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Messages - Tavana

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751
Requests For Features / Re: You've said no, but...
« on: October 23, 2009, 03:13 »
As per my first post, here's an expansion of other ideas:

 -The closer they are to the player, the higher chance you'll go "A spectre! Invisible sonuva..." and notice him outright.

For me, in Doom, I didn't notice spectres too often in huge areas when they were far away. With the superiour graphics of DoomRL, perhaps you'd have a better chance, but we'll just say you don't. So, the chance you can see a spectre (i.e. the chance he'll turn from different coloured "." to "c") starts a 0% and raises up to 100%, ending just one step away from you. Hence you will ALWAYS see a spectre before he can attack you.

This seems fair to me. Perhaps Eagle Eye and Cateye can give bonuses to the chance to see Spectres. Though Intuition 2 makes the bonus unnecessary anyhow.

 -Make spectres nearly identical to demons, but faster, and have less health.

My idea behind this is that they run up on you pretty quick, but one or two shots kill 'em dead. Thus, if you don't notice them, it's not TOO big a deal. Perhaps ramp their damage down and up their speed even more, so they're like a mosquito. They don't hurt much, but they sure bite a lot.

Another SOLID reason that we NEED spectres in this game: AoB. We're losing out on another melee only creature!

752
Forum / Re: Avatars
« on: October 21, 2009, 08:58 »
Avatar request! You know you want to...

753
Requests For Features / Re: New trait - Salvage
« on: October 19, 2009, 15:33 »
AdvTech Weapon Pack does that, BDR. Found one yesterday.

Perhaps just add another weapon mod that strips the mods already placed on the weapon, and make it a Unique as well? Then give it a 50-70% chance to spawn somewhere you'd not want to go unless you had to?

754
Requests For Features / Re: New trait - Salvage
« on: October 19, 2009, 01:48 »
... Who in their right mind  ...

We're talking about people who play DoomRL, right? o.o

755
Requests For Features / Re: New trait - Salvage
« on: October 19, 2009, 01:10 »
I'd agree that there is some appeal to getting mods back out of items. The question here is more how to go about doing it so it's not stupid, and not overpowered.

Perhaps you could deal with it on a mod type basis? You've got an advanced weapon with P3B2A1, giving 100% chance of a power mod, 50-75% chance of a Bulk mod, and 33% chance of an accuracy mod. But you can only get one of each type of mod, and you're guaranteed at least one mod if you have four mods in the item (yes, even if it's P1B1A1T1).

Even so, I'm not sure this would be worth aquiring except for a different style of play/a new badge.

756
Discussion / Re: Need a quick response
« on: October 18, 2009, 15:25 »
Apply it to your forehead for infinite wisdom. Or to turn yourself into a borg.

757
Discussion / Re: just a question about badge
« on: October 18, 2009, 15:17 »
Lucky phase devices. Get a homing one as well for the guaranteed exit.

758
Requests For Features / You've said no, but...
« on: October 18, 2009, 05:24 »
Now. This is something I really think needs to happen. Spectres. Now don't stop reading. Seriously. It's Doom. It's pretty much the last thing that needs to be put in to make this Doom. I want to make a DoomRL Mod of the Doom Comic, and I want to make a DoomRL Mod of...well, Doom. As close to the levels as can be done. This requires spectres.

I understand that if we get together and mod, we can put spectres in ourselves, once DoomRL becomes moddable. But I'd like to get it put in anyhow. Otherwise it will take more effort. =P

Here's my two cents:
 - Only introduce spectres on levels with barrels.
 - Make them spawn as "." 's. A different colour. Off-black or something.
 - Shooting them/explosions makes them visible for at least ten turns, or forever. They would be dark red "c" 's
 - exactly same stats as demons except for: they're slightly faster, but less health.

Worst comes to worst, when you unlock DoomRL for modding, we'll get them in and show you "the light".

759
I feel that "Soldier" listing at the top of the @ screen is lonely, and that it should reflect your Challenge status. Hence, if you're an AoB, it would read Angel of Berserk.

Basically, this is for me and a few other people who actually save their games, so they can load it up and go "Oh, this is the challenge I was doing, right."

760
Pre-0.9.9 / Re: [E|93%|YASD] I was able to ENTER the Vault...
« on: October 15, 2009, 04:05 »
That's what I thought, but I was confused because i'd think that you'd have more of a chance to tele out if you had none O_o

Kornel + Doom = You're screwed.

Is that actually from the code or did you make it up? :P

The above equation is from the source code. But DoomRL is still in FreePascal, so...

761
Pre-0.9.9 / Re: [E|93%|YASD] I was able to ENTER the Vault...
« on: October 15, 2009, 03:01 »
Basically: If you have a homing phase device and thereby a free trip out, there's a 20% change the teleport will spawn, so you don't have to waste it.

If you just have phase devices, then it's a 20% chance, plus 5% for every phase device you have. In other words, the more phase devices you have (and thereby the more likely it is that you could get out on your own) the more likely it is that you'll get a teleport.

And in all other cases, there's only a 5% chance of a teleport that you can't reach, because it's Doom.

Welcome to PseudoC++, where all the functions are made up, the ints are long, and the barstaff is above average.

762
Pre-0.9.9 / Re: [E|93%|YASD] I was able to ENTER the Vault...
« on: October 14, 2009, 15:41 »
Code: [Select]
If (Player.Inventory.ItemsCheck("homing phase device")==TRUE)
 TeleportSpawnChance = 20;
ElseIf (Player.Inventory.ItemsCheck("phase device")==TRUE)
 TeleportSpawnChance = 20+(Player.Inventory.Count("phase device")*5);
Else
 TeleportSpawnChance = 5;

EDIT: This is why I only code at night. Code written in the morning never does what you think it will.

763
Off Topic / Re: Kornel's Christmas present
« on: October 13, 2009, 05:33 »
Sparks. Seriously.

764
Off Topic / Re: Kornel's Christmas present
« on: October 13, 2009, 05:05 »
Sparks.

765
Discussion / Re: New DoomRL homepage!
« on: October 11, 2009, 00:44 »
A screenshot section wouldn't go amiss, I reckon.

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