Chaosforge Forum

DoomRL => Requests For Features => Topic started by: tdef on April 29, 2013, 06:12

Title: barrel-safe ammo
Post by: tdef on April 29, 2013, 06:12
what about a mod pack or mod comninations for bullet/pellet weapons that don't affect barrels (maybe with reduced damages)? when shooting with a modded shotgun/chaingun/whatever barrels are considered as wall tiles

players might consider to lose some firepower in order to secure items in unfortunate placements or to clear a room without filling it with acid/lava
Title: Re: barrel-safe ammo
Post by: Nick on May 01, 2013, 02:40
Maybe air rifle (clip = 12, 1 shotgun shell per clip, shooting shrapnel as bullets)? Purple class, or maybe green but I see no reason to make it green.
Title: Re: barrel-safe ammo
Post by: Evilpotatoe on May 01, 2013, 05:05
I like the idea, but clearly more on an exotic or unique item than an assmebly.
Or maybe on a mastery (like fireangel), but it would need to be coupled with other (more useful) benefits. On scanvenger ? An exotic/unique sense would suit it more, but the effect would be very close : spare useful items.
Title: Re: barrel-safe ammo
Post by: Nick on May 01, 2013, 11:23
I promise to stop calling exotic weapons "purple" and unique weapons "green" :(
Title: Re: barrel-safe ammo
Post by: singalen on May 02, 2013, 15:36
I initially was against it, as it kind of defeats a piece of gameplay... but...
Pneumatic rifle/shotgun, ZERO damage, but makes monsters roar, and so suitable for radar-shooting?..

Er... a PAINTBALL rifle, painting monsters?.. (no idea what it would do in graphcal version though)
Title: Re: barrel-safe ammo
Post by: Sambojin on May 03, 2013, 17:44
People have wondered about a slug-firing shotgun for absolutely ages. It never made it in, as it crosses into other weapon's territory too much. But barrel safe ammo sounds great. Little/no damage (maybe a 1d1 attack?), just enough to get monsters coming at you, but unlikely to blow a barrel up unless you shoot it a lot. Bird-shot assembly for shotguns? TA assembly for any shotgun, drops damage to 1d1. How would drop-off work with that? Would it still do 1 damage at max range? Or would it have to be more like 3d1 or higher to stop it getting rounded down too early (thus giving it almost no range?). Still a lot safer than a normal shotgun's blast.

Paintball ammo sounds good for a non-shotgun style weapon, but more as a gimmick. Paint the monster blue (in ascii, just add a blue graphics effect on G mode), drop their accuracy by 20% for 5 turns, 1d1 damage, enrage them. I don't even know if monster accuracy it stored individually in memory, or just as a reference table look-up for any particular type of monster, so it might be annoying to implement, It sounds fun, but I don't know if I'd every use it. Less monster accuracy, or just fire my most powerful weapon at them. Let's see............ I don't think we really need any other gimmick weapons that are highly situational/largely-useless.

Bird-shot would be very handy if it gets around the drop-off of shotguns. A safe radar shooter would be excellent, and maybe even overpowered with Juggler or Int(2). Maybe make it a special instead of an assembly (I'd still keep it and use it in most builds. So very handy). Really easy to implement, so-much-so that I'll make up a mini-mod today to test it for range and barrel popping.
 
Edit: I always get messed up with shotgun drop-off. It's linear, so a 7% drop-off shotgun will always get 14 squares range. Which makes 1d1 still work fine (any damage under 1=1 damage). So for this specific weapon, 1d1 damage would be more powerful than say 3d1, because it would give less chance of popping barrels close up, even if 3d1 would do an extra point of damage to things close to you. That's not really what this weapon is for anyway. I hope we do get a bird-shot assembly, or a special or unique. I'd call it the "Weak-sauce" and let players work out how horribly over-powered it is. A 3d1 shotgun? Why? Then you realize how good the thing is with the game's mechanics. :)