destroyed at the same time. Things I really could have used.
 

75
Corner shooting? Nope, don't have any idea about how to fix that. It's a core part of the game these days, and even if it's a bit slow, it works. Maybe let people do a Shift+numberpad direction move, giving a half sight range "peek" at what's there? How to implement it, I'm not sure. A 0.1 second move with half sight range, 0.1 second move back? Or even 2x0.25x"movement speed" moves? They could still shoot you if they were lucky, but you'd still have the normal dodge chance, and at least the game would flash the monster onto the screen (as well as barrels/items/corridor layout). I don't know if it'd work, but it might. You'd have to take into account what would happen if they did shoot you during/after the first half of the peek-look, but you'd just cancel the move back to the original position if "anything" happened damage-wise during the peek-move. At least it wouldn't be a freebie.

For sounds, I sort of agree. Sound is a big part in DoomRL, it's what sets it apart from other roguelikes, but a deaf-mode could be done. How many different roar noises/hurt noises are there? About 8 of each (including boss sounds)? You could set it to deaf-mode and just have an indicator flash up that's fairly transparent on the left or right side of the screen, a different one for each roar/hurt type, scaled for closeness (say 3 different sizes?) or coloured for closeness. Exactly the same information that the sound system is meant to convey, but done graphically. In text-mode you could just have a different character for each roar/hurt type flash three times on the left or right side (at the dungeon wall, east/west), with it being a green/yellow/red for far/medium/close for each sound event generated. Maybe just flash it for a set cycle, even if it lasts longer than that action, with 8 (or however many sound types there are) using up a different east/west wall tile, with a different ascii for each. You could set colour or flash cycle for closeness if you wanted.

Give an option so you could have normal/deaf-mode/both turned on and you'd have the best of all worlds. I actually have just a sub-woofer plugged into my PC for sound a lot of the time, so while I get the sound, all left/right stereo information is lost. DoomRL is a lot easier to play with head-phones on, but it shouldn't be. Plus, some people may wish to while away their lunch-break at work without disturbing their work colleagues (you don't need hearing problems to want a silent game).
 

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