Chaosforge Forum

DoomRL => Requests For Features => Topic started by: pacmanus on May 11, 2012, 03:51

Title: The Third Slot
Post by: pacmanus on May 11, 2012, 03:51
We have by winding up two slots for quick switching weapons. You can enter the third - for example, to use some sort of quick things, such as first aid kits, or phase devices... may work on some critical situations...
Title: Re: The Third Slot
Post by: Silhar on May 11, 2012, 05:39
Maybe we could have a trait for that?
Title: Re: The Third Slot
Post by: LuckyDee on May 11, 2012, 12:20
Well, as long as you play Technician you can count any consumable in your inventory as 'prepared', due to the low use-time. For them, this option - such as has been discussed up until now - would be useless.
Title: Re: The Third Slot
Post by: raekuul on May 11, 2012, 21:49
In a way, though, that's true for all of the innate perks - Scouts get a free level of Hellrunner, while Marines get a free level of Ironman. The main difference between them and the Technician is that there'd only be one level for the ability, that being 'on'.
Title: Re: The Third Slot
Post by: Thexare on May 12, 2012, 02:08
The main difference between them and the Technician is that there'd only be one level for the ability, that being 'on'.
No, the main difference is that Technicians would gain nothing at all from this trait. Scouts can still take Hellrunner and get speed boosts, Marines can still get extra HP from Ironman.


(which may be what you're trying to say, maybe not, can't make assumptions)
Title: Re: The Third Slot
Post by: Ander Hammer on May 12, 2012, 06:41
Scouts get a free level of Hellrunner,

Not quite. But they also get a free level of finesse. And half of a reloader.

I don't really see the point or balance in adding a third 'quick use' equipment slot.
Title: Re: The Third Slot
Post by: AlterAsc on May 12, 2012, 07:35
They do all actions faster.Including waiting, picking things up, using items and so on.
Title: Re: The Third Slot
Post by: pacmanus on May 12, 2012, 22:28
Some enemies use phase device when got a critical damage. Maybe, Player will have second chance... if it will be like trait - phased once per level if critical damaged - or use medikit from inventory if needed...
Title: Re: The Third Slot
Post by: Creepy on May 13, 2012, 01:56
Enemies use a phase device, if they picked up a phase device and use it. The same way a player picks up phase devices and uses them. Medikits, too; enemies have to find, pickup, and use medikits in the same way a player would have to find, pickup, and use a medikit. They don't just randomly get to use it for free, they use items on their turn if they found one.
Title: Re: The Third Slot
Post by: GinDiamond on May 14, 2012, 08:43
Some enemies use phase device when got a critical damage. Maybe, Player will have second chance... if it will be like trait - phased once per level if critical damaged - or use medikit from inventory if needed...

Speaking of which, why can enemies use a phase device in the middle of a volley?

On an Ao100 run (and regular games, and on AoMc), I noticed that a baron without armor should fall to p-modded chaingun (on AoMc) in a single volley.
However, what's wierd is that if they have a phase device, they use it and it works before my volley is finished unloading.
Any ideas on how to fix this bug?
Title: Re: The Third Slot
Post by: shark20061 on May 14, 2012, 10:24
What?

Barons have 60 HP.  Your p-modded chaingun does 1d7x4 = 28 max.  That's not "should fall ... in a single volley", and that's without counting in its natural armor, and assuming all the shots hit (AoMC shots CAN miss, but it's very unlikely).

If you want your to kill a baron in a single volley, you'd need a LOT more than that.

Did you mean Hell Knight?  Cause even *that's* not true.  Mainly because they have 50 HP.
Title: Re: The Third Slot
Post by: Creaphis on May 14, 2012, 15:06
Monsters don't get free turns to use their medkits/phase devices. All the same, though, it would be nice if they didn't use these items so reflexively. There should be a one- or two-turn delay before the monster realizes, "Oh jeez, I'm pretty injured. Maybe I should use this medkit?" Heck, the player usually doesn't use a medkit until it's too late, why should monsters be any smarter?
Title: Re: The Third Slot
Post by: thelaptop on May 14, 2012, 15:29
Monsters don't get free turns to use their medkits/phase devices. All the same, though, it would be nice if they didn't use these items so reflexively. There should be a one- or two-turn delay before the monster realizes, "Oh jeez, I'm pretty injured. Maybe I should use this medkit?" Heck, the player usually doesn't use a medkit until it's too late, why should monsters be any smarter?
This calls for some randomness in the AI.  =)
Title: Re: The Third Slot
Post by: pacmanus on May 15, 2012, 05:41
What about the feature?
To be or not to be?
Title: Re: The Third Slot
Post by: Tavana on May 15, 2012, 05:59
As to the feature, it's a nice thought. I don't really feel it would add anything to the game as presented, and as suggested by others may detract from the game as presented. I would say 'review and rethink' if you're still keen on it.
Title: Re: The Third Slot
Post by: Sanctus on May 22, 2012, 13:41
What's about to add feature "Eat something that looks helpfull when your HP is under 5% before this stupid Player even thought about it" to some Master trait, or to Master trait 2nd level, or advanced trait N-level?