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Messages - BDR

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16
Requests For Features / Phase devices
« on: January 01, 2008, 00:15 »
Do people ever use them, and how useful on average are they?

I sorta came over from Crawl - a much longer and substantially harder game.  Teleports there are a risk, too, but the level maps are much bigger than DoomRL's maps; big enough that the chance of being 'ported into a worse spot from a bad spot is acceptably low.  Not super-low, but low enough that it's generally safer than trying to tough out the current situation.  It also helps that in Crawl, good healing is not usually available in big enough quantities to allow damage soaking for any serious length of time; you *need* ways to fix your enemy woes reliably and/or quickly.

DoomRL sort of gets this reversed; full healing is carried around easy enough, armor soaks damage as well and you're generally either carrying the most reliable means of foe death available or you're already pushing up daisies.  Maps are much smaller, meaning you've got a better chance of running into bad guys.  Totally fits Doom, sure, but the risks of random porting tend to far outweigh the rewards as a result; it's not likely that you'll do better to use a phase device than to heal or even to reload.  The problem is that because of that the phase device is left by the side of the road when something better comes along; full kits, armor, even ammo and mods, which spurs one of two questions: why is an item that is significantly less valuable than all others in this game, or is there a way to make this more worthwhile to the average player?

17
Off Topic / Re: Roguelike you may wanna check out
« on: December 31, 2007, 23:17 »
Chessrogue (Located here: http://chessrogue.sourceforge.net/), is a pretty decent roguelike based on... argh, I've forgotten.

CHESS.  Chess, one of the oldest and most famous boardgames, is what it's based on (though to be precise there's a bit of liberty taken with the main idea, which fortunately makes sense from a RL perspective and plays well).  I enjoy the direction of it as a stab at a seriously tactical roguelike based in the idea of chess, and it's certainly got potential.

18
Pre-0.9.9 / Re: [M|AoMr|YAVP|85%] First win dual wielding guns
« on: December 28, 2007, 22:48 »
I've never had very many serious ammo problems on AoMr as long as I make sure to stock up on 9 packs of 100 in the CC and refresh as much as possible; with the right traits, good enough mods, and good play, Medium AoMr is a breeze even if you don't have an inventory half full of kits.

19
Requests For Features / Re: Remove Chained Court
« on: December 28, 2007, 00:28 »
Really? That’s a bit surprising. I can’t really imagine a situation where I would want to be a melee character in a normal game...

I can.

"Gee, would I rather let this former foo/arachnotron shoot me or force him to try and punch me?"

DaEezT likely got what you *really* meant, though. :P

20
Pre-0.9.9 / Re: [M, AoMr, YAVP, 85%] First win dual wielding guns
« on: December 28, 2007, 00:19 »
1. Congrats!

2. You made a mistake if you passed up the Armory; there's several very useful mods available there.

3. Speaking of which, why didn't you go for more Whizkid?  Not only is the bullet time you get out of Fin + SoG + 1 speed mod awesome for keeping a character alive, but it's also a bit more efficient IMO to rely on boosting the effectiveness of your starter pistol than to try and wield two.  TaN is nice but I'd take a firing time of 1 turn any day over that.  O' course if you'd been playing a harder difficulty, I'd understand, but since you're not.. :P

4. Said firing time of 1 turn (plus damage and other mods of course) has in the past been effective enough to allow me to finish Spider's Lair without moving.  I wouldn't recommend trying to repeat that feat, though.. the second time I did it hurt quite a lot.

21
Requests For Features / Re: Barrels in The Wall
« on: December 08, 2007, 16:38 »
I really don't think the Backpack is necessary or even all that helpful for AoMr at all.  In fact, since it's very easy to get by with a single pistol now that mods are in, I'd even go so far to say that if you *can't* figure out how to beat AoMr without a backpack or feel you need one that you are playing the challenge wrong.

22
..if medkits stacked, I might actually start carrying phase devices.  I'd much rather use a slot in inventory for potential damage repair and thus guaranteed life-saving than I would for a single shot in the dark that will *maybe* save my ass and quite possibly kill me instead (the levels aren't *nearly* as big as Crawl's are and even in that game you run into this hazard for uncleared levels; my imagination says the frying pan-to-fire transition in DoomRL would thus be even worse and more frequent), but if I don't need to worry about my medpack level...

Eh, I'll just keep looking for a nuke. :P

23
Requests For Features / Re: Experience For Bleeding Deaths
« on: December 05, 2007, 14:38 »
Technically, I've found that if the baddie in question dies from the very first bleed incurred by a gunshot, you do get the experience, but not otherwise.  I have no idea how easy/hard this'd be to code for both bleeding and floor damage, but certainly in the case of bleeding deaths this seems reasonable.

24
Bug Reports / Re: Bleeding stopped? Nope!
« on: December 04, 2007, 14:08 »
*Pretty* sure, though it's been two months since I posted it so I don't actually remember.

25
Discussion / Re: Call of Cthulhu RL?
« on: November 30, 2007, 20:18 »
Couple issues with the idea:

1. Seems like it'd be difficult to keep from 'dying' without some ways to increase your sanity, and I'm not sure how fun it'd be if the only other way to preserve it would be to avoid the horrors for a time (it could be a strategic decision if you have a time limit to actually 'win', sure, but I'm not sure it'd feel more fun than tedious/chancy).

2. Suicide?  Psh; there's far worse fates for those who interact with the evils in Lovecraft's stuff.  Going insane would be a common theme, sure, but the circumstances of your final strand of sanity being lost would almost certainly affect what you did with your newfound insanity, or what was next done to you (perhaps instead of taking your life you become a disciple or are eaten/killed by a demon).

26
Bug Reports / Re: Room without exit?
« on: November 15, 2007, 22:18 »
Berserk grants a 1.4x multiplier to damage and reduces the speed of all actions; that's why it makes everything easier. :P

27
Bug Reports / Re: Room without exit?
« on: November 15, 2007, 04:41 »
Mraz: He had blue armor on, and it's quite possible he had Tough as Nails to boot.  Also, the damage of a rocket launcher is 4d4 or 4-16, so it's not impossible, just at the low end of the scale.

28
Pre-0.9.9 / Re: [H|84%|7] Hell Knights
« on: November 12, 2007, 00:31 »
Not if it doesn’t work ;).

I keep forgetting that not everyone donates and has access to the second beta. SoB hasn't been fixed for the regular releases yet. :/

29
Pre-0.9.9 / Re: [H|84%|7] Hell Knights
« on: November 11, 2007, 03:08 »
Well, for starters you should avoid walls when fighting Hell Knights; their acid balls explode and so if you're near a wall they will still be able to damage you greatly even if they technically miss you.

Secondly, you should *always* carry at least one extra suit of armor, simply because if you don't you'll have no way of replacing those that get broken (and from the screen yours did get broken, though it's not clear if that was the shot before the one that killed you or directly on the killing shot such that it did subtract 2 points instead of only 1 point of damage).

Thirdly, you didn't actually take three levels of Ironman; your second level is Tough as Nails. ;)

Fourthly, Ironman is by no means the best trait to take; it's a good choice, certainly, but there's others out there.  TaN, for example (which stacks on armor, btw).  Son of a Bitch is also very good, especially for someone who is primarily using a chaingun (since it effectively acts as armor-piercing for each round).  Try different traits next time!

30
Requests For Features / Re: Directional LOS i.e. FOV
« on: November 01, 2007, 14:22 »
As long as that went both ways, I could see that being interesting, though it could be hazardous to the player's health.

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