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Messages - Psion

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16
Requests For Features / Re: New unique items
« on: September 24, 2009, 17:40 »
Chaos Blaster - Weapon.  Fires a random amount of projectiles with random damage, accuracy, and area of effect.  Uses a random amount of energy when fired.  Projectiles and explosions tend to be in rainbow colors.

Icon of Chaos - Usable Item.  Reusable.  Everytime you use the icon it acts as if you had just pulled a random type of lever.

Freeze Ray - Weapon.  Deals no damage but freezes the target in place for a certain amount of time.  Unique enemies are immune.  Uses Energy.

Delayed Blast BFG - Weapon.  Fires a BFG shot that hovers in the target square for a certain amount of time before exploding.  Deals much more damage but can hurt you as well.

17
Requests For Features / Re: Spicing up Ao100
« on: September 20, 2009, 19:46 »
Make Ao100-only enemies.
Brace yourself for an odd suggestion: Boss monsters... and by boss I mean like diablo/diablo 2 i.e. befed up regulars with special abilities and a name. From what I remember there was a discussion on these waaaaay back and most people thought they don't really fit... and while I understand that sentiment with regular DoomRL I think that with "deep dungeon" theme Ao100 might potentially be a place for them.

This.  I remember that thread and it would be awesome to see some of the ideas implemented.

18
Requests For Features / Re: About Arch-Viles
« on: July 11, 2008, 13:34 »
That's some serious sorcery!  It can raise the dead and create ammo from thin air.

19
Requests For Features / Re: Unique monsters and bosses
« on: July 11, 2008, 13:32 »
What about a thief kind of enemy that's invisible and, instead of attacking you, steals items or ammo?  Of course if you can find it you can kill it and get your stuff back.

Also, this game has zombies which fairly well demands some kind of necromancer enemy (the Arch Vile doesn't really cut it).

20
Requests For Features / Re: Request for Ideas : Unique Items
« on: April 09, 2008, 18:21 »
Nanotech Smart Rifle - A weapon that uses nanotechnology to reshape the bullets on the fly.  It has two modes that can be switched around with special reload.  The first is a three shot burst of regular pistol shots.  The second uses three bullets and fires one massive shot that causes 4d4 damage and has a small blast radius.

Disruptor - An energy gun that fires greenish beams capable of vaporizing enemies and walls.  Fires a single shot that does 2d10 damage and eats walls like a blast.  The disintergration effect ignores an enemies armor rating when determining damage.

21
Requests For Features / Re: Unique monsters and bosses
« on: January 29, 2008, 18:34 »
I don't know about mobs.  A handful of unique or random monsters scattered lightly through the game would go a long way.  Also, I can't see many people caring about the history of a particular monster.  Not in DoomRL at least.

22
Requests For Features / Re: Unique monsters and bosses
« on: January 21, 2008, 18:25 »
What about a system to generate random unique monsters (similar to diablo 2 or hell gate) where the monsters are based off common monsters but given more hp and some random traits?

Some monster trait ideas
Charged - After you hit this monster it releases a few plasma shots in random directions.
Hyper - Moves and attacks faster.
Mighty - Melee attacks hit harder.
Retrofitted - Comes equipped with two random standard weapons that it can fire at the same time.
Phased - Can move through walls and halves all damage taken.
Unstable - Explodes violently when killed.
Teleporter - Can teleport.  What a surprise.
Cursed - When hit with a weapon the attacker takes a small amount of damage.
Hardy - Improved armor resistance and more hp.
Spawner - Splits into ordinary copies of itself when it dies.
Vampiric - Drains health with non-weapon attacks.
Regrowth - Regenerates hp slowly.

23
Pre-0.9.9 / [ M | 96% | YAVP ] Lucky as hell.
« on: December 26, 2007, 13:31 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.8) roguelike post-mortem character dump
--------------------------------------------------------------

 Psion, level 10 Former Human Corporal, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 109363 turns and scored 93988 points.
 He didn't like it too rough.

 He killed 583 out of 608 hellspawn. (96%)
 He held his right to remain violent.

 He found the Phobos Arena.
 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
 He was caught in the Mortuary!
 And he managed to clear it!
-- Graveyard -------------------------------------------------

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

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

  Health 63/70   Experience 45778/10
  ToHit +6  ToDmg Ranged +3  ToDmg Melee +3

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

    Ironman        (Level 2)
    Tough as nails (Level 3)
    Son of a bitch (Level 3)
    Eagle Eye      (Level 2)

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

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

    [a] [ Armor      ]   Angelic Armor [6/6] (61%)
    [b] [ Weapon     ]   modified plasma rifle (1d9)x8 [16/40] (D1)
    [c] [ Boots      ]   protective boots [4/4] (100%)
    [d] [ Prepared   ]   rapid chaingun (1d6)x5 [50/50]

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

    [a] advanced BFG 9000 (10d8) [10/130] (M1)
    [b] red armor [4/4] (100%)
    [c] red armor [4/4] (100%)
    [d] red armor [4/4] (100%)
    [e] 10mm ammo (x100)
    [f] 10mm ammo (x100)
    [g] 10mm ammo (x100)
    [h] 10mm ammo (x100)
    [i] 10mm ammo (x100)
    [j] 10mm ammo (x100)
    [k] 10mm ammo (x100)
    [l] power cell (x8)
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack

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

    121 former humans
    86 former sergeants
    31 former captains
    33 imps
    69 demons
    58 lost souls
    22 cacodemons
    18 barons of hell
    1 Cyberdemon
    18 hell knights
    7 arachnotrons
    4 former commandos
    7 pain elementals
    9 arch-viles
    2 mancubi

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

  He started his journey on the surface of Phobos.
  On level 6 he stormed the Chained Court.
  On level 11 he ventured into the Halls of Carnage.
  On level 22 he was foolish enough to enter the Mortuary!
  He managed to clear the Mortuary from evil!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 You use a large med-pack. You feel fully healed. 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 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 missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The Cyberdemon dies. Congratulations! You defeated the
 Cyberdemon! Press <Enter>

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

 Before him 8 brave souls have ventured into Phobos:
 7 of those were killed.
 And 1 couldn't handle the stress and committed a stupid suicide.

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

DoomRL loved me today.  I found all the ammo and armor I could ask for.  I finally got through the mortuary successfully but only because there was a supercharge and an invincibility globe right in front of the entrance.  It's nice to finally get the damage bonus from Son of a Bitch (and it doesn't seem unbalanced).  Triggerhappy seems like a waste of ammo so I didn't do it this time.

24
Discussion / Re: Call of Cthulhu RL?
« on: December 01, 2007, 11:56 »
Well I'd play it.  However it'd be hard to really get the major themes of Call of Cthulhu into a roguelike.  The actual role-playing game and the stories it's based upon really don't fit the mold.  You investigate, find clues to what's going on, investigate more, find clues to on how to stop whatever horrible fate might happen, then use the clues to put a stop to the threat.  Assuming you don't go insane or get eaten first (and in the role-playing game there are always casualties).  It works great for an adventure game but the kill things and take their stuff theme of most roguelikes gets in the way.

One thing you could do is add interesting allies.  You hire them or get them to join in some other way.  They level up just like your main character, have a personality and back story, have certain useful skills.  It helps to forge an emotional bond to the characters by making them work like your character.  So when they get offed, end up in a mental institution, or join the bad guys it's almost as bad as if it'd been you.

I'm not yet sure what to do for the actual investigation part of the game.

25
Discussion / Re: Fixed SoaB will be broken as hell.
« on: October 25, 2007, 10:27 »
Maybe in the next major version Kornel will raise all the numbers involved except the SoaB bonus.  The enemies could have more hp to balance things like this out.  I kind of like the idea of SoaB so I'd hate to see it removed (although I don't think it will be).

26
Off Topic / Monsterland
« on: October 16, 2007, 19:40 »
It's a text mode action game that plays a lot like an overhead doom. I heard about it over 7 years ago on a site about shoot-em-up games and thought it looked excellent.  Unfortunately, the links were all broken and searching turned up nothing.  Today, I accidently stumbled across it looking for something else.  Here's the link for the game:  http://www.speakeasy.org/~shihonage/straybitmap/right-mland.htm.  And here's a gameplay video on youtube: http://youtube.com/watch?v=4BORxQ7L2BU.

I hope posting about someone else's games isn't against the rules (though it is fairly related to doom and text mode games).

27
Is the amount of experience you need to level up decreased in the lower difficulty levels?  Because it seems to me that the easier modes are only marginally easier because you just don't seem to level up as much.  Maybe you could increase the amount of experience you get on lower difficulty levels so people will stop complaining that this game is too hard.

28
Requests For Features / Challenge Levels
« on: May 14, 2007, 14:46 »
For ultra quick games how about challenge levels that are pre-generated like special levels?  They would have to be tougher than regular levels and even some special levels.  I don't know what you would get (if anything) for beating them however.

29
Bug Reports / Re: SoG works or not ?
« on: May 14, 2007, 14:40 »
:( Wow.  So how long until the next version do you think?

30
Requests For Features / Re: New Traits
« on: May 08, 2007, 19:03 »
Yeah, but plugging gun parts into yourself seems a little silly.  Why not just make some advanced traits for improved healing and more ammo storage?

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