Chaosforge Forum

DoomRL => Requests For Features => Topic started by: JysusCryst on July 08, 2013, 23:00

Title: Grenades!!! (Very large project, may be for DoomRL 2 instead)
Post by: JysusCryst on July 08, 2013, 23:00
This is a pretty large feature request, so it may be something for DoomRL 2, but hey...If it gets enough support I'll throw in a bounty. I'm also not sure if this has been suggested before, it's been a LONG time since I've played DoomRL or been on the forums...

So here's my idea. Grenades themselves do 8d3 damage with a blast radius of 2 squares. Damage drop off to the second squares is 50% of base damage.
Here's the fun part. Grenades aren't accurate, so to simulate this the grenades should only have a percent chance to go where you aim. I've worked out that if the target square should have a 26% chance for the grenade to land there. Each adjacent square should have a 6% chance to land there, all 8 squares totaling a 42% chance for the grenade to be off by one 1 square from the target. Finally, every adjacent square to that has a 2% chance for the grenade to land there, all 16 squares adding up to a 32% chance the grenade will end up 2 squares away from target.

So that's how the grenade itself should work. I see two options for how characters can handle grenades. Either every character can hold 2 grenades and use a different hotkey for throwing them, or they could just be a weapon that you equip and throw. Either way, the maximum "clip" size should be unless there are items/traits added that will increase this.

I'm just going to keep it at this for now. I'm not going to go into detail on possible traits to be added for grenades, or mod packs or other types of grenades (incendiary, plasma, acid, etc.), though I do have the ideas for them!

Let me know what you think!
Title: Re: Grenades!!! (Very large project, may be for DoomRL 2 instead)
Post by: Klear on July 09, 2013, 02:11
Hmm... I  don't like that, mainly because grenades are quite undoomy. I know there's a lot of stuff which wasn't in doom, but still...
Title: Re: Grenades!!! (Very large project, may be for DoomRL 2 instead)
Post by: Evilpotatoe on July 09, 2013, 03:31
Don't like it much either.
Random accuracy sounds like a good way to put in Yet Another Junk Item.

The overall idea might be interresting, really, but currently... I don't see why I should use a grenade and kill myself, or bring that baron next to me, while I can just shotgun him and a wider area for the same ammount of damages.
Title: Re: Grenades!!! (Very large project, may be for DoomRL 2 instead)
Post by: singalen on July 09, 2013, 10:47
A very deep idea, as for me.
The ability to move enemies might be extremely valuable.
Low damage and bad accuracy problem can be balanced with numbers.

Let me try to make it more useful... and balance-breaking.
What about EMP grenades against Arachnos (and Cyberdemon/MM/disarming former commandos)?
Plasma grenades?
Blinding grenades?
Noise grenades to attract enemies somewhere else?

I'm considering an attempt to make it my first mod.