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 71 
 on: August 28, 2023, 14:45 
Started by Jasy4 - Last post by Jasy4
In version 1.7 with Sysop at level 3, i repeatedly only get 6 charges out of medical and manufacturing stations insetad of 7 charges.

 72 
 on: August 27, 2023, 16:08 
Started by Icy - Last post by Icy
Sounds good.

Updated the main posts with everything.

 73 
 on: August 27, 2023, 08:58 
Started by Icy - Last post by Omega Tyrant
Oh my intention was for the item to always be obtainable, and the trap wouldn't spring until you picked it up. I think the chance should vary by depth and difficulty, where the deeper you are and the harder the difficulty, the greater chance it will be that a trap is sprung. The trap could have the same effect of the monster summon lever, and could sometimes also have the same effect as a lever flooding the room with acid/lava.

 74 
 on: August 27, 2023, 08:47 
Started by Icy - Last post by Icy
I think if trap rooms were to be implemented, the items would have to still be obtainable, as opposed to disappearing as you get close, and also not impact the weight of other items generated, similar to how ammo rooms and vaults work. From there, as you suggested, maybe make it a 50% chance or so that you would get the same effect from a monster lever pull? I think it would be fine under these circumstances. It'd be pretty advantageous for a Blademaster build.

 75 
 on: August 27, 2023, 08:41 
Started by Icy - Last post by Omega Tyrant
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One small suggestion I have is changing the colour of Sniper Mod Pack so that it's distinguished from Firestorm Mod Packs. Currently they have identical colours. Maybe make it brown or green?

I would go with green, but it might get confused with uniques, so I'm not sure. Maybe you can make it a dark green to avoid the confusion.

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Regarding trap power-ups, I'm leaning more towards disagreement as it would pretty fundamentally change the game where you need to be cautious about every item, as opposed to currently where the only caution is what's around the item. Potentially causing the player to avoid picking up anything, or needing to consider more luck factors in something that is already perceived as earned doesn't sit well with me.

I understand the concern, but as long as you keep it restricted to the proposed designated "trap rooms", you won't have to worry about the typical powerup/exotic/unique sprawled around being trapped. You'll just know something is up when you find an empty room with a big powerup or rare equipment in the middle, which any Doom player will be on alert when they see that setup, where it's then your decision to gamble with it.

 76 
 on: August 27, 2023, 07:25 
Started by Icy - Last post by Icy
One small suggestion I have is changing the colour of Sniper Mod Pack so that it's distinguished from Firestorm Mod Packs. Currently they have identical colours. Maybe make it brown or green?

I can agree with your suggested changes. For Combat Knifes given to the Elite Formers, their damage rolls could simply be changed to 2d5, which I would also agree with. This would balance out Military Base by making it hard, and making them more threatening later in the game. It would also give a tiny nerf to melee builds, which I think is reasonable.

Regarding trap power-ups, I'm leaning more towards disagreement as it would pretty fundamentally change the game where you need to be cautious about every item, as opposed to currently where the only caution is what's around the item. Potentially causing the player to avoid picking up anything, or needing to consider more luck factors in something that is already perceived as earned doesn't sit well with me.

 77 
 on: August 27, 2023, 06:14 
Started by Icy - Last post by Omega Tyrant
A few more suggestions that were touched on earlier that I want to make into formal suggestions to add to the main post, as well as an entirely new suggestion:

*Increase the amount of EXP that Nightmare Demons give

Getting 95 EXP from such a dangerous enemy is a pathetically low amount, this is less than you get from Nightmare Imps, Cacodemons, Hell Knights, and even Elite Former Humans. This is also a big culprit behind Phobos Lab being so unrewarding, especially when the Elite Formers give you such a crazy amount of EXP in comparison. I would say bumping the amount of EXP that Nightmare Demons give to 263 is fair (which is equivalent to an Arachnotron), and see my first post on how even with that massive EXP increase, Phobos Lab still doesn't give you more EXP on UV/N! than Military Base does now.

*Decrease the EXP that Elite Formers give you

Conversely, Elite Formers give you a really high amount of EXP each, despite their threat not really meriting such a high amount of EXP, contributing to the huge disparity in EXP yield between Military Base and Phobos Lab. I would let Elite Former Commandos still give you 608 EXP, but I would nerf the EXP yield of the other Elite Formers by the following:

Elite Former Humans: 167 -> 128
Elite Former Sergeants: 320 -> 263
Elite Former Captains: 452 -> 320

*Buff Elite Formers in melee

A main reason why Military Base is a lot easier than Phobos Base is how you can easily lure the Elite Formers into melee range, where they are all weak except for the Elite Commando, who is instead just mediocre. You could just give them a damage bump of like +3 to +5, though I think it would be neat if you instead let them attack with a Combat Knife, which would fit the theme of them being elite fully-armed soldiers. I do not know if this is programmable however; if it isn't, then just give them a flat damage buff to their current melee attack.

*Add trapped powerups and items

One suggestion I seen when browsing old feature requests that I liked was adding trapped powerups and items, which would summon enemies around the player or flood the room with acid/lava when picked up, or any other adverse effect. This is one trademark mechanic from Doom that currently is sorely missing from DRL, which should fit seamlessly into a roguelike. In order to do it, perhaps you can create designated "trap rooms" in the same vein as ammo rooms, where in the middle there will be a powerup, rarely an exotic, or very rarely a unique, and then there's a random chance it'll spring some trap upon picking it up (though not always, sometimes the "obvious trap" is just a fakeout). Exact percentages for these outcomes can be discussed farther.

 78 
 on: August 26, 2023, 16:19 
Started by Icy - Last post by Icy
Regarding shields, I actually forgot about that mechanic about IF_NODEGRADE, so 50% durability with 80% all resistance should be fine.

I agree with everything else.

 79 
 on: August 26, 2023, 14:26 
Started by Icy - Last post by Omega Tyrant
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Regarding Technician modability, I think Grammaton Cleric Beretta and Medical Powerarmor taking basic assemblies would be fine. Necroarmor might be a bit odd as it could become indestructible with Onyx Pack, but I think it wouldn't be insane. Shielded Armor feels like it would be powerful, but looking at basic assemblies, it really wouldn't improve that much. I'm for all of them.

Considering Necroarmor has no resistances, its 6 protection isn't defending too well, so an Onyx mod on it definitely wouldn't make it crazy. And yeah a single mod slot can't do that much with Shielded Armor; it already reduces all physical hits to 1 damage and has infinite durability, so you can just make it less slow, or make it protect a bit better against energy attacks, where it would still be easily inferior at it to most other armors. Now if we could make it Cerberus, it would be an entirely different story, but that's obviously too overpowered to allow.

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I think the proposed Environmental Boots with reducing damage to 1 could still work as a cheap, knock-off Cerberus Boots, allowing players to use Power Mod Packs for other gear, or getting something very resistant before Whizkid x2. Since you believe it would still be weak and unused, would you accept the suggested buffs?

I would be ok with it, just pointing out that with most boots, the current +75% resistances already reduces all fluid damage to 1. So it doesn't really change anything other than being able to use Steel Boots to hit the 1 damage from lava mark, and keeping a bit more protection when damaged.

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Speedloader Pistols can be nice to avoid dangerous reloads in the early game, but it's definitely a bit underwhelming and very specialized. I think 0.4s reload speed would open it up more. It is still a Pistol that can no longer take Mod Packs like an unmodded Pistol.

I agree

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Regarding Power Armor, fair points on it being a strong early armor when in Red Armor. One way that you could make it a nice all-in-one assembly is it takes a common armor and double Fire Resistance, triples Plasma Resistance, and quintuples Bullet/Shrapnel Resistance.

Oh yeah that would be a workable solution, lets go with that then.

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Regarding the Glass Shield idea, I initially thought 50% durability, but it would only take one hit before the resistances get shattered. What if it was 95% all resistances and 50% durability?

Shields don't enter a damaged state, they maintain their full protection and resistances until destruction, so the proposed Glass Shield with 50% durability would still get 50 durability points to utilize its full resistances. As such, 50% durability with 80% omni-resistances should work.

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For the Grappling Armor idea, it would be to help melee characters charge into enemies more, which can often just knock you back. Do you think +50% Melee Resistance would be too much?

Yeah +50% melee resistance would be too much for a simple basic assembly and would clearly outclass the Ballistic Armor assembly at that point. I think the +30% melee resistance you initially suggested is best balance wise.

 80 
 on: August 26, 2023, 14:01 
Started by Icy - Last post by Icy
Regarding Technician modability, I think Grammaton Cleric Beretta and Medical Powerarmor taking basic assemblies would be fine. Necroarmor might be a bit odd as it could become indestructible with Onyx Pack, but I think it wouldn't be insane. Shielded Armor feels like it would be powerful, but looking at basic assemblies, it really wouldn't improve that much. I'm for all of them.

I think the proposed Environmental Boots with reducing damage to 1 could still work as a cheap, knock-off Cerberus Boots, allowing players to use Power Mod Packs for other gear, or getting something very resistant before Whizkid x2. Since you believe it would still be weak and unused, would you accept the suggested buffs?

Speedloader Pistols can be nice to avoid dangerous reloads in the early game, but it's definitely a bit underwhelming and very specialized. I think 0.4s reload speed would open it up more. It is still a Pistol that can no longer take Mod Packs like an unmodded Pistol.

Regarding Power Armor, fair points on it being a strong early armor when in Red Armor. One way that you could make it a nice all-in-one assembly is it takes a common armor and double Fire Resistance, triples Plasma Resistance, and quintuples Bullet/Shrapnel Resistance.

Regarding the Glass Shield idea, I initially thought 50% durability, but it would only take one hit before the resistances get shattered. What if it was 95% all resistances and 50% durability?

For the Grappling Armor idea, it would be to help melee characters charge into enemies more, which can often just knock you back. Do you think +50% Melee Resistance would be too much?

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