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Messages - Neth

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1
Requests For Features / Re: New Traits
« on: December 11, 2006, 11:58 »
OK so Ammo sharper is not good thing, but ammo gainer may be left=)

Charm... hmmm... ok, no charm, maybe this

Nerve Shot (spc trait 2 SoaB) (max 3)
Each your shoot make enemy go nuts =P. each level makes enemy shoot at random direction for 20 moves

2
Requests For Features / Re: New Traits
« on: December 11, 2006, 11:43 »
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Swimer is worthless. On the lower levels you don't see water anyway.
OK so maybe in "hazzardous materials" too? =P
Quote
Theres something I don't like about basher... oh wait, it's the fact that it makes melee even easier. (90% chance at level 3 for 90 turns? Come on! Melee is doable, AoM is impossible right now.)
In basher I meant not only H2H bashing but a "bullet bashing" too =P
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Kicker might be okay. I like the idea that my PISTOL can get +3 knockback. Take that V!
yep, thats good trait=)
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Charm. No. No no no no no. No.
agreed in this, but it'll fun when you control cybie=)(or JC) so just good to be only as a spoiler=)
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Ammo gainer. My backpack is typically full of ammo for weapons I won't get until much later. I don't need any more.
Ammo sharper. Not only is it physically impossible to turn 20 handgun rounds into a rocket anyway, it's also ridiculously unbalancing.
maybe you have an "Hell smith" in your backpack=)
unbalancing... maybe=) so it will be good to make a 50-200%% loss of ammo that you convert when converting=P

3
Requests For Features / Re: New Traits
« on: December 11, 2006, 11:24 »
Hell walker (spc trait need lvl 2 Hell Runner) (max 2)
deceraises damage done to you from hazzardous materials like lava or acid

Swimmer (spc trait need lvl 2 of SMTHing) (max 1)
lets you swim in the water, that makes you invisible, but when you shoot, you became visible and your weaps are more "off-targeted"

Basher (spc trait need lvl 2 of SoaB) (max 3)
each lvl of this trait will make enemy bashed for 30 turns with 30% of sucsess

Kicker (spc trait need lvl 2 of Finesse) (max 3)
each lvl will incraise knockback of your weap by 1

Charm (spc trait need lvl 3 of intuition) (max 1)
lets you control target of enemy if you hit this enemy (enemy from which "face" you'll do attack)

Ammo gainer (trait) (max 3)
incraise amount of ammo that you get by 20% each level of this trait

Ammo sharper (spc trait need lvl 2 of Ammo gainer) (max 1)
let you convert one type of ammo to another with a spc koffs, like:
20 bullets - 1 rocket
5 bullets - 1 plasma
10 bullets - 1 shell
5 plasma - 1 rocket
3 plasma - 1 shell
3 shell - 1 rocket

hmmm... think this would be nice... vote=)

4
Discussion / Re: Undoomish, but DoomRLish
« on: December 10, 2006, 14:22 »
what i wait? I wait for a RPG with unlimited abilities... lots of abilities and lots of plans I planned for my future=) at least I'll start to program a some sort of great RPG game when I "reach" 16 years=) yep I'm 15 year old programmer, it's cool :P

my favorite things in the games - unlinear, puzzlesolves, teamworking (even with NPC =P). And my "favorite of the most favorites" is history of the world of this game... it thats make you get really deep inside the atmosphere. Let player feel 100 tons weight of choice... so he will think much better, but still it a rpg-shooter, so enemies let you think faster=)

5
Discussion / Re: Doom2RL?
« on: December 10, 2006, 13:58 »
He=) thats a good news=)

6
Discussion / Re: Undoomish, but DoomRLish
« on: December 10, 2006, 13:57 »
I'd probably want to stick to original Doom atmosphere, but in addition to RPG incorporate some adventure features: an extended storyline about eternal fight between Good and Evil, in which our unfortunate marine is caught, a concept of hubs similar to Hexen (you can re-visit previous levels within one "hub"), solving puzzles, monsters to interact (e.g. Angel of Death might tempt you to join him), etc....

yep... I like this idea :P
It's good to see marine in choice between good and evil... may be NPC dialogs will be a good addition, and storyline... and... and... and unlinear storyline ("what side you'll join?")

7
Discussion / Re: Undoomish, but DoomRLish
« on: December 10, 2006, 13:52 »
Yeah, but it could also be named "MarineWithGunsRL", for that matter:P
after this, you can name it DOOMEDRL... =) think this better
It already IS something different from that Doom atmosphere ;) Yet you can still recognize the Doom factor in the game.
Yep=) but we go out of topic - I think that it better to "sacrafice" Doomishnes to make game sort of unical, maybe=P
If you don't like a mod, you don't use it. Simple as that. Don't want ANY mod? Play the base game. It's not mandatory to use mods in games. Doom and Doom2 had LOTS of mods, yet I can still play it as it were the first time I played it!

Imagine: Plasma pistol (which is more WH40k like than Doomish) mod. You do want a plasma pistol? Fine, you install the mod. You don't like it? You don't install it.

The same with GTA. I can play GTA without installing mods. So this game will not be different ;)
Hmmm but I still think that its better that mods will make not "all the people in the world" but only a "bunch of trusted programmers"=)
Make a RL without strategy that can still be enjoyable and the tell me how you did it :P

The thing with RLs is, precisely, that you can meditate your actions and do whatever you feel it's necessary doing the next turn.

Also, as I already said before, the fact it's turn-based is a GREAT jump from classic Doom. So the idea is to retain as much Doom atmosphere as possible while still being a new and original game, in my opinion :)
Yep, you right... but its possible to make a RL game without strat
and again YEP - its a great jump... but many of things in the game changed... so... and I think theme "Angels, Death, Deamons" is more native for Kornel, isn't it?=)
With this I agree: Graphics are for heretics!:P
"graphics are for HereticRL" maybe :P
but still need to say... I like an ASCII version

8
Discussion / Re: Doom2RL?
« on: December 10, 2006, 13:24 »
HELL YEAH!!!
thats a good news :-P
THNX!

9
Discussion / Re: Undoomish, but DoomRLish
« on: December 10, 2006, 13:20 »
Open vocabluary and find word DOOM:"an unpleasant or disastrous destiny"
so it still can be called doom

it's first

second: I have already played doom 1,2,3,2d and others and I killed lots of zombies, deamons... but DEATH=) hmmm that make me think will I play this game from doom seria that is "best game what I love but I had enough of it", or not, because all of it I have already seen... so new will be good. it nice to see something diffirent from old doomish atmosphere

third: modmaking... hmmmm this I hate in the game... mission making, scenario making - I love(I'm a sort of profcreator... my favorite task is to create "hell yes brainf***" missions=)), but modding... only if you, Kornel, trust those moders. you ask why? Look at GTA3... good game... but mods.... OMG OMG OMG OGM OGM OGM=) game atmosphere lost, something awfull can be adden and reputation of the game goes to a HELL

fourth: it nice to see a "tactica control" in this game... lots of strat need to be in this game... think - STRAT - IS UNDOOMISH =) EXP - IS UNDOOMISH, so... game is doom like, or better to say "another leaf (or node) of Doom tree" ... and it is a good "leaf"...
last(offtopic): sorry Kornel... but graphic ****... for me... it's nothing, game coll, graphics do not matter... but for 95% of my friends its better to have a graphic game, not ASCII... but still good idea is to create a graphic verion and ASCII version

huh... for now it's all

10
Discussion / Undoomish, but DoomRLish
« on: December 10, 2006, 12:50 »
I think, that "Doomishmania" must end, since DoomRL turned to a "selfworking project". Something (like AoD) is already implemented, and I prefer if this will not be end of "Angels vs Death and Deamons alliance" theme
Own history, some new weaps, but other can be from Doom2...
hmm its just an IMHO, so...
but I think it will be good to think about what I think =)

11
Discussion / Re: Doom2RL?
« on: December 10, 2006, 12:35 »
yep, I can

as I can remember, DooMRL2 will be a tilegraphic game=) (beter to be true)

12
Requests For Features / Re: [nt] Armor Piercer
« on: December 10, 2006, 11:07 »
Hmmm it will be usefull if armor which you shoot won't became damaged=)

13
Discussion / Re: Water
« on: December 03, 2006, 09:43 »
This is a more vialable option -- although the lightning gun idea still tempts me :)
in DooM2D BFG9k and plasma gun have same effect as shaft(electro gun) in Q, and it's physicaly true=)

14
Requests For Features / Re: Shell
« on: December 02, 2006, 12:25 »
But they are both used for changing equipment, except "e" way is very much redundant.
"e" - let's you look at your skills, and deequip armor, weap, bots, swap weap
and lets you equip a swap weap

15
Requests For Features / Re: Shell
« on: December 02, 2006, 12:18 »
The "i" key ? Then that means there are duplicating functions. "e" and "i". Doesnt make much sense...
"i" - means "Inventory", but "e" - means "Equipment"

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