Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Potman on April 15, 2011, 04:40

Title: Former sergeants are too quick for dead people
Post by: Potman on April 15, 2011, 04:40
I can't peek behind a corner without getting lead all over me and being knocked back a whole lot. I've been suffering this ever since the game first came out, and to be honest, I'm pretty sure zombies aren't supposed to have lightning-fast reflexes.

Couldn't you slow 'em down a little bit? At least when the Doomguy first pops from behind corner all unexpected like. It'd take them a sec to regain their composure.
Title: Re: Former sergeants are too quick for dead people
Post by: BirdoPrey on April 15, 2011, 05:13
HOW DID ZOMBIES LEARN TO RUN SOOOOOO FAST?
iN THE 80'S THEY DIDN'T RUN, NOW THEY ARE ALL ON RED BULL OR SOMETHING.
Title: Re: Former sergeants are too quick for dead people
Post by: Potman on April 15, 2011, 06:30
First they learned to run, then they learned to wield guns, and now they can always win in a quick draw.

Hmm. That needs to be a trait. "You always get the first shot out."
Title: Re: Former sergeants are too quick for dead people
Post by: raekuul on April 15, 2011, 07:11
The way the game works, that's already what happens. Doomguy's action is always the 'first' in a round.
Title: Re: Former sergeants are too quick for dead people
Post by: grommile on April 15, 2011, 12:27
I seem to recall Doom's formers of various kinds were sometimes pretty quick on the draw if they were already awake (due to gunfire) when you stepped into their field of view.
Title: Re: Former sergeants are too quick for dead people
Post by: Potman on April 15, 2011, 16:18
Okay, but seriously, that's cheating. Something should be made about that. Like, if the Doomguy enters someone's field of vision on his turn, then they won't have the time to react on the exact same turn, when they take theirs, but rather must wait for the next round. Except for some higher level monsters: those are allowed to act first unless the Doomguy is fast enough, like with Hellrunner. Then, when everyone gets to see each other and fire, whoever is the fastest gets the shot out first: the player character's firing speed, and all the traits affecting on it, will be important.

In other words, bring in a new stat called Initiative.
Title: Re: Former sergeants are too quick for dead people
Post by: Melon on April 15, 2011, 17:09
They are not dead. They are possessed...
Title: Re: Former sergeants are too quick for dead people
Post by: Potman on April 15, 2011, 23:25
Same difference.
Title: Re: Former sergeants are too quick for dead people
Post by: Tuomari Jim on April 16, 2011, 00:45
First they learned to run, then they learned to wield guns, and now they can always win in a quick draw.

Hmm. That needs to be a trait. "You always get the first shot out."

And you think it wouldn't be imbalanced if it was always the other way around?

Okay, but seriously, that's cheating. Something should be made about that. Like, if the Doomguy enters someone's field of vision on his turn, then they won't have the time to react on the exact same turn, when they take theirs, but rather must wait for the next round. Except for some higher level monsters: those are allowed to act first unless the Doomguy is fast enough, like with Hellrunner. Then, when everyone gets to see each other and fire, whoever is the fastest gets the shot out first: the player character's firing speed, and all the traits affecting on it, will be important.

In other words, bring in a new stat called Initiative.

See my previous point. I don't really see any point in complicating game mechanics any more, as raekuul already pointed out that

Doomguy's action is always the 'first' in a round.

Don't you think the monsters deserve a chance, too? I mean, it's an ambush, they're supposed to get the first shot. Don't you scout with the shotgun? Even around the corner, you can still, in most cases, fire a chainfire weapon into the shotgun's dead spot. Or you can blast through the wall with a barrel or a rocket if those are available. Not to be offensive or anything, but it just sounds to me that there's a problem with your tactics, not with game balance.
Title: Re: Former sergeants are too quick for dead people
Post by: Potman on April 16, 2011, 01:14
Tell me how to get them to move around more, so that I could actually get them to do the same mistakes I always do.

And no, item baiting never works for some reason. Or even if it does, it only does because I put the thing down close enough and got riddled with so many bullet holes that I might as well just have shot them with the same trouble.
Title: Re: Former sergeants are too quick for dead people
Post by: Sylph on April 16, 2011, 16:55
Tell me how to get them to move around more, so that I could actually get them to do the same mistakes I always do.

And no, item baiting never works for some reason. Or even if it does, it only does because I put the thing down close enough and got riddled with so many bullet holes that I might as well just have shot them with the same trouble.

Close the door from one side, drop a medipack in front of the door, open the door from the side, then wait. The enemies will come, you will get first shot. :)