Chaosforge Forum

  • April 15, 2024, 22:32
  • 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 - Ander Hammer

Pages: 1 ... 3 4 [5] 6 7 ... 26
61
Requests For Features / Re: More description for the carnage
« on: April 11, 2012, 19:25 »
I'd lean towards agreeing, but I also lean towards combat already being unwieldy enough, and we don't need to make it easier to hit a (more) prompt... there are ways to lower the incidence of it, like condensing shotgunning a group or chainfiring a bunch of things, but it would take a lot of effort.

62
Requests For Features / Re: Kill Counts in HUD
« on: April 10, 2012, 07:02 »
I mean - this information may be in HUD, and player don't waste time to use "Info Screen" to view kill count.

What player is going to want to know exactly how many monsters he's killed at all times?

It takes less than a second to hit '@' and that screen is chock-full of useful information... in the current release. Next version will make it even better.

63
Requests For Features / Re: The Horrible Ideas Thread
« on: April 06, 2012, 10:05 »
Quote from: ih8regin and other people
a bunch of technical stuff

I tried to avoid going into too much detail, but I think I underestimated the DoomRL forum's ability to not choke on obtuse concepts like granting Doomguy infinite energy and having his turns still take time, but happen instantly, with the end result being timed things still happening to him and things he's manipulating - allowing powered armor to regenerate or weapons to be reloaded or medpacks to be picked up - while nothing else can move - nukes or lava crawls or monsters. Or bullets, which would stop once they left the gun barrel, pointed at the thing he was shooting, primed to fly forth and all miss due to being out of LOS hit at the same time as the other fifty in the volley.

For bonus points, the next action of anything in sight range would pretend Doomguy was still standing in the same spot when time resumed. Somewhat handy if you're surrounded by Barons or something and want a cheap laugh.

I think a consume+carry would either be too weak to be useful or a free boss kill, though...

64
0.9.9.6 / Re: [E|YAAM] Newbie's Delight
« on: April 06, 2012, 03:52 »
Play an Ao100 game far enough and you might be able to pick up some Bru, and/or WK up a melee weapon that isn't worthless.

Alternatively, I think it's kind of funny to just waste a few traits in Bru and punch out anything that you can't/won't cornershoot past 'almost dead' before it's in melee range.

Or simply YAAM AoB. If you zerk while wearing red armor and zigzag your approach, it's pretty much over against a lone mancubus.

Or just don't toss the chainsaw in your normal games and hope for an invul, like Klear said.

65
Requests For Features / Re: The Horrible Ideas Thread
« on: April 06, 2012, 01:54 »
I can't believe this topic has to be necro'd.

Special Stopwatch
Usable item (once if random drop/exotic, perhaps more than once as a special reward for a level (that doesn't exist yet))
OR
Powerup (soulsphere/invul/megasphere level?)

A fancy pocketwatch befitting a gentleman or lady.

On use, makes a certain set number of Doomguy's actions take 0s - no monsters can move or attack.

Items can be picked up as normal. Optionally, no ranged attacks launched will actually fire until time re-starts, as they all happen in the same instant.

66
Requests For Features / Repeat Level Feeling
« on: April 03, 2012, 17:13 »
For the uninitiated, the level feeling is the message(s) shown after 'You enter level x' upon entering a new level in many roguelikes.

Far too many times, I've just been derping around, speeding through, or tired, and completely spaced what Doomguy noticed when his boots hit a new floor, usually after feeling relatively safe. Setting the message buffer to something obscene and scrolling all the way back works, I guess. Having a key that re-prints the message would be a lot handier, though.

67
Discussion / Re: ASCII graphics for Doom - Now with download!
« on: April 03, 2012, 17:07 »
There's cornershooting in Doom now?

Ever played Doom? If you're good, you can get Cybie's rockets to clip a pillar while still being able to shoot him with hitscan weapons.

68
Bug Reports / Re: [0.9.9.6G Windows] Multiple AoD bugs
« on: April 03, 2012, 17:01 »
Obviously we need to remove corpse-stacking.

It's true that AoD is kind of AoN!, but without those base traits in place, there's no Nightmare Squared mode (N! AoD), and masochists or God Hands (or is there a difference?) will have one less super-hard option in the game.

In all seriousness, at this point I'd kind of like to hear a dev's thoughts on the matter.

Also, I know it's a challenge mode, but if you're not playing N!, you shouldn't be forced to employ advanced tactics.

Emphasis mine. Why not?

69
Requests For Features / Re: Damage report
« on: April 03, 2012, 06:53 »
Quote
nitpicks

You know what I meant... some sort of in-game indication that certain medals you're shooting for have been earned (or failed).

70
The other one is closer, but you have to open the door

Open it the way men do: with a gun.

71
Put all those points in SoaG and Dualgunner? Nice, now watch me NEVER give you a single more powerful pistol and instead hand over all these shotguns and chainguns!

Feature exists: all weapon-restricted challenge modes.

72
Requests For Features / Re: Damage report
« on: April 03, 2012, 02:56 »
How about just the ability to track certain badges/medals? Like Gatekeeper, no-damage trophies, Iron Fist or Knives, etc.

73
Adding on to this:

Maybe something like an effective +2 sight radius for people with intuition - 'effective' but not actual, meaning simply that the game 'pretends' you can see an enemy one-two squares away from being in LOS, but will ignore an enemy two squares away with a good, solid wall between you.

Same effect, but simply +1 radius for tracking maps.

74
For all you people saying that shift-R is useless, consider:  the Invulnerability Globe grants 50 *actions* worth of invuln.

Is this still true? I know it was (and might still be), but I thought powerups were switched to a set amount of game time in some recent version.

Speaking of mancubi, if there's one thing everyone agrees on, it's that they are assholes.

Naw, they're cute bags of meat. I love filling them with bullets and then punching them to death.

75
From what I understand, they were really pushing the graphical version. I had read in places before that the feature was intended for DoomRL 1.0.0.0. The game's not perfect yet.

I don't really count myself among the super pro, but you might come off as a little less hostile if you reined in some of the metaphor.

Pages: 1 ... 3 4 [5] 6 7 ... 26