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Messages - HouseCat

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1
Thanks for the headsup.

2
AliensRL / Possible new classes?
« on: June 25, 2007, 14:49 »
Uhm...I have a possible idea for a new character class or two...

'Security Personell'
Basically the police and home defence forces already stationed in the complex. Probably starting off equipped with the .45 pistol and a shotgun instead of the marine armament? uhm, experience bonuses would probably be on shotgun-type weapons, and armor. Maybe if you implement the auto-turrets, If you're this class, you dont need technician skill to re-activate them, and they'll be forced safe. You could still encounter 'rogue' turrets previously activated.

'Synthetic'
More of an all-round class than the marine. except needs more experience to advance levels in anything (maybe 10-15%?), countered by the fact that the aliens would pay less attention to them, especially 'facehugger' types, If their implemented. If possible...Give them a kind of 'ressurection' after death, maybe at 25% health, with 30% 'permahealth'?

'marine commander'
bonuses to perception(10), technical(10), and rifles(5) and sidearms(5). This one would probably hinge on you implementing the motion detector from another thread, but have the commander equipped with one to counter the experience cost.

Just a few basic ideas...I havent played the game much, so my idea of the experience costs is probably wayyyyy off.

3
I ran through it a couple of times already...

It's hard. I'm a curious type, and i love exploring the map...Only to die without making out of the first room, completley out of ammo >.<..I need to re-think my approach.

4
Okay, This idea probably wont be any good...But possible a vanity picture with a page to itself?

Just ASCII art like the 'M'ore function when aiming, Except carrying your most-used weapon, or the weapon carried when you died. Possibly affected by traits...like, the hellrunner trait may have removed the helmet and shoulder pads of his armor for extra speed? Reloader might have an extra couple of clips on his shoulder, or a few shells on his shotgun?

I dunno, I guess i'm just vain.

5
Discussion / Re: Happy Camper
« on: June 23, 2007, 12:52 »
I have like....eight deaths. I really suck at roguelikes...

Well, its just my luck that sucks...

And my feline curiosity....

*curses the levers*

6
Discussion / Re: About Shotguns....
« on: June 23, 2007, 12:45 »
Hey all. Yeah, I've only just started playing the DooM RogueLike today...uhh...yesterday...Damn midnight, making days change...Anyway...A complete newbie's opinion...

The combat shotgun works pretty well, holds five shots, In the arena i was 'lucky' enough to have pinkies (the demons, nickname taken from the novel) first, so it was stand-shoot-reload for the most part. Managed to pull off arena champion on the first try using only the Combat Shotty. The basic shotgun...I dunno, it was actually a nice surprise to have it with plentiful ammo early on...But reloading a new shell after every shot, instead of just pumping a new round,  annoyed me

I've noticed shottyman hanging around, but never used it. I instead went for son of a gun, expecting this to be more like classic Doom1 and 2, where i relied pretty heavily on the pistol for the first few levels....Also the idea of a DooM marine packing dual pistols appeals to me for some reason...mew...

I havent really gotten that far, so i cant comment on ammunition difficulties

Again, Just started playing. I prefer the shotgun and chaingun over the Rocket launcher...Mainly because i do alot of 'panic range' combat...where the splash damage would probably kill me.

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