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1
Discussion / Re: The Big DoomRL Poll!
« on: July 11, 2008, 08:42 »
1:H,2:K,3:F,4:C,5:A,6:0,7:B,8:0,9:C,10:A,11:C,12:0,13:0,14:I,15:R,16:F,17:F,18:B,19:B,20:D,21:B,22:H,23:J,24:C,25:C,26:D,27:B,28:A,29:10
2
Requests For Features / Re: Survivors
« on: June 11, 2008, 10:26 »
Maybe he played Doom: the Boardgame.
3
Forum / Re: Tactics problem
« on: June 11, 2008, 10:24 »
Many thanks. Thus far my strategy has been to stay in one place and fire endlessly when possible - I guess it needs a revision.
4
Forum / Re: Tactics problem
« on: June 09, 2008, 14:30 »
First I've heard of it! How does it work - does the bonus from moving stack until needed, or must you be in motion right as you're attacked? And is it a significant boost? This might actually make Hellrunner seem useful...
5
Discussion / Re: DoomRL expanded
« on: June 06, 2008, 15:31 »
DoomRL + different enemy names + grenades = QuakeRL.
6
Discussion / Re: Hello/ AoM strategies
« on: June 06, 2008, 15:27 »
I'm a huge fan of AoM. Everyone's mentioned very good stategies, and I won't argue with any of them.
I use a couple of tricks to keep ahead. Firstly, I use SoaGx2 -> DG -> SoaG -> Reloader x2 -> whatever looks good.
I find that in AoM, speed is far more important than damage. Other weapons have crazy damage stats, but the humble pistol can shoot quickly and accurately. So I enhance the firing speed. This leaves the reload time every 6 shots as my biggest weakness, so I use Reloader to cut down my vulnerable time. Once this core strategy is in play, I'll either get Finesse and Whizkid to mod my pistols to ridiculous levels, or Ironman/Tough as Nails to buff up. Son of a Bitch is good too.
Sometimes, a double reload will take too long and get you fried. In tense multi-enemy situations, I sometimes only reload a single pistol so as not to take up too much time. If nothing opens fire, I can then reload the other pistol, or just use one to score a quick kill.
In Phobos Base, there will always be a large source of ammo. So just keep 300 rounds and prioritise armour and medipacks. When you reach Hell you'll find ammo shortages, so from there on collect and prioritise every single bullet you find.
Thus, you have a great rate of fire, and reasonably good damage and accuracy ratings. I find that I can kill even big enemies in a hail of bullets before they can fire back or I need to reload.
Hope this helps. :)
I use a couple of tricks to keep ahead. Firstly, I use SoaGx2 -> DG -> SoaG -> Reloader x2 -> whatever looks good.
I find that in AoM, speed is far more important than damage. Other weapons have crazy damage stats, but the humble pistol can shoot quickly and accurately. So I enhance the firing speed. This leaves the reload time every 6 shots as my biggest weakness, so I use Reloader to cut down my vulnerable time. Once this core strategy is in play, I'll either get Finesse and Whizkid to mod my pistols to ridiculous levels, or Ironman/Tough as Nails to buff up. Son of a Bitch is good too.
Sometimes, a double reload will take too long and get you fried. In tense multi-enemy situations, I sometimes only reload a single pistol so as not to take up too much time. If nothing opens fire, I can then reload the other pistol, or just use one to score a quick kill.
In Phobos Base, there will always be a large source of ammo. So just keep 300 rounds and prioritise armour and medipacks. When you reach Hell you'll find ammo shortages, so from there on collect and prioritise every single bullet you find.
Thus, you have a great rate of fire, and reasonably good damage and accuracy ratings. I find that I can kill even big enemies in a hail of bullets before they can fire back or I need to reload.
Hope this helps. :)
7
Discussion / Re: Experience cap at level 19
« on: May 21, 2008, 01:51 »
A level-less RPG - a noble sentiment.
At least in Doom, advancement comes both from getting new talents and picking up new weapons, so it feels natural.
Now who wants to join me in my crusade to abolish hitpoints? :)
At least in Doom, advancement comes both from getting new talents and picking up new weapons, so it feels natural.
Now who wants to join me in my crusade to abolish hitpoints? :)
8
Requests For Features / Re: DeHackEd
« on: May 11, 2008, 22:49 »
Nope, still don't like it. Why not wait until DoomRL can be TC'ed and then make a variant focussed on DeHacked? Then you won't have to worry about balance, and the meat of the game would be altering the world to make victory possible.
9
Requests For Features / Re: Impassable but can be shot through
« on: May 11, 2008, 07:53 »
Taking the argument a step further, couldn't you gather a set of parameters for walls and have them custemisable. Parameters such as:
seeThrough, passThrough, indestructible, shootThrough, causeDamage, paperThin, wallStrength etc
Then, you'd mix and match to make the wall type you wanted. For example, iron bars could bee seen though and shot through, but not passable, and about as though as a regular wall. But bulletproof glass could be seethrough without letting shots pass. Thick smog would be passthrough, shootthrough, but not seethrough. (One could argue that floor is seethrough, passthrough, shoot through, and in the case of lava, cause damage. This system could come to include floor tiles as well.) And once the game is programmed to react properly to all the parameters, no additional programming would be needed to introduce new wall types except the addition of their parameter data.
Finally, assuming iron bars (or some similar situation) was implemented, how would the game be affected? Would it simply be a way to make pain elementals, lost souls and demons useless? If so, I object.
seeThrough, passThrough, indestructible, shootThrough, causeDamage, paperThin, wallStrength etc
Then, you'd mix and match to make the wall type you wanted. For example, iron bars could bee seen though and shot through, but not passable, and about as though as a regular wall. But bulletproof glass could be seethrough without letting shots pass. Thick smog would be passthrough, shootthrough, but not seethrough. (One could argue that floor is seethrough, passthrough, shoot through, and in the case of lava, cause damage. This system could come to include floor tiles as well.) And once the game is programmed to react properly to all the parameters, no additional programming would be needed to introduce new wall types except the addition of their parameter data.
Finally, assuming iron bars (or some similar situation) was implemented, how would the game be affected? Would it simply be a way to make pain elementals, lost souls and demons useless? If so, I object.
10
Requests For Features / Re: DeHackEd
« on: May 11, 2008, 07:43 »
I do not like the DeHacked proposal, no matter how balanced it is. If it did work, it would make DoomRL more like MatrixRL, where the world could be inexplicably changed from the inside. (Having raised this issue, how cool would MatrixRL be, huh? :p )
Expanding levers (as 'terminals') to have more varied effects, such as unlocking doors, revealing level maps, or other more complicated effects might be interesting, especially if they incorporated the current levers/intuition system without breaking everything. But that's hardly Doomish, is it?
Expanding levers (as 'terminals') to have more varied effects, such as unlocking doors, revealing level maps, or other more complicated effects might be interesting, especially if they incorporated the current levers/intuition system without breaking everything. But that's hardly Doomish, is it?
11
Bug Reports / Re: Assault Shotgun - no special reloading
« on: May 07, 2008, 22:57 »
Did it have a special reload in the older version? Either way, I'll not speak against my favourite unique. :)
12
Bug Reports / Re: Getting experience from all kills
« on: May 01, 2008, 02:14 »
Does that include getting experience from raised enemies via Archvile? Because that is probably unbalanced...
13
Bug Reports / Re: Getting experience from all kills
« on: April 30, 2008, 03:03 »
Since there are finite enemies, I'd say its fair to get experience from each one that meets a horrible end.
14
Requests For Features / Re: Angel of Cybie OR Angel of Fleeing
« on: April 29, 2008, 13:39 »
Angel of Now See What You've Gone And Done.
Each level has a sleeping Cyberdeamon in it. Gunshots and explosions close enough to it will wake it up, causing it to drink some coffee from a thermos, and go on a rampage.
Each level has a sleeping Cyberdeamon in it. Gunshots and explosions close enough to it will wake it up, causing it to drink some coffee from a thermos, and go on a rampage.
15
Requests For Features / Re: Survivors
« on: April 29, 2008, 13:34 »
I like the idea of eventually having a squad of rescued marines, each levelled up and armed so as to help out as much as possible. But, awesome factor aside, I have problems with this idea.
Firstly is balance. Things are balanced as they are now. If the survivors can be roughly comparable in power to the player, then the game will become too easy. If they're not, they have no purpose to begin with. Does anyone remember those customised bots in Quake, the ones you could give orders to? They were fun to have around, but made the single player game easier than it already was, and encouraged the player to sit back and watch the bots shoot stuff. The same thing will happen here.
Secondly, and most importantly, is the quality of teammates in roguelikes in general. Despite blurb of 'innovative AI procedures', 'form a bond with your allies' and 'reacts to your actions and learns from them', teammates in roguelikes generally end up with me screaming at them to attack the damned goblins instead of running in circles. They need constant babysitting, are ineffective, and in almost all cases have code put in to make them betray you at the slightest provocation. I tend to shoot so-called friends in the head if doing so won't hurt my alignment. (BTW, thank you Kornel for not putting in alignment systems.) Now imagine this in context of a game where marines can use rocket launchers, blow holes in walls, traipse across lava, and fire shotguns in crowded areas. Do you really want these prodigies following you?
Firstly is balance. Things are balanced as they are now. If the survivors can be roughly comparable in power to the player, then the game will become too easy. If they're not, they have no purpose to begin with. Does anyone remember those customised bots in Quake, the ones you could give orders to? They were fun to have around, but made the single player game easier than it already was, and encouraged the player to sit back and watch the bots shoot stuff. The same thing will happen here.
Secondly, and most importantly, is the quality of teammates in roguelikes in general. Despite blurb of 'innovative AI procedures', 'form a bond with your allies' and 'reacts to your actions and learns from them', teammates in roguelikes generally end up with me screaming at them to attack the damned goblins instead of running in circles. They need constant babysitting, are ineffective, and in almost all cases have code put in to make them betray you at the slightest provocation. I tend to shoot so-called friends in the head if doing so won't hurt my alignment. (BTW, thank you Kornel for not putting in alignment systems.) Now imagine this in context of a game where marines can use rocket launchers, blow holes in walls, traipse across lava, and fire shotguns in crowded areas. Do you really want these prodigies following you?