Chaosforge Forum

  • October 23, 2021, 12:19
  • Welcome, Guest
Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Cacodemon_hugs

Pages: [1]
Requests For Features / Re: Automatic medpack use.
« on: September 04, 2013, 19:57 »
Using items from your inventory costs energy however; automating their use is liable to get you killed more rather than less once you start encountering 1/2-shot situations.
I'm not quite sure I understand what you mean.
If, say, an Armor, that had a trait to automatically heal when a DoomGuy when below 25%, were to heal you taking o.oo seconds, how would you die?

It seems possible that something like this could easily exist, for instance,*actual armor spoiler*
Spoiler (click to show/hide)
Also, knowing a small amount about programming, I know there are abilities to "stack" commands. Coding one command, during a time where multiple instances are occurring at once, to take precedence over the others.

Requests For Features / Re: Automatic medpack use.
« on: September 04, 2013, 13:37 »
I prefer to think of corner-shooting as poking your weapon around the corner and blindly shooting.
I certainly agree, when thinking about it in terms of 'in real life' :D

Idk, shooting blindly around corners is what I'd do if I was trapped in hell :P.
lol, I thought the same thing on my very next playthrough directly after my last post.

DoomRL certainly offers more then the original game as far as content and consideration during play. I'm excited to be around for any changes that may come next. From lurking the threads, I see that there are (as I would come to anticipate) a number of other RL's, as well as work on modifications in other ways, such as; DoomRL Arsenal. But I'll wait to play these until I have exhausted DoomRL (which will likely be some time! lol)

I'll be interested to see if there will be any additional modifications toward healing at any capacity (as this post initially suggests seeing created).
I think a mod being in the form of an armor is brilliant. For it allows it to be attainable, while keeping it out of reach of relying on it (where possible, were it a trait).
In my quest to run successfully through higher difficulties, I'm finding that armor is off the up most importance. Seeing something evolve like this (or any, updated, concentration on additional armor) would certainly be a pleasant reality.

Requests For Features / Re: Automatic medpack use.
« on: September 04, 2013, 10:56 »
The idea with a special auto-medpack item... isn't that something medical (power)armour should do? I believe that the current consensus is that these armours could use a buff... how about making them release their healing power in "bursts" - when you drop under 20% HP, let them use up 20% of durability all at once to heal you more.

Hey now! That's a great idea! And it seems easy enough to be able to implement, without having to change much.
Has enough of a benefit to be desirable, yet enough drawbacks to keep it balanced. Love it :D
And it would give gamers something more to consider/look forward to, when it comes to playing and operating a character.

And even as a new player, I do somewhat have to agree that:
Flaws in LoS code are not mechanics, damn it! >:|
I mean, thinking back to how Doom was played, originally, you didn't really get the choice to sit behind a wall and spam shotty blasts from a point where you can't be "seen" by the enemy.

But that's really for another post. Yea?

Requests For Features / Re: Automatic medpack use.
« on: September 04, 2013, 09:52 »
I love the replies. My suggestion made it pretty evident to myself that I just need to continue learning the mechanics more, but I was definitely curious what others thought about it.

For instance, I love this idea:
There is a way I can see something like this being implemented though, maybe in the form of a special auto-medpack item in the vein of Fallout: New Vegas, that gets used automatically when you drop below a certain health level - it's a backup plan, but not one that will save you in the face of insurmountable odds

I still really like the other idea, that came with the thought of health regen.
What about creating your own MedPacks?
Or instead of having to dedicate a piece of something as integral as a trait, why not an Armor that is healing?
Or another rare Mod that has enhancements based around health rewarding attributes (Vampyr weapons; health regen armor)?

Requests For Features / Automatic medpack use.
« on: September 04, 2013, 08:46 »
Because I'm a fool, I've almost lost count of how many times I have died with a backpack filled with medpacks..
I'm sure I'm not the only one that this has happened to.

Some of my best plays have been using a Survivalist as my DoomGuy, so it's obvious to me (from this experience) that health, and auto-regen are both very important.

It occurred to me, almost directly after my last death;
"Wouldn't it be cool, if those stored medpack's could've been used automatically?"

I'm not sure how often traits get altered, or added to/taken away from (I'm starting with But I liked the idea of having automatic healing being an option (or additional feature) toward health based trait trees.

Though, in lieu of this, I may just have to reconsider some of my approach toward the game (taking more time each move, even when just trying to achieve some high DPS)

Or maybe even a trait that would additionally allow (or exclusively) the ability to manufacture med packs under certain restrictions/guidelines. I thought of this one as I was writing now, and it seems that it could be most beneficial to a lot of players. Having that 1 extra medpack when it is needed the most can make a break a game. Certainly something that I could foresee being useful, even after my experience with the game has increased.

These ideas are obviously from someone who is aware that he is going to be taking more damage than avoiding. Try as I might to avoid damage (using cover. though still haven't quite got the habit of 'running') I end up taking it, to YASD more often then not.

Just some ideas. What do you think?

Discussion / Re: Acronyms for Noobs
« on: September 03, 2013, 14:53 »
Thank you both for the information!
I'm glad to now have a seemingly comprehensive list of acronyms, to be able to reference easily, all in one place.

I'll be sure to do some more lurking! I'm at the beginning of an interesting learning curve, concerning the game, and am doing my best to navigate it with optimum success. I still haven't obtained a win past an [E|YAVP] but am already becoming eager to engage in N! games with success.

Thank you for the Hail! I also really appreciated your note concerning DoomRL and ChaosForge acronyms.
I don't know how far I'll make it on my path toward Diamonds, but I'm trying not to read (and spoil) too much of what I haven't yet experienced in the game.

For now, I'll delve into the forum's files to hopefully uncover some further information that I'm thirsting for.

Discussion / Acronyms for Noobs
« on: September 01, 2013, 07:37 »
Hi, I'm what is known in gaming circles as a n00b.
Nevertheless, I got turned on to DoomRL just a little bit ago, and am enamored with the gameplay as well as the nostalgia that playing it made me feel when I started.
Soon after I started really trying to figure this game out, I found the forums.
Only, Holy-good-golly-giraffe-o-bots are there an enormous amount of acronyms that these users post.
I'm sure with careful consideration, I could hide behind my screen and try to decode them. Likely, not as difficult as I'd be anticipating, but certainly a whole lot less fun than creating my first post. I've easily discovered that the Angel games are referred to akin their names, but I'm not sure of most the others I see floating around.
Plus, I thought an easily found post would be a great thing (for n00bies like myself) to find.
Unless there already is one, in which case, curse my rotten inabilities!

Pages: [1]