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Messages - tisiphone

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This is a proposal for Google Summer of Code by Kornel Kisielewicz (the man himself) for Thousand Parsec .

Just thought it might be interesting to some. That and I wanted to say that I really like this proposal. Ive known of Thousand Parsec for well over two years now and not once Ive found enough time to find out how to play the blasted thing.

Anyway, thought people might want to know :)

Bug Reports / Re: overcharged plasma rifle shows [0/40]
« on: March 30, 2008, 06:55 »
Yes it's intentional AFAIK - it's done this way, so once you overcharge an weapon there is no coming back.

Is it intentional that an overcharged rifle looks like an uncharged one?


Perhaps a [0/0] would be better.

Bug Reports / Re: Berserk mode bug
« on: March 23, 2008, 11:02 »
Here is an explanation of how tactics work by me (earlier there are some raw info from Kornel himself ;)). It seems pretty accurate. I remember Blade posted a description from a beta but I can’t find it right now. Maybe an explanation should be made sticky somewhere, ‘couse I swear I post my link for the third time...

Edit: here is a link to Blade’s post.

Discussion / Re: DoomRL trainer
« on: March 19, 2008, 09:14 »
My two cent:

The way I see it, jake250s argument (1) could be made for infinite reloading of save files too. After all it is an option and it would be up to the player do decide to use it or not. But being a weak willed person that I am I know for a fact that I will just never ever again be able to play the game in its full glory :(. I think the same applies to cheats mode that is easily activated.

Bottom-line, for me, is Im glad DooMRL is cheat-free :)

(1) Cheating is an option: if you dont want it, dont use it (as I understand).

Special levels would be a good place for the suggested unique monsters (which in turn could have randomized 'good' drops).
I like this idea.

Requests For Features / Re: Things that should be in DoomRL
« on: March 17, 2008, 11:35 »
Secret Doors
Some walls aren't exactly walls, but doors to closed off rooms. Getting into these rooms will be either helpful or harmful, much like certain levers.

The problem is most walls in DooMRL can be destroyed and since you see the map from a top down perspective it would be easy to spot. Basically it would be just a bit of a bother to rocket/acid barrel the wall and not much else.
Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do.
Revenants are armored skeletons that can fire two missiles per attack, and can hold their own in melee. It took me about three direct missile hits to take out one of these creatures. Also, they can either fire unguided or homing missiles.

This would be cool if homing missile is not a 100% hit. Arch-Viles are bad enough as is, in my opinion...
Great. Just what you needed. An invisible (nearly) monster.
Spectres are practically the same as the Demons, except that they are partially invisible. Attacks against these bad boys, unless they are melee, have a 50% chance to miss.

I would prefer if you couldn’t see the spectres until they are X spaces away from you. Some things like being hit by a blast radius could make them show up on the screen for a small amount of time too.
Spider Mastermind
You guess the Arachnotrons had to come from somewhere. Hi, mom. She doesn't have a plasma gun, so thank heaven for small favors. Instead, she has a super-chaingun. Crap.
Equipped with a Jackhammer speed Chaingun, the Spider Mastermind is one of the most powerful creatures in the Doom series. She can take up to 18-20 hits from the Rocket Launcher, and deals around 26-28 points of damage with her chaingun per hit to Doomguy. She also constantly shoots until Doomguy moves out of her view, and then he can move back in to score more missile hits.

Baphomet, the Icon of Sin
Oremor Nhoj Em Llik Tsum Uoy Emag Eht Niw Ot!
You don't know what the hell it said, but you'd better kill it fast.
The Icon of Sin is a large wall consisting of a goathead with a hole in it's forehead where its 'brains' are located. It can spawn demon cubes which spawn about 1-2 demons (ranging from Imps to Arch-viles). The trick is to get on a platform and wait for the right time to launch a missile into its skull, rinse, wash, repeat. Hopefully you can kill him before enough Arch-viles spawn.


Tower of Babel
The tallest tower in Hell, and rejected by God, there has never been a soul that has been able to climb to the top.
The Tower of Babel would be a secret level (much like Hell's Arena, etc) which consists of 20 levels, with no health bonuses or health globes. You'll be fighting harder and harder creatures, and at the top would be something really tough, like four cyberdemons at once or something. Your reward would be just as great as your struggle to the top.

Same as Conker’s post.
ID Delta Q Delta. Degreelessmode on, rock and roll!
You should add a cheat code (much like the wizard/exploration mode of NetHack) where you become invunerable at the cost of losing your highscore/unlocking new modes. Of course, there would be a prompt that asks if you really want to turn it on.

I stand by my opinion that this should be the last and ultimate challenge. Something that only people like Blade can do :)
Angel of Limits[/b]
All that junk is just weighing you down. Holding only two of every item sounds better to you, but with limited supplies, you'll have to  choose your battles wisely...
Basically, you can only hold two weapons (including melee!), two stacks of any ammunition, two armors/boots, two items, and two mods. Not only that, monsters drop half as much equipment as normal.

Same as Conker’s post.

Requests For Features / Re: Turning it up...
« on: March 03, 2008, 15:57 »
I like most of the ideas, especially the medal one. It would be quite fun to have a couple joke medals like cannon-fodder where X of your games havent got past level 2 and so on.

The thing I dont like though is the Hells Armory for the same reason as mentioned before and Favourites idea.  One problem I see with favourites is that if a player goes for the same stats over and over again and then gets killed he should be encouraged to change his stats. And even if it works for the player you should still be encouraged to mix things up once in a while. Being able to play through the game in more then one way is, in my eyes, a very good way to prolong the replay factor of the any game. Secondly, Im not sure how good it is an idea to give a player that is in theory very experienced an extra, guarantied, in-game bonus. Just doesnt seem logical that someone who has played as many as say 600 games needs a leg up over a player that hasnt...

As an alternative idea I would prefer are: after X games you would get a special special level where you could get a unique reward not available to other players or you got a special monster generated with a special reward for people who played X games.

Requests For Features / Re: Strafe
« on: February 05, 2008, 07:58 »
What happens if you dodge two fireballs? Or what happens if dodge one and another misses, then you move in the way of the fireball that missed?

Sounds like it would be a pain to make fool-proof...

And to be honest if strafe had to be brought in to DooMRL I would prefer if it allowed you to move and shoot at the same time. Like you select a target and then select to move and so on. 

Requests For Features / Re: 'Skills' - Alternative to Traits
« on: February 03, 2008, 06:39 »
I think something that could fill the role of what you are looking for is actually more tactics (in the tab sense). You could have your Aimed Shot and Increased Perception idea as an alternative to the run tactic (although, it would be nice if they had better names, no offence). The problems then is: how do you add new tactics without cluttering the interface or making it frustrating to use?

Quote from: Potman
Edit: Also I reckon you should get some traits before using them: No Aimed Shot without Eagle Eye, for instance.
That sort of defies the point of this idea. If you have to have some trait to use a tactic then you will not be able to use it early game hence you still wont have many tactical options early game.

Discussion / Re: Can you play as a bad guy?
« on: February 01, 2008, 11:57 »
Quote from: Potman
Feel free, though I don't think it's that sig-worthy.
Well I like it all the same (maybe just the mood I'm in). Thanks :)

Quote from: DaEezT
Well, you just went through a lot of text to tell us what we already know: Computer (PC & Console) RPGs are limited by the options the creators implemented. If you don't like it: don't play it.*
Im not sure who you are talking about but I took Portmans post to mean:
1) He doesnt like being a complete bustard/typical bad-guy
2) Current games favour people playing as the good-guys

My response was:
1) I love being as evil as possible
2) I agree completely


Discussion / Re: Can you play as a bad guy?
« on: February 01, 2008, 10:40 »
Nice topic! I was thinking about the same kind of stuff lately too    
Quote from: Potman
1) The black/white-feeling how it's done. Like, bad guys are always child-eating, puppy-smashing, granny-kicking assholes who spit on everyone's face and always get negative reaction from everywhere. I just can't play with that kind of character, not without being sick of my own evilness at least.
I think this is a matter of preference. Being a complete asshole isnt for everyone I guess :p There are a lot of games where I would prefer to be an all round bustard then being a save-the-world-kind-of-guy. Examples being:
Warhammer, (Im so going to be burnt for this but) being spawn of Chaos kicks ass! In fact, thats why I like Slaanesh, being a self-serving twisted megalomaniac is just something that appeals to me;
Master of Orion (and other space empire games), I dont really get nearly as much of a kick out of them unless I imagine being a tyrannical emperor sending millions to their deaths and annihilating planets full of innocent citizens;
Err, there where more, but I forgot the rest...

Quote from: Potman
Hell, I can't even understand why they'd ever be interested in avenging their father or stuff like that, which is what you usually do in RPGs.
Very true. Personally I think thats a flaw in the RPGs story (i.e. failing to take in to account that you might be an ungrateful brat and so on). I would really like there to be a game that would take in to account other forms of motivation (well at least those that focus on giving the player the (illusion of) choice anyway). 

Quote from: Potman
Now, if there ever was a possibility to play with a greedy, cheating, manipulating bastard who swindles people from their money without them even noticing, does good deeds just for the reward (while our generic bad guy wouldn't do it at all), and generally seems a nice enough guy to other people, like a nice red apple that's just rotten from the inside - that'd be a different story altogether. I'd love to play with someone like that. Too bad it's just not possible.
I think, in a way, this is possible in pretty much any game. If you think about it, there is more or less no way to actually *know* what the character is feeling. After all you are only judging him/her by his/her actions as an invisible observer for all you know he/she could be fantasising about killing the entire village... And if you imagine that you are the character then you know what youre thinking, and it *is* up to you what you really think about everyone ;)

Quote from: Potman
2) Good guys always get, not only the nice feeling of doing something that matters (that should be enough for any good guy), but also much much bigger rewards and loads more experience than the evil ones. Maybe it's just being such a generic asshole they always are, but true baddies should get more money than shiny knights by default. It's just how it should go.

Like, let's say you're supposed to deliver some money from one guy to another. The good guy does how he was asked, sure thing. The Generic Bad Guy takes the money for himself, and goes to the NPC to brag about "Ha ha, I'm gonna keep the money myself, and there's nothing you can do about it! Ha ha!", and something negative, such as bad rep and everyone hating you, follows. Meanwhile, all he really gets is just some meaningless little sum of that you can't buy anything useful with, and you'll get so much more money by selling the stuff from any random encounter (known as "Fallout 2 Syndrome").

Meanwhile, the good guy who did as was asked, will get to keep the whole sum for himself for being such a nice guy, and the NPC will give him some Really Powerful Magic Artifact That's Been In Our Family For Generations (tm), and everyone in the game loves the player a bit more.

So if you want the most experience and the best stuff, you'll play with the Innocent Momma's Boy.
So true. I really want to play my way through Baldur's Gate II with the moral code similar to Korgan Bloodaxe and not miss out on all the cool artefacts/experience that Lawful Good characters get :( 

Quote from: Potman
A baddie I'd like to play would grab some of the money for himself, and then deliver the rest as asked. With luck, the NPC won't notice that some gold is missing.
Nah, your evil lacks scope. Me, I want to be a child-eating, puppy-smashing, granny-kicking assholes :p Just dont want to be dealt out of all the long term rewards that the good guys get...

Quote from: Potman
I want my games for entertainment and escapism, not ethics education, thank you very much.
Can I put this in my signature?

Discussion / Re: Sanity check : Special level format
« on: January 31, 2008, 15:01 »
Well, there's no need for a reference -- if you make a cell with ID = "floor", you'll have CELL_FLOOR defined :). Of course I'll publish the current cells along with it.
Heh, well that just went over of my head...
Em, Im just going to take your word for it :)

Discussion / Re: Sanity check : Special level format
« on: January 29, 2008, 15:34 »
Very nice! I recon I got the gist of it, more or less. As for suggestion for improvements... It would be good to have a table of reference to know just what CELL_whatever means. Also some things could be made a bit clearer. Like, for example, level could be enterlevel or something.
Anyway, its looking good :)

Requests For Features / Re: Ability to aim out of sight
« on: January 26, 2008, 13:32 »
Quote from: Picklish
Also, being able to tab-select barrels when firing would be nice too.
Ehh... not a huge fan of that one. Its quite often that I get stuck in a frenzy of pressing f and if the game auto-selects a barrel... well Im sure you can guess what would happen :(

Bug Reports / Re: Tactics / documentation
« on: January 26, 2008, 12:51 »
As far as I know there is no way to use coward/cautious/aggressive tactics in the current version. The manual just hasnt being updated yet.
There was a topic sometime ago where I had written a replacement for the current tactics part of the manual. Im not sure what everyone thought about it though since hardly anyone gave feedback :/
Heres a link in case youre interested.

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