Chaosforge Forum
DoomRL => Requests For Features => Topic started by: singalen on February 26, 2013, 09:20
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Why cannot I carry it around, after all?
Most I can do is to take it to a lower level or two - as far as homing phases and luck permit.
And why cannot WK2/Scavenger disarm it? I know, AoRA and stuff.. BTW an AoRA nuke doesn't have to lie NEAR you at the level entry, so you still have a chance to explode.
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Armed nukes cannot be carried around due to engine limitations. As for disarming armed nukes -- hmm, that could actually work if you would have to sacrifice a mod to do it (any mod).
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...As for disarming armed nukes -- hmm, that could actually work if you would have to sacrifice a mod to do it (any mod).
Ooh, that could be interesting... And lower levels of Whizkid would require more mods to disarm them!
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Or WK1 will just destroy it, and WK2/Scavenger will pick it up then.
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Could be a good idea, but I wouldn't like it to work on AoRA. Too easy. You could also just ask the player if he prefers cutting the blue or the red wire, giving him 50% chances to disarm the nuke, and 50% to get a nice death :p
I usually hate random factors, but this one sounds fun to me (and is not necessary in normal circumstances)
Oh, also WHY can't we fuse a nuke in a level already containing an armed one ? It sometimes could be cool, to clear a level (UC / valuts ? :p), when you got some invulnerability, but armed nuke prevents it... and you rarely have the X needed minutes of invulnerability to wait for this stupid existing nuke to explode.
Any reason to disallow this ?
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Ooh, that could be interesting... And lower levels of Whizkid would require more mods to disarm them!
Nah. Use of mod and/or WK reduces the probability of a failure in disarmament of the thermie. In the beginning, you have a 80% chance of it blowing up in your face; each mod/WK level reduces that by 5%.
Why make it easy to defuse a thermie?
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Still easy with Invuln running.
I can imagine something like 80% chance of blowing up without WK, with a 20% reduction per WK rank. Another/complementary option is to ask for a _specific_ mod (common mods with more weight, rare ones with less weight, and the rare requirement increasing with depth) - just any mod requirement is way too soft. And of course - no chance at all on AoRA.
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I'd say anything less than 100% chance of success makes it not worth the attempt unless you really have no other option, i.e. you only have a few seconds left and can't find the stairs.
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Still easy with Invuln running.
Blechh. If you have Invuln running, why are you disarming the free XP generator?!
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Blechh. If you have Invuln running, why are you disarming the free XP generator?!
Dunno. Maybe if you have last 10 seconds of Invuln and the bomb will go off in 30?
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Blechh. If you have Invuln running, why are you disarming the free XP generator?!
To take it with me to a lower level?
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That would be a nice option, though.
"There is an armed nuke here."
U
"Would you like to [T]rigger the nuke, attempt to [D]isable it, or leave it alone?"
T
"Are you sure? [Y/n]"
Triggering would make it explode instantly, while disabling it successfully would make it completely useless.
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Btw, what will make nuke (placed by you, or not) explode prematurely? I heard dropping it into acid would, but what about shooting it with rocket launcher and such?
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I like the idea "press u to set it off right now". If you came to level Invulnerable, it's sorta insta-win (rare luck), but more probably you'll use it with nearby Inv globe, if any.
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This sounds interesting: http://www.businessinsider.com/an-eod-technician-explains-what-life-is-really-like-in-the-field-2012-8?op=1
puts well with the topic.