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Topics - The Buttery Lobster

Pages: [1]
1
Discussion / Switch out AoMr with some other challenge in prereqs
« on: February 13, 2008, 00:24 »
Basically, I think AoMr is really fun. But I also don't think it's too challenging. IF things stay as they are, and that's a BIG if, then I think another challenge should be switched out with it, something harder and imo less enjoyable, like, idk, red alert, or haste. That makes AoMr the reward that I feel that it is. Now, if you up the difficulty of AoMr or lower the pistol effectivness, then this doesnt matter. But as things currently are, it's a fun challenge that's a bit easier then any of the other requirements. Honestly, I think that challenge and D&D are as easy as the main game, if not actually easier.

2
Pre-0.9.9 / [M|AoMs|98%|YAVP] Holy crap i hate AoMs challenges
« on: February 13, 2008, 00:09 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.9) roguelike post-mortem character dump
--------------------------------------------------------------

 7tyu;, level 9 Demon Major, defeated the Cyberdemon (I've stopped making actual names :D)
 on level 25 of the Phobos base.
 He survived 121336 turns and scored 82907 points.
 He didn't like it too rough.

 He killed 452 out of 458 hellspawn. (98%)
 He held his right to remain violent.
 He was an Angel of Masochism!

 He found the Phobos Arena.
 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #.................###......................................
  #..................##..................###.....###.........
  #..................##..................###.....###.........
  #......................................###.....###.........
  #......#.............||.................................###
  #.............X.....|.}.................................#>#
  #...................###.................................###
  #...................###....###.............................
  #...................###....###.............................
  #..........................###.........###.......###.......
  #......................................###.......###.......
  #......................................###.......###.......
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 70/70   Experience 36916/9 (no damage b/c I was invulnerable)
  ToHit +4  ToDmg Ranged +1  ToDmg Melee +1

-- Traits ----------------------------------------------------

    Ironman        (Level 2)
    Tough as nails (Level 2)
    Son of a bitch (Level 1)
    Eagle Eye      (Level 2)
    Badass         (Level 2)

  TaN->TaN->Bad->Bad->Iro->Iro->EE->EE->SoB->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [4/4] (71%)
    [b] [ Weapon     ]   modified plasma rifle (1d9)x8 [8/40] (D1)
    [c] [ Boots      ]   plasteel boots [4/8] (31%) (I found the bood mod after these were 30%)
    [d] [ Prepared   ]   modified double shotgun (7d3)x3 [2/2] (D1)

-- Inventory -------------------------------------------------

    [a] fastload rocket launcher (6d6) [1/1]
    [b] blue armor [2/2] (100%)
    [c] red armor [2/4] (49%)
    [d] red armor [4/4] (100%)
    [e] red armor [4/4] (100%)
    [f] shotgun shell (x50)
    [g] power cell (x48)
    [h] power cell (x50)
    [i] power cell (x50)
    [j] power cell (x50)
    [k] power cell (x50)
    [l] phase device
    [m] thermonuclear bomb
    [n] boots protection mod (never found undamaged boots to use on)
    [o] Hell Staff

-- Kills -----------------------------------------------------

    90 former humans
    71 former sergeants
    13 former captains
    23 imps
    36 demons
    46 lost souls
    37 cacodemons
    11 barons of hell
    1 Cyberdemon
    7 hell knights
    15 arachnotrons
    9 former commandos
    8 pain elementals
    2 arch-viles (NOTE this. I think I got incredibly lucky this game b/c of this.)
    8 mancubi

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 6 he stormed the Chained Court.
  On level 13 he ventured into the Halls of Carnage.
  On level 15 he found the Hell Staff!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The Cyberdemon fires! You are
 hit!
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The Cyberdemon reloads his rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The Cyberdemon fires! You are hit!
 Unknown command. Press "?" for help.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The Cyberdemon dies.
 Congratulations! You defeated the Cyberdemon! Press <Enter>

-- General ---------------------------------------------------

 Before him 61 brave souls have ventured into Phobos:
 44 of those were killed.
 2 of those were killed by something unknown.
 3 didn't read the thermonuclear bomb manual.
 And 2 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 10 souls claim to have killed him...
 2 sacrificed itself for the good of mankind.
 7 killed the bastard and survived.
 1 showed that it can outsmart hell itself.

--------------------------------------------------------------

Yeah, i had so many freaking attempts at AoMs I was ready to punch my monitor. But I got incredibly lucky this game- for starters, I hit almost no late level caverns of arachnotrons, saving me precious hp by getting caught in the open. Also note- I only faced TWO arch viles the whole game. That I'm sure is what did the trick. The hell staff was also very useful, and it saved my ass about once every other level of hell. You can see I tried to maximize my hp gains early on using badass 2 (3 seemed unneeded cause the drain seemed almost imperceptible) then maxing hp, followed by any skills that maxed out my plasma rifle skill because I knew that was gonna be my main mode of attack. I had to retreat from the Halls of Carnage because I knew I'd get ripped apart by the barons, so I just cleared everything but the innermost BFG room.

There's one thing, ONE THING, you might notice, and that's the fact that i was invulnerable entering the arena AND I had a nuke. (And no I didn't save scum this game, I don't bother posting the games I save scum.) The thing is, I've died so many times in this mode I did not even want to risk not getting a standard win by some bug in the game (i.e.  the Ao100 bug where you nuke cybie and only get partial win, if at all) and I figured I'd enjoy killing cybie WAY more then getting completely slaughtered by Carmack.

A few questions: I realize that I have NO IDEA what the % thing is for. 98%? is that 98% killed, because I clear out almost every level (halls of carnage being the 2%, I take it?) Also, I heard that the hellstaff drops your hp by 5 when you carry it.... that doesn't seem to be the case. Thoughts?

3
First off, how many decimals are these numbers taken to? I assume hundreds or better, cause otherwise 80% of 1 second rounds out to, oh, 1 second.

Turns versus seconds: 10 turns = 1 second? So 2 second double shotgun reload = 1 second? The wiki seems to flip between these two terminologies, it confused me.

Reload
I'm assuming that the reload is self explanatory-- i.e. 2 seconds for the whole 40 clip of energy cells, 2 seconds per shotgun shell, etc. However, I was a little curious about how much time a reload module shaves off the overall time: 20%, just like the trait? Also, how fast does re-pumping the combat shotgun take? How fast does moving/pumping take?

Moving
I have no idea what base movement speed is. 1 square per second?

Armor and damage reduction:
What the heck does that red armor '4' do? Reduce every shot's damage dealt by 4 points? Reduce it by a factor of four? Reduce the hit die by four (idk how that would even work)?

Accuracy
+6 baron of hell accuracy means.... what? what's the base value? what kind of % hit against you, the player, does a +0 attack have? what good is eagle eye's +2 to-hit? I have no idea.

The reason I'm asking all of this stuff is I wanted to add an analysis of weapon mods per each weapon to best employ them effectively, but i realized i don't even know how the mechanics work. Here's the only thing I could come up with:

Weapon Damage Mod Guide
Weapon___Normal Dice__Damage__Max Damage Dice__Damage__Improvement per module
Pistol_____2d4_________5_______2d7______________8_______1 damage per module
Shotgun___6d3________12_______9d3_____________18_______2 damage per module
Combat Shotgun same as normal
Chaingun__1d6x10______35______1d9x10___________50______5 damage per module
Dbl Shot__6d3x3_______36_______9d3x3___________54_______6 damage per module
Plasma R__1d8x8_______36______1d11x8___________48_______4 damage per module
RPG______6d6_________21______9d6 or 6d9?_______30_______3 damage per module
BFG______10d8________44______13d8?____________58.5_____5,9 dpm

The conclusion I came up with is that, by far, the only weapon you should ever use damage mods on is the double shotgun. Firstly because accuracy and reload mods are a waste on it (shottyman), but MAINLY because the bonus damage you get for the damage mods on the double is massively more then any other weapon.

Thoughts on other mods?

4
Bug Reports / nevermind
« on: January 22, 2008, 15:54 »
false report; please delete this thread, or sticky it, whichever you prefer

5
--------------------------------------------------------------
 DoomRL (v.0.9.8.9) roguelike post-mortem character dump
--------------------------------------------------------------

 Delivery, level 9 Demon Captain, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 215761 turns and scored 85123 points.
 He didn't like it too rough.

 He killed 509 out of 581 hellspawn. (87%)
 He was an Angel of Marksmanship!

 He found the Phobos Arena.
 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
 He found the Hell's Armory.
 He wandered into the Unholy Cathedral.
-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #....###...................................................
  #....#>#...................................................
  #....###...................................................
  #..................................###.....................
  #.....................###..........###.....................
  #.....................###..........###.....................
  #.....................###..###........................##...
  #..........................##.......|}................#....
  #....................................||....................
  #...........................X..............................
  #...............###.................###...###..............
  #...............###.................###...###..............
  #...............###.................###...###..............
  #.................................................##.......
  #.................................................##.......
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 37/50   Experience 39142/9
  ToHit +0  ToDmg Ranged +2  ToDmg Melee +2

-- Traits ----------------------------------------------------

    Finesse        (Level 1)
    Son of a bitch (Level 2)
    Son of a gun   (Level 3)
    Dualgunner     (Level 2)
    Triggerhappy   (Level 1)

  SoG->SoG->DG->DG->SoG->Fin->SoB->SoB->TH->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [4/4] (84%)
    [b] [ Weapon     ]   advanced pistol (2d6) [5/6] (D2S2)
    [c] [ Boots      ]   modified plasteel boots [8/8] (95%) (D)
    [d] [ Prepared   ]   Trigun (3d6) [5/6]

-- Inventory -------------------------------------------------

    [a] extended Blaster (2d5) [30/30] (yet THIS time I actually remembered ammo)
    [b] red armor [4/4] (54%)
    [c] red armor [4/4] (95%)
    [d] red armor [4/4] (86%)
    [e] Malek's Armor [3/3] (100%) (Why can't I get this stuff on a HMP game?!)
    [f] 10mm ammo (x76)
    [g] 10mm ammo (x100)
    [h] 10mm ammo (x100)
    [i] 10mm ammo (x100)
    [j] 10mm ammo (x100)
    [k] large med-pack
    [l] large med-pack
    [m] phase device
    [n] homing phase device
    [o] thermonuclear bomb

-- Kills -----------------------------------------------------

    107 former humans
    78 former sergeants
    29 former captains
    36 imps
    63 demons
    37 lost souls
    27 cacodemons
    10 barons of hell
    1 Cyberdemon
    14 hell knights
    16 arachnotrons
    6 former commandos
    7 pain elementals
    6 arch-viles
    2 mancubi

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 4 he stormed the Chained Court.
  On level 9 he found Hell's Armory.
  On level 12 he found the Trigun!
  On level 13 he ventured into the Halls of Carnage.
  On level 15 he found the Malek's Armor!
  On level 16 he invaded the Unholy Cathedral!
  He fled the Unholy Cathedral seeing no chance to win.
  On level 20 he found the Nuclear Plasma Rifle! (awesome! but useless.)
  On level 21 he found the Blaster!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 You use a phase device. You feel yanked in an non-existing direction!
 You reload the pistol with 10mm ammo. You reload the Trigun with 10mm ammo.
 You wear/wield : a red armor [4/4] (97%)
 You are hit!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 dies. Congratulations! You defeated the Cyberdemon! Press <Enter>

-- General ---------------------------------------------------

 Before him 39 brave souls have ventured into Phobos:
 32 of those were killed.
 2 didn't read the thermonuclear bomb manual.
 And 1 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 4 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 2 killed the bastard and survived.
 1 showed that it can outsmart hell itself.

--------------------------------------------------------------

Well, I beat AoMr. And people are right, it's not that tough. But take a look at my inventory, and my accomplishments list. I shit you not, I never save scummed once, yet I count 4 artifacts. I'm sure other people have found more, but that's certainly the most I've ever got. And that Blaster wasn't just an artifact, it was an ADVANCED artifact, too.

I had to pass by a few levels, some valuable and some not so much. I found the mortuary entrance at 23, but I only had 2 large medkits and 1 small (and most of the items you see above) so I figured I'd probably get torn apart.

Actually, that's a lie, I DID reload two saves, but that was only to test out the Trigun and the NPR's nuke secondary function. After I found each one of those and finished exploring the map, I saved onto the next level, and IMMEDIATELY tested it--and exploded in a big blinding flash. I did not explore, did not search for items, did not move from the stairs I loaded the game on. Nothing. Then I reloaded. So to me, this was still a clean win, but if you don't agree then :P for you.

6
Discussion / Spoiler/Wiki Random Artifact List?
« on: January 20, 2008, 00:05 »
idk if the forum has one, or if it's a good thing. But I know I want it. So here's stuff I've found. If such a thread exists already feel free to lock this one. There's other stuff I've found but I haven't remembered to write it down.

Excluding reward artifacts, like the bmg (not really) or angel armor or longinus spear. only stuff you find randomly.

I've even found 'advanced' artifact items. Like the extended Blaster, which was awesome.

Spoiler (click to show/hide)

7
--------------------------------------------------------------
 DoomRL (v.0.9.8.9) roguelike post-mortem character dump
--------------------------------------------------------------

 Hillarious, level 7 Former Human Corporal, killed by a lost soul
 on level 15 of the Phobos base.
 He survived 116706 turns and scored 36616 points.
 He didn't like it too rough.

 He killed 335 out of 397 hellspawn. (84%)
 He was an Angel of Marksmanship!

 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
 He found the Hell's Armory.
 He witnessed the City of Skulls.
 He faced The Wall.
-- Graveyard -------------------------------------------------

  ###########################################################
  ...........................................................
  ...........................................................
  ...........................|.||.|..........................
  ..|..|........|..|..........................|.|............
  ..............O............................................
  ............s......s.......................................
  ................s...s..s...................s....s........O.
  ........................................s......s.....s.....
  ................s............s.ss..............s.s.........
  .........O..s.................X..............s...s.........
  .....................s.......s.s...........................
  ..................ss.s...................s.s...............
  ..............................................O............
  .........|.............s.................s..........|......
  ..........|................................................
  .............................|.|...................|.......
  ...........................................................
  ...........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 0/50   Experience 19542/7
  ToHit +0  ToDmg Ranged +2  ToDmg Melee +2

-- Traits ----------------------------------------------------

    Son of a bitch (Level 2)
    Son of a gun   (Level 3)
    Dualgunner     (Level 2)

  SoG->SoG->DG->DG->SoG->SoB->SoB->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   blue armor [2/2] (73%)
    [b] [ Weapon     ]   advanced pistol (2d5) [6/6] (D1S1A2)
    [c] [ Boots      ]   steel boots [2/2] (100%)
    [d] [ Prepared   ]   Trigun (3d6) [6/6] (son of a BITCH.)

-- Inventory -------------------------------------------------

    [a] blue armor [1/2] (45%)
    [b] blue armor [2/2] (100%)
    [c] blue armor [2/2] (100%)
    [d] blue armor [2/2] (100%)
    [e] red armor [4/4] (77%)
    [f] red armor [4/4] (100%)
    [g] 10mm ammo (x62)
    [h] small med-pack
    [i] small med-pack
    [j] small med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] phase device
    [r] homing phase device

-- Kills -----------------------------------------------------

    126 former humans
    62 former sergeants
    18 former captains
    17 imps
    31 demons
    45 lost souls
    17 cacodemons
    4 hell knights
    7 arachnotrons
    4 former commandos
    1 pain elemental
    1 mancubus

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 8 he found the Butcher's Cleaver!
  On level 10 he found Hell's Armory.
  On level 11 he found the Trigun!
  On level 11 he ventured into the Halls of Carnage.
  On level 13 he witnessed the Wall.
  Not knowing what to do, he left.
  On level 15 he he found the City of Skulls.
  On level 15 he finally was killed by a lost soul.

-- Messages --------------------------------------------------

 soul hits you. The lost soul hits you. The lost soul hits you. The
 lost soul hits you. The lost soul hits you. There is a lever here.
 Fire -- Choose target... The missile hits the lost soul. The lost soul
 dies. The missile hits the lost soul. The lost soul dies. The lost
 soul hits you. The lost soul hits you. There is a lever here.
 Fire -- Choose target... The missile hits the lost soul. The lost soul
 dies. The missile hits the lost soul. The lost soul dies. The lost
 soul hits you. The lost soul hits you. There is a lever here.
 Fire -- Choose target... The missile hits the lost soul. The lost soul
 dies. There is a lever here.
 [Now would have been a good time to use those freaking phase
 devices and some red armor] You reload the pistol with 10mm ammo.
 You reload the Trigun with 10mm ammo.
 The lost soul hits you. The lost soul hits you. The lost soul hits
 you. The lost soul hits you. The lost soul hits you. The lost soul hits
 you. The lost soul hits you. The lost soul hits you. The lost soul
 hits you. The lost soul hits you. The lost soul hits you. You die!...

-- General ---------------------------------------------------

 Before him 6 brave souls have ventured into Phobos:
 4 of those were killed.
 And 1 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 1 souls claim to have killed him...
 1 killed the bastard and survived.

--------------------------------------------------------------

LOOK at that. Just freaking look at that. DAMN it. I don't know how artifacts work in these new versions.... but that doesn't change the fact that this "Trigun" pistol was BAD ASS. It'll probably take me like a dozen AoMk games just to find something like that again.... I really misjudged the effectiveness of those skulls, look at all those items I had. I totally could have survived that if I could finish the rest before I ran out of ammo. Finding a pistol artifact in the pistol game?!?! Gah, I can't believe I didn't... like... save scum or something. And of course that advanced pistol was awesome, too.

With that trigun I'll bet I could just blast through the cyberdemon, assuming all those level ups applied to it. Well, at least I got to level 15, that'll get me the next promotion.

8
Requests For Features / New Melee Weapon: Crowbar
« on: March 03, 2007, 01:13 »
Easter Egg!!

You find a crowbar in a special level. It does 1d10 damage, but breaks after two successful hits. What, did you think the marine was some sort of freaking egghead?!

9
Don't be turned off by the name. I know there aren't grenades or grenade launchers in Doom-- you could call the weapon the Mancubus cannon, or the revenant missle, or whatever you want to call it. The IDEA of the weapon is important, you can change/justify the name however you want. Then again, maybe the game doesn't need any more weapons. Just throwing the idea out there.

Basic Mechanism: Fires like any other gun, but upon entering the targeting screen, you have fairly limited range--maybe 5, 6 squares, OR have it go to your line of site, and that's it... no flying until it hits a wall, like the rocket launcher. Furthermore, the weapon is inaccurate-it randomly hits your target or one of the surrounding squares. Those are the downsides to the gun. The good part of it is the fact that it has splash damage, but not too much, say, just a 3x3 section, and has a LOT of knockback, and does just as much damage as the rocket launcher... or maybe more, depending on game testing.

I know, it's not very doomish, but it seemed like a cool idea at the time.

10
Requests For Features / New Artifact Item: Special Boots
« on: March 03, 2007, 00:50 »
We've got a unique melee weapon, a unique armor, lots of unique guns, we need a unique pair of boots! I know this suggestion popped up in the forums, but I couldn't find it, so I'm putting it right here.

I don't know where you'd find em, but just like the A. Armor or the L.S., you could get magic boots that do... I don't know, something magic.

Name suggestions, off the top of my head: Sandals of Icarus (not really Doomish, Greek Mythology), Boots of the Deep, Sandals of the Furies (a reference to greek myth but ALSO a reference to Dante's Inferno) Greaves of Chiron (again, greek myth and Dante's Inferno), or, lastly, and see the water suggestion for this, "Flippers of the Zora" (working title)

Personal opinion, I like "Sandals of the Furies."

Boot Functionality: Any number of things! They could, of course, do the same old thing: just be really powerful boots: 16/16 or 12/12.

They could teleport you once per level, at will, as if you always had at least one phase device in your posession, use it by using the boots like items.

They could increase your speed a little like the hellrunner trait

They could increase your speed a LOT once per level, as if you were at beserk speed, activated by "U"sing the boots as items.

They could fly, meaning you can't pick up items (if only activated once per level) or totally ignore acid, lava, and water (too overpowered, if you ask me, unless you activate it once per level.) Again, activate it like an item.

If you call them flippers of the zora, you could use that water some more-- maybe submerge yourself in the water, giving added damage reduction/reduced to hit? Or increased speed in the water? Something.

They could allow you to move very quietly, reducing the monsters ability to notice you, effectively lowering their site radius, or something.

HERE is an idea i REALLY like, please consider this:
The boots could allow you to "dash" in a straight line, up to a certain number of squares. This would be done as follows. You activate the boots like an item, or press some keybind button, and the targeting screen comes up. You can move the target so many spaces away from you, say, i don't know, 4 spaces, and then there's an animation of your little @ sign moving over to that square, really fast. No time/rounds would pass during this period. In effect, it's a controlled telport a short distance away, basically the "Controlled Blink" spell in Linley's Dungeon crawl but with a cooler animation. This could be REALLY REALLY powerful, so the DOWNside is that  first and foremost, it's really short ranged, and either A. you could only do it once per level, or B. using this "dash" skill damages the boots AND can only be done every so often-like, once every "three minutes" or so. (I don't know how game rounds operate, so sue me.)

They could allow you to kick, Duke Nukem Style, so each melee attack you make WITHOUT a knife or chainsaw or LS adds knockback to your attack. (So, whenever you melee with a gun, or are unarmed, you knockback your enemy.) This one could be good or bad, or way too overpowered. Discuss, please!

Edit: Found the boots suggestion-- it's the very last one in this forum area.
Credits to the original forum thread, but I'll put it here too:

They could prevent knockback, stopping those pesky seargents from blasting you three spaces backwards into that hot lava!

11
This article assumes you looked at my dissertation on Green Armor, and skips some of that discussion.

http://forum.chaosforge.org/index.php?topic=714.0

The game has Special Armor found somewhere special. Well, in D&D, there is an armor QUITE similarly titled, the description is below.

Celestial Armor: This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to use fly on command (as the spell) once per day.
Faint transmutation [good]; CL 5th; Craft Magic Arms and Armor, creator must be good, fly; Price 22,400 gp; Cost 12,550 gp + 1,004 XP.

This translates into the following stats:
Light Armor:
Celest. Armor   +8 AC   +8 Max Dex   –2 AP   15% Spell Fail   20 ft. Move       20 lb. weight, User can fly 1/day

The only armor SIMILAR to this would be.... well, actually, none of them would be similar. If you have a good dexterity, this armor is better than any of the armors I created before-- green, blue, or red. The AC is not as high as the red armor, BUT the max dex is CRAZY. Which makes a lot of sense, actually. The FLY spell could be interpreted in our DoomRL example as being able to use a Phase Device once per level, or increasing your speed to beserk speed, or ignoring acid and lava, or some combination of the three. You decide.

Or, you could be totally boring, and just make it a slightly better version of my suggested red armor with a +6/+0 DR. Bleagh.

As a sidenote, there is also Demon Armor, but that's basically +4 full plate, which sucks compared to the Red armor I suggested.

It's interesting to note that the D20 Modern System has an Item called the L.S. (spoily!) I don't have the stats with me and it's not in the SRD, but I'll find it and present it here.

12
This article assumes you looked at my dissertation on Green Armor, and skips some of that discussion.

http://forum.chaosforge.org/index.php?topic=714.0

As stated before, Blue armor is like Medium Armor, and Red Armor is like Heavy Armor. We'll analyze blue armor first. Angelic Armor is a whole different discussion, and merits it's own section.

CREATING BLUE ARMOR:

First, let's take a look at the best 3.5 Med. Armor:
Breastplate   +5 AC   +3 Max Dex   –4 AP   25% Spell Fail   20 ft. Move   30 lb. Weight

The closest d20 Modern Counterpart:
Light-duty vest   +5 AC   +3 Max Dex   –4 AP    0% Spell Fail   25 ft. Move   8 lb. Weight

Now, the best d20 Mod Med. Armor:
Tactical vest   +6 AC   +2 Max Dex   –5 AP      0% Spell Fail     25 ft. Move    10 lb. Weight

Finally, take a look at the HEAVY armor listed in 3.5. Our armor will be very similar to this, only in a MEDIUM variant. Keep these stats in mind for when we finish.
Banded mail   +6 AC   +1 Max Dex   –6 AP   35% Spell Fail   20 ft. move   35 lb. weight

Finally, the d20 Future Medium Armor is essentially crappy medium Modern armor. I honestly don't know why the fuck they made it, as you get the exact same results with primitive kevlar as you do futuristic Sci-Fi carapace, apparently. (I DON'T recommend buying the d20 future book, if you didn't notice. Just use the SRD I gave you.)

Creation: First and foremost, just like in green armor, we'll just use the same stats they give in 3.5 and d20 Mod to make our own blue armor. +7 AC and +2 Max Dex. This is the same as a Tac Vest (above) with a small AC boost, just like before. IF there were a Medium 3.5 armor like this, this is the trend it would take. Armor Penalties are kinda iffy in d20 modern, as I stated before, but we'll do like we did in Green Armor, and take the AP given, -5, and improve it just a little: -4 AP. Again, 0% Spell Failure, but if you REALLY feel this is inaccurate, add the light armor spell failure, 15/20%. I maintain that it should be 0, as spells don't fail in the Doom Universe--they merely don't have enough magic power (The Artifact, the Soulcube). Finally, I feel that move speed is best represented in d20 Modern, as opposed to classic D&D, as illustrated in this chart:

Armor     D&D     d20 Mod
light       30 ft    30 ft
medium   20 ft    25 ft
heavy     20 ft    20 ft

As you can see, for some obscure reason, you move just as slowly in medium 3.5 armor as you do in heavy. You can debate this however you want, but, AS PERSONAL PREFERENCE, (and to keep with the theme that future=better) I will say that Blue armor gives a speed of 25 ft, not 20 ft. (Sidenote: d20 future armor moves 20 feet. This is retarded and the armor is, as previously stated, gimp armor.) Finally, if you look at the armor weights, you see that, in general, D&D 3.5 armors weigh ABOUT 4 times as much as modern armors, and future armors weigh a LITTLE less than modern. (Again, just following the assumed trend that future = better.) SO, if we take the weight of the banded mail and divide by about 4 (3.5, actually) we get 10. This is just like the base Tactical Vest from which we've been modifying all of our stats. Good! Finally, because it's the future, we'll lose 2 lbs. This 8 lb Blue armor weighs the same as the d20 Future Teh Suck armor, coincidentally.

FINAL STATS:
Blue Armor: +7 AC___+2 Max Dex___-4 AP___0% Spell Fail___25 ft. Move___8 lbs. Weight___Damage Reduction +2/+0 (see Final Analysis; ignore DR for d20 Modern)

Final Analysis, Blue Armor:
D&D: For every reason the green armor kicked ass, the blue armor kicks SOME ass. The increased AC and max Dex and really low AP make it essentially a +1 enchanced armor, and the 0 spell fail makes ungodly for spellcasters. You may or may not want to include this in your games. The increased move is quite nice, and just about anyone can wear it because of it's REALLY low weight. However, the reasons aren't NEARLY as nice as in Green Armor. I add Damage Reduction to this armor simply because without it, it's just a +1 Breastplate. 1000 years of technology for a +1 breastplate? Please.

D20 Modern: Again, very nice, but not QUITE as nice as in D&D. It's essentially +2 armor that weighs a little bit less, increasing the armor value by 35%. Not TOO great, but in d20 modern, armor enchancments are SUPER RARE past +3, (technically, they don't exist in the main game) and therefore an armor with the stats of a +2 armor is quite usefull. Not as good as green armor, but good. I'd say skip the damage reduction in this genre, and you still have good armor.

CREATING RED ARMOR:
Like I said, red armor=heavy armor. Lets look at the best heavy armors in the various genres:
3.5 D&D Heavy Armor:
Full plate   +8 AC   +1 Max Dex   –6 AP   35% Spell Fail   20 ft. Move   50 lb. Weight

D20 Mod Heavy Armor (if you make puns about the name, I will smack you):
Forced entry unit   +9 AC   +0 Max Dex   –8 AP      0% Spell Fail   20 ft. Move   20 lb. weight

Finally, the one non-stupid d20 Future Armor (Heavy):
Unisoldier armor   +10 AC   +1 Max Dex   –6 AP      0% Spell Fail   20 ft. Move   30 lb. weight

Actually, when you look at the armor, the Unisoldier armor is pretty much what we'd come up with if we continue our basic patterns of analysis. Actually, we'd come up with this:

Theoretical Red Armor: +10 AC___+0 Max Dex___-5 AP___0% Spell Fail___20 ft. Move___20(ish) lb. Weight.

And honestly, I like the d20 Future armor better. I'd say THAT is the best example of red armor in the game, and it's official Wizards of the Coast material, too. We'll modify the weight just a WEE bit. I like the weight of the d20 mod heavy armor, and future armor weighs MORE than that for some reason (again, future = stupid, apparently) so we'll just pick a number.

END RESULT:
Red Armor: +10 AC   +1 Max Dex   –6 AP      0% Spell Fail   20 ft. Move   20 lb. Weight, Damage Reduction +4/+0 (ignore DR in d20 Modern)

Final Analysis, Red Armor:
D&D: Red Armor WITHOUT DR +4/+0 is pretty good, but not as good as blue armor, which in turn is not as good as green armor. This is why I added the DR to the Red Armor, and still feel it isn't overpowered. The fact is, the added AC is canceled out by the fact that AP is the same, so it's not as good as blue armor. It's still just a +2 enchancment of basic full plate, if we disreguard spell failure. Not too hot for some super space tech armor. That's why I include the DR +4/+0; it keeps the DoomRL feel of the armor, and makes it quite a formidible armor for D&D.

D20 Modern: REALLY darn good for this genre--it is essentially +4 armor in d20 modern terms! (+1 AC, +1 Max Dex, +2 AP) And like I said before, you don't modify armor much in d20 Modern, so the +4 is CRAZY good. No need for DR here. Mastercraft the armor (you can add +3 mastercraft in D20 Modern) and you have some GREAT protection.

Conclusion: I reiterate the fact that this data is MERELY extrapolated from the statistics given in D&D (Middle Ages), D20 Modern (Present), and D20 Future (Doom Era Time Period.) It's not very Doomish... actually, it's really not at ALL doomish. But it's what Wizards Of The Coast would make for a Future Setting, given the patterns of the previous settings. The only thing that makes it DoomRL-ish that DOESN'T follow the pattern given previously is the DR, which is discussed above.


EDIT:
I decided that the lack of Spell Resistances in d20 Modern is a typo--there are a SHIT LOAD of typos in the d20 Mod book (don't buy it, it's a waste of money, you'll have to spend 2 hours fixing all the screwed up rules, just use the SRD) Therefore, in my final wiki format, I will add a SR.

13
Discussion / Submissions: D&D Items: version 3.5: Green Armor
« on: March 02, 2007, 22:05 »
WARNING: DO NOT READ THIS IF YOU DON'T KNOW MUCH ABOUT D&D, and thus, are NOT a huge nerd.

I looked over the D&D item submissions. I'm a fan of D&D version 3.5, and a HUGE fan of d20 Modern, which is BASICALLY the same system. The difference between Modern and classic D&D allows us to extrapolate data on a type of armor found in a FUTURE setting, such as the Doom world. There is also Future armor, and I include this in the mix, but it sporadically follows the pattern of the first two systems, and only the heavy armor is really representative of the doom universe. All references can be found in
D&D 3.5: http://www.wizards.com/default.asp?x=d20/article/srd35
D20 Modern and D20 Future: http://www.wizards.com/default.asp?x=d20/article/msrd
these are open to the public and free to distribute.

Making Green Armor for D&D 3.5 or D20 Modern:

For current items, I ASSUME that the items are modeled after 3.5. This means green armor gives average damage reduction 3.5 and +4 AC (NOT creating a miss chance of 20% with every hit.) The damage reduction makes the simplest armor pretty darn powerful, as if it were "Invulnerable," a +3 Enchancement. Not TOO unrealistic for a future armor, but I think there are more accurate items out there. If the item DID create a miss chance of +20% miss chance, it would be like the Ethearealness enchancement, which makes it WAY to freaking powerful, IMO. Plus, there are no weight stats,  or max dexterity stats, etc. (I disreguard nonproficient stats, as those are only applicable to D20 Modern.) My armor suggestions give all of these. If the armor is NOT version 3.5, then we have no issues, as my suggestions give a new 3.5 armor.

There are three types of armor in Doom (G, B, R.). There are ALSO three CATEGORIES of armor in D&D and D20 Modern--light armor, medium armor, and heavy armor. It makes sense that green armor is therefore light armor, blue is medium, and red is heavy. You could argue differently, but we only have one style of player, the unnamed marine, and if he is a bruiser-- a fighter (3.5), soldier (d20 Mod) type character, then this assumption is valid. (whereas if he was some super dextrous character, he would do better in green armor then in red, and my whole argument would be thrown in the toilet. And don't start saying different level up patterns represent different characters, we'll be here all day. Just say that the different trait/level ups are "feats" and we'll leave it at that.)

Lets take a look at the SECOND best light armor in Iron Age/D&D 3.5 terms:
Studded leather   +3 AC   +5 Max Dex   –1 Armor Penalty   15% Spell Failure   30 ft. Max Move    20 lb. Weight

BEST light armor, 3.5:
Chain shirt   +4 AC   +4 Max Dex   –2 A.P.   20% Spell Failure   30 ft. Max Move    25 lb. Weight

Now look at the BEST light armor in Modern Age/D20 Modern terms:
Undercover Vest   +3 AC   +5 Max Dex   –2 Armor Penalty   30 ft Max Move   3 lb. Weight

There is no comparable D20 Future armor; therefore, we'll create the Doom armor now. Basically, the idea is that futuristic light armor gives about the same defense as modern or archaic armors, but is far lighter and easier to wear.

First and foremost,  the best d20 Mod light armor resembles the armor second only to chain shirt. However, our doom armor will look like chain shirt because it's easy to identify the pattern of improving armors if you look at a table of them. AC and Dex are the same for modern and 3.5, so we can easily extrapolate a basic idea for doom armor based on chain shirt: +5 AC, +4 Max Dex. The bump up in AC represents the improved material of future armor. Armor Penalties are nearly the same--d20 Modern has some harsher penalties than future or 3.5, and we will ignore these. We assume that our doom armor has -1 A.P., as this the next step up from chain shirts, but not 0, because surely there is an even LIGHTER doom armor just not mentioned. Spell failure is VERY NOTABLE-- as far as I can tell by searching the SRD and the wizards of the coast official rules modifications, modern armors have no spell failure chance! We can extend this pattern to future armors, meaning items that create spells, such as the soul cube in Doom 3, never fail. This makes sense, because it doesn't. Speed always stays the same, and does so with our armor.  Weight is the OTHER exception-- there is a MASSIVE difference between modern and archaic weights. Future armor doesn't really get much lighter (d20 future armor is just a tad bit lighter than d20 modern armor.) 3.5 light armor is about 6 or 7 times as heavy as modern armor, so our doom armor WOULD be 1/6th the weight of chain shirt, 4 lbs, but like i said, future is lighter than modern, so we'll make it 3 lbs, just like the undercover vest. Note that no one value is particularly high; the armor is just better in many ways than it's predecessors. As for damage reduction, that depends on whether or not you want to include those spell failures, or whether or not you even have spells in your campaign. Discussed below.

As a side note, d20 modern has it's own stats for leather armor and chain shirts, but these are non-canon and we're basically making D&D items anyway, so we'll totally ignore these P.O.S. items.

The End Result:
Green Armor: +5 AC___+4 Max Dex___-1 AP___0% Spell Failure___30 ft Max Move___3 lbs Weight___DR +1/+0

Final Analysis: As far as D&D is concerned, green armor would be the BEST damn armor available for light armor wearers, period. Primarily because it has no spell failure, and that makes it a spellcaster's wet dream. (remember, it is NOT enchanted or special in any way, unlike the rare armors listed in the DMG.) But in addition to the spell failiure, the +1 to AC and lower armor penalty give it properties similar to a +1 magic item, and the 3 lb weight limit is essentially like another +1 enchancment. All in all, if you actually used this armor in your game, it would be like adding two or three levels to your spellcaster, or using armor that has a +4 or +5 enchancment. (+2 if you decide to use spell failures) If you decide to use spell failures, however, the +2 isn't so hot, and thus, I think that a DR +1/+0 is both doomish and necessary. Keep in mind, this is WITHOUT magically adding other spells to the armor, which would make it even MORE badass.

As far as D20 Modern is concerned, the armor is still pretty good, but not incredible. The +1 AC and lower AP give it a +2 enchancement, increasing the value of a similar armor by about 40%. Keep in mind you could still mastercraft this armor, making it even better. There is a similar MEDIUM armor in the game, below:

Medium Armor                     
Concealable vest   +4 AC   +4 Max Dex   –3 AP   25 Max Move   4 lb. Weight

As you can see, it lowers movement, and it's stats are worse, AND it's medium armor, so you'd have to take another feat to get it. All in all, if you put green armor in a D20 Modern game, it would be QUITE a nice item to have, especially for someone who isn't too good at wearing armor. Not as good as in 3.5, but not bad nonetheless. I wouldn't put DR in it in this genre.

Conclusion: There you have it. I stress to you that this is not a strictly DOOMISH armor, but merely the future setting armor that would be created if we follow the patterns given in D&D and D20 Modern. You MAY not think that armor that weighs only 3 lbs is realistic, or that it's too weak, or whatever. I stress that, with the exception of DR, I am ONLY following the trends given by WOTC. I will await your comments before I place this in the wiki, and will proceed to analyze blue (medium) and  red (heavy) armor.


EDIT:
I decided that the lack of Spell Resistances in d20 Modern is a typo--there are a SHIT LOAD of typos in the d20 Mod book (don't buy it, it's a waste of money, you'll have to spend 2 hours fixing all the screwed up rules, just use the SRD) Therefore, in my final wiki format, I will add a SR.

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