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Messages - 007bistromath

Pages: 1 [2] 3 4 ... 15
16
Requests For Features / Re: Challenge modes ideas - old and new.
« on: January 08, 2009, 08:02 »
Generally, yes, that's exactly what my idea was. But cave levels would present a problem here, because of the much higher chance that a large swath of the map will be covered in lava or worse, actually inaccessible normally. Something would need to be done to get the player through those in this challenge.

17
Requests For Features / Re: Challenge modes ideas - old and new.
« on: January 08, 2009, 04:16 »
Exploration: the stairs don't appear until you've seen every tile of the map. This will make cave levels totally gross, of course, so fix it by having envirosuits or computer maps spawn at least once a level.

18
Discussion / Re: Doom maps in DoomRL
« on: January 08, 2009, 04:13 »
I think we should have levels based on the Wolfenstein secrets. :V

19
I didn't get the addresses this time, but when it happened, I realized that my most recent crash was part of a pattern. The majority of my crashes happens, regardless of what I'm doing at the time, at the moment when command control.mid ends and is about to loop. This is not reliable or repeatable per se, however I distinctly remember several times when a crash coincided precisely with the distinctive final note of that song, on both XP and Vista. It may be coincidence or my imagination that it was that song so often, and the bug is just something about the way the game handles music in general, but in either case, I think that's where attention should be focused.

20
Discussion / Re: Experience cap at level 19
« on: January 07, 2009, 19:05 »

21
Discussion / Re: Dualgunner
« on: January 04, 2009, 21:03 »
We have always been at war with Eastasia.

22
Discussion / Re: Dualgunner
« on: January 04, 2009, 03:46 »
He should probably just start labeling them by year instead of version number. :V

23
Discussion / Re: Dualgunner
« on: January 03, 2009, 11:50 »
What it means is that the firing time of a dualgunner is equal to 1.2 times the average of his weapons' firing times, or .6 of their combined time.

Thus, a CL3 DG char with unmodded pistols has, (I think) a firing time of .72. The third level of SoG would bring it to .48. I've seen that number before, so I'm pretty certain I'm doing the math right.

If I have the order these things are counted correct, the same character with S1 in each starts at .648, and comes down to .432.

I could be wrong about where exactly the mods fit into this equation, but I think the way it works is you figure the time of each weapon independently, starting with mods, working your way through SoG and Fin for each one, then you plug the two numbers you get into the DG formula.

24
Requests For Features / Re: Balance: Megasphere is way too rare
« on: January 03, 2009, 07:41 »
I think this would probably be a good thing. I'd make it 1/5 instead of two, but basically the same idea.

25
Requests For Features / Re: Levers!
« on: January 02, 2009, 16:56 »
Cover isn't always available. When it is, it's not necessarily going to save you: if the things are right around the corner, they're probably just going to round it and mack you in the face a couple times while you're feeding your gun.

Finesse is one of those that you need two levels of to get much use out of yes, but you want two levels anyway, because you need whizkid if you can pack it in.

26
Requests For Features / Re: Rocketman trait!
« on: January 02, 2009, 16:52 »
The main idea: removing splash damage would make weapons that do it far less useful in combat, basically a really high damage pistol that shoots way too slow and needs to be reloaded after every shot. Furthermore, the reason you're doing this, removing the risk of weapon destruction, is one of the main balancing factors of explosive weaponry.

Now, if you mean that it just stops doing damage to you, that makes a bit more sense. I could see that. Rocket jump is pretty silly though, would be basically a waste of a trait. Who's going to waste rockets on clearing a few squares' distance? It would be faster and less risky to walk.

TH: Rocket Launchers don't have a magazine, that wouldn't make any sense. Unless you're thinking of shottyman.

27
Requests For Features / Re: Inventory slot Trait
« on: January 02, 2009, 16:45 »
TFoN: pretty much. As soon as this thing gives you enough space for a third weapon, it's broken. Before that point, I'm pretty sure any experienced player is just going to stuff it with spare armor, which is not as good as taking other traits.

28
Requests For Features / Re: Vampiric Bastard trait
« on: January 02, 2009, 16:42 »
Well, it's drawing from Wolfenstein, so you can't really say it's the wrong flavor even though the name needs some work. It'd be pretty broken, though. Have you not noticed that there is blood EVERYWHERE if you're doing it right? If this happens, it should only work when you're under 20%, like in Wolfenstein.

29
Requests For Features / Re: Inventory slot Trait
« on: January 02, 2009, 06:36 »
That's sort of what a forum is for.

30
It would've been alot more work to fake Guts Man XVII than to just win AoB, even if it weren't fun. You can do it. Anyone can do it. You just have to do it right and roll high. If you can't figure out how to do it right on your own, look at how somebody else does it. I learned by watching Blade, and you can learn from watching either of us.

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