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Messages - Sambojin

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16
General Discussion / Re: Design Rant : Inventory
« on: May 22, 2014, 19:16 »
(I'll make a different post for each section, the ideas don't need to be used together)

1-d weapon slots.

As noted, I like tetris inventories. But in a game like JH, it would seem weird to have a left/right hand slot, other stuff, and everything else is in the backpack. How many soldiers carry weapons and ammo and other crap in their backpack? Mostly its ammunition pouches for ammo, held/shoulder strapped/holstered/webbing for weapons/grenades, and other stuff in the backpack. Some stuff needs to be accessible quickly, some is in the pack.

So I think JH could use 3 different areas. Guns, ammo, backpack. Guns being a 1d list, ammo being pouch/slot based (as mentioned above) and then a slot or tetris based backpack. Why? Simplicity (even if it sounds complicated).

How many weapons should JHGuy (son of DoomGuy) be able to carry? All of them? Certainly more than a primary/secondary, but all of them, all at once? Probably not.

So give weapons a size, with a maximum amount of "size" to be carried. You have 10 "amount" to be carried, with a dual-wield able to be used for size 1 weapons. Primary/secondary gives faster switching.  Pistols, knives, grenades, etc are size 1, SMGs size 2, shotguns size 3, chainguns/RLs size 4, BFGs size 5. Whatever. Size will be a balance thing.

You can only carry weapons up to the maximum value. Traits/level-ups/armours may increase the allowable size limit, decrease the size a certain weapon class is (level into dual-weilding SMGs or shotguns!) or do all kinds of other things (switch speeds for specific sizes of weapons or types, etc). But it will handily provide a cap for the amount of weapons a player can carry at any given time without backpack size being king. Weapons should be independent of the amount of other stuff you can carry, otherwise backpack size = everything, which it shouldn't be.

Whilst I'm on about de-coupling various mechanics from each other, weapon size and weapon type don't need to be the same stat either. You can have size 4 beefy shotguns and size 3 "chaingun" assault rifles. And really big fucking guns. This ties into traits and builds as well as itemization and armour. Ammo plays a role as well, since a mini-gun sure does hold a lot of bullets, even if it's a bit bigger than a chain-gun, pistol or SMG.

Taken with the ideas on ammunition above, it doesn't railroad you into certain things, but it does limit them nicely. The starting ammo pouches/weapon-size values were arbitrarily picked, they're just an example.

(I've got heaps more to add to this one. I might do a mockup myself to show what I mean).

17
General Discussion / Re: Design Rant : Inventory
« on: May 22, 2014, 18:24 »
Figured I'd throw in my 2c.

I like tetris systems. Loved them in Diablo, X-com, UFO:AI, in fact every game with them seems to be good. It's the micro-managey part of me coming out, that likes packing as much useful crap into the available space as the system allows. That said, I sort of thought that's what you'd like to avoid in JH.

So a few thoughts/questions:

Rather than specific types of ammo boxes, could you have generic ones, ammo pouches, with more being unlocked with traits/items? You can change the load-out of what ammo your pouches take as you want, but you'll still be ammo (and in a sense, weapon) limited. It would give another level of customization to characters.  Want a shotgun based character? Then all three initial pouches get set to pickup shells. Want a versatile one? Then 9mm/shell/plasma might be a handy loadout, but you'll have less total ammo for each type of weapon than the shotgun-only build would have. They'll undoubtedly be more common than specific boxes would be, but more useful as a character boost. Getting more pouches means more ammo for a specific weapon OR more versatility, but not both. Yet you can change what ammo they take on-the-fly should opportunities or circumstances dictate. It also gives you a weapon/sustainability/build progression option, without ever letting a "juggler of DOOM!" scenario come up (or having piles of ammo from the first few levels just looking for a use). It's limiting, but it lets you limit power-per-area fairly effectively, without forcing the player into a set character type. Of course, different ammo is larger or smaller per pouch used (similar to DoomRL's slot system). 10 rockets, 50 shells, 100 9mm for each pouch as an example.

When your character changes ammo types in any pouch, they literally will be throwing the ammo from that pouch away. Hopefully in a manner that will never let the enemy use it against them later (it's not recoverable because it's Space Marine Directive #402.4/b to never leave viable ammo around that the enemy may fire at you later. All excess ammunition that can not be stored, carried or equipped is to be rendered un-useable to prevent war materiel falling into enemy hands).

You can reload from lockers any weapon you're carrying, but you destroy any leftovers if you don't have pouches set to grab that ammo type (and have room for it in those pouches). This also gives different weapons of the same ammo type good uses regardless. A 50 round ammo capacity gun may be worth carrying just due to it's "ammo-slot" potential, rather than it's strict damage output. Which is a nice mechanic for uniques and specials. Or alternatively, it gives bulk mods a big side benefit of being able to be used asap (unless there's a specific assembly/whatever you want) for it's slotless ammo bonus.

Pouches could also be set-and-forget. Once you've determined the sort of ammo they take, you can't change it. Again, a balance issue. It'd almost put them in the power-up category, but would remove ammo micro-management entirely. I like the free-form idea more really, but "set-and-forget" is an option.

You could combine all of the above as well. Possibly even have different "levels" of ammo pouch. Some are just shell pouches. Some are big shell pouches. Some are alien shell pouches giving slightly better reload speed. Some are set-and-forget. Some are set-as-you-please. Some are needs-a-tech-mod-to-reset-them. A different form of micro-management, but cooler. Who knows? (yeah, well, chaosforge does, but they tend to). This might be making simplicity complicated, so I'd stick with a generic ammo pouch or set-and-forget for early builds.

(will edit more thoughts in soon. 1d weapon slots and traits, etc)

18
Didn't actually cross my mind that it'd be used for 0.1 second waiting (which it would). I completely retract my statement on that as a nerf.

Actually, watching your Let's Play made me realize how rarely I use gift-dropping and waiting in comparison to other players. I do use it, but only to clear a room or two in a tricky situation, not as an extensive tool. I'll have to start doing so. I don't have too much of a problem getting a few wins on UV, but it looks like my win % will go up drastically if I used it more often.

I'll agree that there's plenty of powerful traits, even very versatile ones, but that shows a good levelup system at work. Even "lesser" traits are often just a step on the road to something very powerful or synergistic to a build. I guess my thoughts on Juggler are based on my playstyle. I'm not very cautious and have been known to play rather drunk (and thus not strategizing well or at all). Then Juggler is an absolute lifesaver. It allows you to be slightly more oblivious to game mechanics and obvious situations that should be used to your advantage yet still come out on top.

19
Discussion / Re: Porting DoomRL to Android?
« on: March 17, 2014, 19:05 »
Still, it's a good thought for Jupiter Hell to eventually support Android compatibility. All the cool kids do stuff like that these days. There's a vague chance you could Dosbox a very old version of DoomRL (0.8 might have been the most recent Dos compatible version). It'll be a bugger to find though and won't have half the features we've come to know and love. It might also be rather annoying to play, even with Hackers Keyboard or another customizable software keyboard. Not undoable, just annoying. Possible/probable sound issues as well (assuming 0.8.x had sound. I started in 0.9.1). If you get it to work, let us know. I belligerently try stuff like this, just because I like to know if I can. Actually, if you find any old Dos versions of DoomRL, tell me and I'll get something working.

errrm,
chaos.magma-net.pl/doomold/
is the closest I can find on a quick search. The dl links don't work though.

20
On the possible rapidfire/shotty builds, the MAc or MAD runup is the easiest version of it. Shotty traits first, then make a choice after SM depending on what you find. Both guarantee a nice weapon with good ammo conservation and a fairly easy game (although you're more or less locked into shotties and rockets with MAD if you choose that route). Although tec or scout masterless builds are both possible and slightly more powerful and adaptable.

Juggler is *still* the best trait in the game though. Almost to the point that it needs a nerf (0.1 sec switching? Not a huge difference, but at least it has some cost).

I'll watch your run shortly Sylph. Youtube, DoomRL and a tiny phone screen really don't show the game well. It made me happy that it's more than just me that takes 2 1/2 hours to finish a run. Sometimes I go through mortems on here and wonder what I'm doing wrong.

It sounds like you're picking up the game really well Ghaleon, far faster than I did at any rate. Well done.

21
Discussion / Re: Destroyer diamond
« on: January 14, 2014, 09:56 »
Meh. There's plenty of damn good players of this game. Tormuse is actually probably one of them. But if we can't blame thelaptop for making it screwy, we blame 2dev for making it too hard.

Cheers. It wouldn't be half the game without yehs. Actually, it was pretty damn playable 10 versions ago, but cheers for upping the bar and giving us some people to blame.

22
Discussion / Re: Where did my game go? :O
« on: January 14, 2014, 09:39 »
It's in case there's a "horrible" crash. No player or score or anything .wad file.

Strangely enough, there's very little stopping you savescumming in drl, but you just don't do it or claim it unless it's really cool or there to help others. It looks pretty bad to post a scummed game on the forum, but drl is a game with a high skill cap (in it's way).

Meh, we need a save-scum post (in a good way, for the cool shit), and you my friend, need a less crashy computer. For the cool shit.

23
Discussion / Re: Nightmare Anomaly
« on: November 17, 2013, 00:30 »
Does running speed effect rocket jumps? I'm pretty sure anti-knockback does (so take off your boots/don't level into TaN/BA), and anti-grav boots should increase rocket jumping distance, but I'm not sure about running speed.

I'll have a fiddle with it after I've played a fair bit of prospectorRL (new release, so its bug-checking time).

24
Discussion / Re: Nightmare Anomaly
« on: November 14, 2013, 00:36 »
Sorry if I came across as "Now hear me n00b, this is the way." I tend to put advice down as a lowest-common-denominator style, rather than assuming any experience on the part of the poster. It sometimes helps others that read the forums that aren't as experienced at the game as the original poster, it's not meant to be an indictment against your abilities. Sorry if it came across that way.

Congrats on getting through the anomaly a few times as well :)

25
Discussion / Re: Nightmare Anomaly
« on: November 13, 2013, 15:05 »
I don't play on N! much, so you can take this advice with a grain of salt, but here's what works for me:

The aforementioned lucky phase. You can usually get about 2-3 of them by the anomaly, so phase and hope. Then either get out or rocket the hell out of the bruisers.

Zerk running from CC with a *marine or scout*. Honestly, it's heaps of zerk time with a marine or an Int(2) scout to power on down there and get a bit chainsaw happy on some daemons. It doesn't necessarily need a melee build to do it well, you can just do it with guns as soon as you spring the trap. Big guns preferably. The extra resistances are great regardless of what you do.
 
Double barrel shotguns. More chance of knockback, often more knockback when it does happen and a really good spread. If you're going to sit in the doorway and peek'n'blast, do it with a DB shotty, not a normal one. Throw a P, T or B mod on it if you can. Shell boxes, Rel, SM, Fin, SoaB or Jug are all your friends here, so it's not too build specific. Double knockback chance and a wider spread can make all the difference. Reload time isn't really a concern if you just shut the door to do it.

Shottyman. It works with shotguns, it works with rocket launchers, and it comes with Rel(2). Great for any difficulty level, but that step-reload can make all the difference. Be a moving DB shotty turret if the peek'n'shoot technique goes belly up. Handy vs the bruisers as well to rocket spam them to death with a bit of a dodge chance while running.

Juggler. Open door, Bam! Then a few more Bams! Then maybe a Kaboom! One of the best traits for any build, and works great for rapidfire anomaly N! runs. Fill them full of bullets/plasma, then at the last moment (ie: when they're 1-2 squares away) cycle through 2 DBs and a shotty or two. They *will* be knocked back. Whip out a RL if you feel like it. Close door, reload, repeat.

Rocket jump to the right or left, while *already running*.  It only saves 0.1 second, but that can be handy. Just hit run one space before the trap is sprung, spring trap, move 1 space right or left and rocket jump. It'll get you next to the door, then you can decide to rocket spam, peek'n'shoot, or rapidfire your way through.

I think your problem lies in relying soley on rapidfire weapons. Shotguns (especiall DB ones) and RLs work with any build, and are the best thing for this situation. Sure you'll get corpse respawns sometimes just because stacking is harder with knockback/spread weapons, but you'll probably get a few using rapidfire anyway. Try them out. N! limits the shotties a bit, but a DB with a P mod on it still has pretty good chances of knockback even after armour reduction (and gets two chances to get a decent damage roll, with plusses for whatever level of SoaB you have for your rapidfire build).
 

26
I've really liked change though. Before it was just an ammo restock for shotty-users and a free BFG, now there is definitely a "run-the-gauntlet" feel to the level.

For simplicity, just ignore the sergeants unless they're firing at you, the lava will take care of them. Shotty out the lost souls (you should have a combat shotgun/tactical by then) and then blow the other enemies away with whatever weapon you want. Or don't. The "wait on the stairs" technique works fine as well. As soon as the end-section walls start getting eaten by lava and opening up lines-of-sight, hit run for the higher dodging chance and lay some smack-down on the enemies to help the lava do its job. Shotties or rockets are great (you might knock them into the lava or out of LoS), but the BFG is good here as well. Think of it as a test firing, just to make sure it works. There'll be plenty of plasma to reload it later.

For builds, anything with hellrunner or shottyman is perfect, so are fast-firing builds (pistols or finess). With some ag-modded boots, some light armour and the Fireangel master-trait the level is actually ridiculously easy.

Oh, and run. Always run. Even burn off a small/large medikit if you really have to reset your running status. This goes for any part of the game you're having difficulty with. It's better than the life you'll lose if you don't (and debately better than the life you gain from using the medikit anyway).
 

27
Nice, I'll have a play around with it tomorrow. As mentioned in my post, I might make up a mega-thread for save files just so we  can put them all in one place. It's not really to show-off, but for training purposes (the RNG can still screw you happily) or for general coolness/uniqueness purposes (how many nano's? That many......) it should be fine.

I actually enjoy just jumping in on half completed runs sometimes, the more weirdness the better. I've finished the game plenty of times, so it's nice to just do a quick-play or quick-start every once in a while. Thanks.

28
Discussion / Re: Another melee base?
« on: November 02, 2013, 00:51 »
A few thoughts on all this. I like knuckledusters as a weapon, sounds great for a fists only run (and is very Doomish). Maybe a high-knockback special/unique variant as well (you punch them so hard that they go flying backwards. Powerfist perhaps?).

I'd love to have a polearm-style weapon in DoomRL as well, even as a unique. Heaven's Halberd perhaps, with an alt-fire with one extra squares range? (ie: 24 potential squares to hit, even corner-meleeing I guess). Who knows? Spears or halberds or any polearm really don't seem all that Doomish, but anime/romance of the three kingdoms/dynasty warriors references should be fine.

Also, just as a thought, could boot mods change around melee damage, even just punching damage? Thumping people properly takes good footwork as well as good hands and it could even be considered kicking/kneeing them. Maybe a +2 damage for bulks, +15% speed for techs and an extra side of damage for powers? Ag mods already help enough for melee. You could make it so that assemblies add no abilities to your melee, but basic modding does, therefore making it a real choice and trade-off. It would add a new aspect to modding and make your boots a far more important item slot for at least a few game-types and challenges. Plus, a PBT set of boots would be a pretty nice use of mods and traits, rather than the normal Ag, assembly or nothing options right now.

Anyway, just some ideas on it to consider......

29
Discussion / Re: Boots and you.
« on: November 02, 2013, 00:20 »
I tend to like the WK chain of traits, valuing it almost as highly as the mastertraits. It's nice on technicians as a pick-and-play trait if you end up with a few spare mod-packs, but it's also great for marines and scouts. Strangely enough, it's not for the assemblies (although they're great), it's just so I never leave a mod-pack behind. Fin(2), Jug and WK(2) isn't exactly a waste of traits for any build. Whilst it might not be as specifically "powerful" as some uses of those level-ups on a more focused build, you can get by as a fast-firing, quick-switching, modded-out-the-wazoo generalist, at about the exact same time that any mastertrait comes online. You can even slap EE,HR or SoB in for a bit of extra "power", or Int(1)/BA for utility. It's just all-round good for anything you find in your run, with anything you do get slowly being modded into something pretty awesome.

Back to the boots, you can't go wrong with tac boots. They are the best thing ever for useability, obtainability and lack of build necessities. Then just have another set of boots for mod-dumping if you're going to go the WK route. A set of AP pasteel boots aren't horrible, but boots are just a nice little mod-dump-slot for me. I'll even tech-mod them for some builds for the low knockback, even though conventional wisdom says that it's the worst thing you can do.

So, in a nutshell, go for tacs or fireproofs or antigrav, but don't be too concerned if you don't get them. Weapons are important, armour is important, boots are just a nice little bonus to dump mods into. Ag mods first, then consider an assembly or just slap them on willy-nilly. I've never used more than two pairs of boots a game anyway, so don't be too concerned about them. Even basic boots are great.

Oh, and I like the fact that it makes even the most useless armour shard do "something". Yay! My boots look like brand new! Totally worth it.

30
Honestly, considering the weird tangents I sometimes go off in and the incorrect information I sometimes post, I'm fine with it. It wasn't really a hijack or derail, simply an addition. Maybe we should just make up a saves mega-thread to keep the forum tidy. Some people hate the save-scumming aspect of it, but it's a good way of showing some of the cooler/rarer stuff that comes up in the game and giving people a go at it. If you're more experienced as a player it tends to fall into the "a bit of convenient fun" category rather than being a spoiler of any sort.

The lot's'o'nano save sounds fun. I'll try it out the next time I load up DoomRL.

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