Chaosforge Forum

  • April 23, 2024, 22:39
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Darwinism

Pages: [1]
1
Discussion / System Shock 2 Roguelike?
« on: April 05, 2007, 23:17 »
It would be an awesome Roguelike, would it not?

2
AliensRL / Re: Ideas!
« on: April 04, 2007, 21:21 »
I'm not asking for real-world accuracy; we're talking about a game with genetically-engineered bugs that have molecular acid for blood, after all. I'd like to see the pulse rifle have a 99-round clip, though, and a rename on the MP5(Neither are huge issues).

Edit: Also, how about weapons with ammo still in them?

3
AliensRL / Re: Ideas!
« on: April 03, 2007, 13:53 »
But we do have better; the ceramic inserts for LBVs. I suppose they're roughly the same idea as flak jackets, but much more advanced. Also, the CMC in Aliens wore clamshell-style breastplates and such.

Also, I want to see Alice from AvP2 in the game. Oh yes.

4
You could always include a few of the better ones as a possible message if you do massive damage, over what HP they have remaining, to the crittur in question.

5
AliensRL / Ideas!
« on: April 02, 2007, 20:01 »
Not sure where else to post this, but here goes!

Equipment:
Night vision goggles: Would allow you to see much further in those pesky dark halls. Would require batteries that are used up after X number of turns.

Motion trackers: Lets you see aliens within 10 meters. I know, they stand still till they see you, but meh. Also would require batteries.

Sentry gun: Has X amount of rounds to fire and automatically engages aliens. Also really, really pisses them off. (Makes them swarm it if they're within range)

Proximity mines: Detonates when an alien steps on a space around it for frag grenade-like damage.

Welder: Closing off vents! Batteries needed, again.



Any other ideas?


Edit: Also, the gyro-stabilizer didn't interfere with the Marine's ability to wear armor. But I guess that's a balance issue. That could lead, of course, to more stages of armor; gyro-stabilizers with the armor included, heavy armor, powered armor, so on. Rather than... uh. Flak jackets which aren't even used anymore IRL(We have better)

6
AliensRL / Re: Gameplay & Mechanics
« on: April 02, 2007, 16:18 »
I'm pretty sure it doesn't auto-unload, and I've never survived long enough to get max ammo...

Oh, and I just checked it. The ammo goes where the woodbine twilleth.

7
AliensRL / Re: Gameplay & Mechanics
« on: April 02, 2007, 13:07 »
Per Aliens, where the pulse rifle made its debut, the rifle should have a clip size of 99. Not to mention the pulse rifle's under-barrel grenade launcher, but that could just be represented by better accuracy/range with grenades when using it. Also, the MP5 fires 3-round bursts IRL, and you can bet your ass it won't be used after we're floating around the stars. Maybe a new name?

edit: Also, why does the ammunition in a weapon disappear when you drop it? I never had that problem in DoomRL.

Pages: [1]