Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Valkeera on December 11, 2006, 10:24

Title: New Traits
Post by: Valkeera on December 11, 2006, 10:24
Suggestions for two new traits.

Dodger:
advanced, req. 2 Hellrunner
This trait will allow you to dodge missile and melee attacks more effectively - by 10% per trait level.

Stalker:
advanced?
Allows you to sneak past monsters in their LOS undetected in coward or cautious tac setting. This should probably be an advanced trait too (2 Hellrunner?), as it is very powerful.
Title: Re: New Traits
Post by: DaEezT on December 11, 2006, 10:34
Dodger:
advanced, req. 2 Hellrunner
This trait will allow you to dodge missile and melee attacks more effectively - by 10% per trait level.
Some advanced trait on top of Hellrunner would be nice but why make it give only half the bonus Hellrunner does?

Stalker:
advanced?
Allows you to sneak past monsters in their LOS undetected in coward or cautious tac setting. This should probably be an advanced trait too (2 Hellrunner?), as it is very powerful.
Nah, this is neither Splinter Cell nor Metal Gear.
Title: Re: New Traits
Post by: Adral on December 11, 2006, 10:35
I don't like that Stalker thing... Sounds like outright cheating:P It's for ninjas and snipers, and ninjas and snipers are heretic.

The Dodger, on the other hand, might be cool.

However, I think the game needs some kind of attacking trait that is really useful, though. In my opinion there are lots of defensive traits already. Even Eagle Eye is finally used to go into "coward" for all the game, or for sniping targets with Intuition[3]. Making SoaB useful, revamping Finesse and so on is what I think the game needs right now.

Just my 2 cents, though ;).
Title: Re: New Traits
Post by: Neth on December 11, 2006, 11:24
Hell walker (spc trait need lvl 2 Hell Runner) (max 2)
deceraises damage done to you from hazzardous materials like lava or acid

Swimmer (spc trait need lvl 2 of SMTHing) (max 1)
lets you swim in the water, that makes you invisible, but when you shoot, you became visible and your weaps are more "off-targeted"

Basher (spc trait need lvl 2 of SoaB) (max 3)
each lvl of this trait will make enemy bashed for 30 turns with 30% of sucsess

Kicker (spc trait need lvl 2 of Finesse) (max 3)
each lvl will incraise knockback of your weap by 1

Charm (spc trait need lvl 3 of intuition) (max 1)
lets you control target of enemy if you hit this enemy (enemy from which "face" you'll do attack)

Ammo gainer (trait) (max 3)
incraise amount of ammo that you get by 20% each level of this trait

Ammo sharper (spc trait need lvl 2 of Ammo gainer) (max 1)
let you convert one type of ammo to another with a spc koffs, like:
20 bullets - 1 rocket
5 bullets - 1 plasma
10 bullets - 1 shell
5 plasma - 1 rocket
3 plasma - 1 shell
3 shell - 1 rocket

hmmm... think this would be nice... vote=)
Title: Re: New Traits
Post by: RickVoid on December 11, 2006, 11:35
Hell walker (spc trait need lvl 2 Hell Runner) (max 2)
deceraises damage done to you from hazzardous materials like lava or acid

Swimmer (spc trait need lvl 2 of SMTHing) (max 1)
lets you swim in the water, that makes you invisible, but when you shoot, you became visible and your weaps are more "off-targeted"

Basher (spc trait need lvl 2 of SoaB) (max 3)
each lvl of this trait will make enemy bashed for 30 turns with 30% of sucsess

Kicker (spc trait need lvl 2 of Finesse) (max 3)
each lvl will incraise knockback of your weap by 1

Charm (spc trait need lvl 3 of intuition) (max 1)
lets you control target of enemy if you hit this enemy (enemy from which "face" you'll do attack)

Ammo gainer (trait) (max 3)
incraise amount of ammo that you get by 20% each level of this trait

Ammo sharper (spc trait need lvl 2 of Ammo gainer) (max 1)
let you convert one type of ammo to another with a spc koffs, like:
20 bullets - 1 rocket
5 bullets - 1 plasma
10 bullets - 1 shell
5 plasma - 1 rocket
3 plasma - 1 shell
3 shell - 1 rocket

hmmm... think this would be nice... vote=)

Hell walker I like. I have a problem with the others though.

Swimer is worthless. On the lower levels you don't see water anyway.
Theres something I don't like about basher... oh wait, it's the fact that it makes melee even easier. (90% chance at level 3 for 90 turns? Come on! Melee is doable, AoM is impossible right now.)
Kicker might be okay. I like the idea that my PISTOL can get +3 knockback. Take that V!
Charm. No. No no no no no. No.
Ammo gainer. My backpack is typically full of ammo for weapons I won't get until much later. I don't need any more.
Ammo sharper. Not only is it physically impossible to turn 20 handgun rounds into a rocket anyway, it's also ridiculously unbalancing.
Title: Re: New Traits
Post by: Valkeera on December 11, 2006, 11:36
I should've probably specified that Stalker only increases your CHANCE being undetected (by 10% per trait level?), and of course would apply only to monsters that are not aware of your presence. Might save your life when you push the wrong lever ;-)

And I like the Basher trait, too - though I'd decrease the duration to 10 turns only, and chance to 10%/tr.level.
Title: Re: New Traits
Post by: Neth on December 11, 2006, 11:43
Quote
Swimer is worthless. On the lower levels you don't see water anyway.
OK so maybe in "hazzardous materials" too? =P
Quote
Theres something I don't like about basher... oh wait, it's the fact that it makes melee even easier. (90% chance at level 3 for 90 turns? Come on! Melee is doable, AoM is impossible right now.)
In basher I meant not only H2H bashing but a "bullet bashing" too =P
Quote
Kicker might be okay. I like the idea that my PISTOL can get +3 knockback. Take that V!
yep, thats good trait=)
Quote
Charm. No. No no no no no. No.
agreed in this, but it'll fun when you control cybie=)(or JC) so just good to be only as a spoiler=)
Quote
Ammo gainer. My backpack is typically full of ammo for weapons I won't get until much later. I don't need any more.
Ammo sharper. Not only is it physically impossible to turn 20 handgun rounds into a rocket anyway, it's also ridiculously unbalancing.
maybe you have an "Hell smith" in your backpack=)
unbalancing... maybe=) so it will be good to make a 50-200%% loss of ammo that you convert when converting=P
Title: Re: New Traits
Post by: Valkeera on December 11, 2006, 11:44
Quote
Theres something I don't like about basher... oh wait, it's the fact that it makes melee even easier. (90% chance at level 3 for 90 turns? Come on! Melee is doable, AoM is impossible right now.)

I think that from the description Basher is not for melee only (that's why there's 2 SoaB), it might apply to all other weapons too (or perhaps limited up to chaingun? BFG has a really bashing effect on its own already ;-)).
Title: Re: New Traits
Post by: Blade on December 11, 2006, 11:47
I'm not against Kicker, Basher(if it will be as Valkeera said), and Hell walker(it is useless to me, but if anybody need it, i won't mind). About other perks: what do we want, to turn DooMRL into total RPG with crafting higher ammo types from lesser ammo types, with creating of armor from corpses?)). And Charm(he-he) is taming then: hit demon with rocket and he will love you for this))). No-no-no-no-no.
Title: Re: New Traits
Post by: Neth on December 11, 2006, 11:58
OK so Ammo sharper is not good thing, but ammo gainer may be left=)

Charm... hmmm... ok, no charm, maybe this

Nerve Shot (spc trait 2 SoaB) (max 3)
Each your shoot make enemy go nuts =P. each level makes enemy shoot at random direction for 20 moves
Title: Re: New Traits
Post by: Blade on December 11, 2006, 12:06
Nerve Shot (spc trait 2 SoaB) (max 3)
Each your shoot make enemy go nuts =P. each level makes enemy shoot at random direction for 20 moves

Isn't it similar to bashing then? Only one thing is changing - when bashed he is standing still, and when he's hit in nerve, he is standing still and firing.
Title: Re: New Traits
Post by: Adral on December 11, 2006, 12:09
Quote
In basher I meant not only H2H bashing but a "bullet bashing" too =P

More unbalancing already? 90 turns without doing anything at 90% chance? Even 1 turn dizzied might be overkill... you just keep hitting the demon with a chaingun (which has 5 hits per turn, not mentioning you MUST have at least Finesse 2, so more chance of putting him out of combat) and he dies eventually without even touching you.

I don't quite get what's so useful about Kicker, but it might be just me.

Charmer is just a NO. We don't need Bards who tame demons in this game. :P

Ammo gainer, as RickVoid said, is useless. You can already hoard lots of ammo without it.

Ammo sharper is also contrary to the spirit. The thing with DoomRL is that you have to choose what you bring along because of the limited inventory. If we add this kind of things, we lose that strategy factor, which in my opinion is a bad thing to do.

On Stalker, I think it's just contrary to the spirit of the game, no matter the chance. We already have the almighty Intuition to snipe from the farthest places without being noticed. Also, Intuition already helps you NOT to push the wrong lever :P

Nerve Shot is just overpowered beyond any comprehension. Shoot a monster and watch the show. It is also agaisnt the spirit of DoomRL being a shooter-RL, implementing things like crazyness, enchantments and so on.

As I said, SoaB is pretty much useless, as well as some other traits. I think the priority should be making every trait useful and then, implement new traits. The more valid strategies we have in our hands, the more fun we'll have with the game.

For example, SoaB might add +1 damage per dice, not per attack. So, the shotgun would have 6d3+6(the number of dice rolled), the BFG 8d8+8 and so on. Right now, spending a trait for a 8d8+1 for the BFG feels a bit dumb.
Title: Re: New Traits
Post by: DaEezT on December 11, 2006, 12:11
Quote
In basher I meant not only H2H bashing but a "bullet bashing" too =P

More unbalancing already? 90 turns without doing anything at 90% chance? Even 1 turn dizzied might be overkill... you just keep hitting the demon with a chaingun (which has 5 hits per turn, not mentioning you MUST have at least Finesse 2, so more chance of putting him out of combat) and he dies eventually without even touching you.

I don't quite get what's so useful about Kicker, but it might be just me.

Charmer is just a NO. We don't need Bards who tame demons in this game. :P

Ammo gainer, as RickVoid said, is useless. You can already hoard lots of ammo without it.

Ammo sharper is also contrary to the spirit. The thing with DoomRL is that you have to choose what you bring along because of the limited inventory. If we add this kind of things, we lose that strategy factor, which in my opinion is a bad thing to do.

On Stalker, I think it's just contrary to the spirit of the game, no matter the chance. We already have the almighty Intuition to snipe from the farthest places without being noticed. Also, Intuition already helps you NOT to push the wrong lever :P

Nerve Shot is just overpowered beyond any comprehension. Shoot a monster and watch the show. It is also agaisnt the spirit of DoomRL being a shooter-RL, implementing things like crazyness, enchantments and so on.

As I said, SoaB is pretty much useless, as well as some other traits. I think the priority should be making every trait useful and then, implement new traits. The more valid strategies we have in our hands, the more fun we'll have with the game.

For example, SoaB might add +1 damage per dice, not per attack. So, the shotgun would have 6d3+6(the number of dice rolled), the BFG 8d8+8 and so on. Right now, spending a trait for a 8d8+1 for the BFG feels a bit dumb.

I'd like to second this post with one addition:
I think every base skill should also lead to an advanced skill that make focusing on it worthwhile and that is not the case for all skills right now.
Title: Re: New Traits
Post by: Fingerzam on December 11, 2006, 15:00
I'd like to note that there's already Reloader and Shottyman for shotguns, so I don't see increasing shotguns' damage as a priority, but I do agree that Finesse and SoaB do need advanced traits to make 'em better, like something allowing you to shoot additional bullets with chaingun and plasma rifle for SoaB (this was suggested by someone on #DoomRL some time ago).

Finesse would also need some boosting to itself.
Title: Re: New Traits
Post by: DaEezT on December 11, 2006, 15:21
like something allowing you to shoot additional bullets with chaingun and plasma rifle for SoaB (this was suggested by someone on #DoomRL some time ago).
yay, someone remembers my GatlingGuy idea ;D
Title: Re: New Traits
Post by: Valkeera on December 12, 2006, 10:06
Maybe the "Basher" for SoaB 2 could allow you to do double damage / instakill with a certain chance (10% again?) per level... Though perhaps only for melee (excl. LS) and up to chaingun weapons.
Title: Re: New Traits
Post by: Igor Savin on December 12, 2006, 10:12
Maybe the "Basher" for SoaB 2 could allow you to do double damage / instakill with a certain chance (10% again?) per level... Though perhaps only for melee (excl. LS) and up to chaingun weapons.

Sounds boring...
We need second Shottyman.
Now that was a brilliant trait.
Title: Re: New Traits
Post by: Blade on December 14, 2006, 11:03
[Anatomyst] You know about serious wounds and bleedings all: how to prevent them, how to cure them... and how to make them! Each level of this perk decreases chance of bleeding for you and increases chance of enemies to start bleeding from your attacks by 15%(maybe 20%) per level.
Any suggestions?
Title: Re: New Traits
Post by: Malek Deneith on December 14, 2006, 11:08
[Anatomyst] You know about serious wounds and bleedings all: how to prevent them, how to cure them... and how to make them! Each level of this perk decreases chance of bleeding for you and increases chance of enemies to start bleeding from your attacks by 15%(maybe 20%) per level.
Any suggestions?
This one will be covered by one of the already planned Adv. Traits IIRC
Title: Re: New Traits
Post by: Adral on December 14, 2006, 11:10
[Anatomyst] You know about serious wounds and bleedings all: how to prevent them, how to cure them... and how to make them! Each level of this perk decreases chance of bleeding for you and increases chance of enemies to start bleeding from your attacks by 15%(maybe 20%) per level.
Any suggestions?

This could work (perhaps tweaking a bit the percentage of happening) if killing monsters by bleeding would give you experience, because right now it doesn't give you any. Picking this trait would mean forfeiting lots of experience. :P

Also, it would be nice to be know how much damage does bleeding do, although I think it would be more useful against monsters with big damage reduction.

EDIT: Spelling OMG
Title: Re: New Traits
Post by: Blade on December 15, 2006, 12:40
[Regeneration] Anvanced trait, after 2 levels of Iron Man. Regenerates 1hp every n turns(where n = some big number). This perk is almost useless in normal game, but will be extremely good for Nightmare!(later i will explain, why).
Title: Re: New Traits
Post by: DaEezT on December 15, 2006, 12:49
[Regeneration] Anvanced trait, after 2 levels of Iron Man. Regenerates 1hp every n turns(where n = some big number). This perk is almost useless in normal game, but will be extremely good for Nightmare!(later i will explain, why).

Why useless in normal games? With the current state of the AI it's easy to find a safe spot where you can spend 5000 turns  regenerating and on UV/AoI it would be very useful.

But with the current AI .... well... it would probably be very imbalanced right now :/
Maybe make it Nightmare! only.
Title: Re: New Traits
Post by: Adral on December 15, 2006, 12:54
[Regeneration] Anvanced trait, after 2 levels of Iron Man. Regenerates 1hp every n turns(where n = some big number). This perk is almost useless in normal game, but will be extremely good for Nightmare!(later i will explain, why).

Why useless in normal games? With the current state of the AI it's easy to find a safe spot where you can spend 5000 turns  regenerating and on UV/AoI it would be very useful.

But with the current AI .... well... it would probably be very imbalanced right now :/
Maybe make it Nightmare! only.

Not only it's easy to get a spot to rest, but if you clear a level, then it's just a matter of wait a certain amount of time (as higher as needed) to get 100% again. That, in my opinion, ruins the whole med-pack management fun.
Title: Re: New Traits
Post by: DaEezT on December 15, 2006, 12:55
Not only it's easy to get a spot to rest, but if you clear a level, then it's just a matter of wait a certain amount of time (as higher as needed) to get 100% again. That, in my opinion, ruins the whole med-pack management fun.

arrrrrgg.. I missed the most obvious point again :p
Title: Re: New Traits
Post by: Blade on December 15, 2006, 13:01
Maybe really make it only for Nightmare!? Belive me, there are no rest spots!
Title: Re: New Traits
Post by: DaEezT on December 15, 2006, 13:04
Maybe really make it only for Nightmare!? Belive me, there are no rest spots!

Well, Nigthmare! prevents the easy 'rest-after-everything-is-dead' thingy and the constantly high monster count might also make it hard enough to find save spot, so the trait would be balanced.
You are the only Nightmare! player so far so I can't really say how Nightmare! plays right now without regeneration.
Title: Re: New Traits
Post by: Blade on December 15, 2006, 13:07
You are the only Nightmare! player so far so I can't really say how Nightmare! plays right now without regeneration.
Belive me, after Nightmare! i count Malivicious Knives challenge and UV at all as child's play.))
Title: Re: New Traits
Post by: Valkeera on December 16, 2006, 13:17
Okay, let's do a little summary of some traits that may be acceptable suggested here so far:

Dodger: (adv., req. HR2, maxlvl 2) Increases your chance to dodge missile/melee attack by x% (to be determined).
This got two votes. Any additional comments on it? Might go hand in hand with a revision of Hellrunner trait to make the combination more balanced.

Basher: (adv., req. SoaB2, maxlvl 2) 10%/level chance to cause double damage with weapons up to chaingun.
There's still some controversy about it. Could be of some use for AoMr challenge and Shotties.

Kicker: (adv., req. Fin2, maxlvl 2) Knockback effect of weapons increased by 1/level(?).
Can be useful at keeping the demons at bay, or knocking powerful enemies out of LOS and then cutting the tail.

Ammo stacker: (trait, maxlvl 3) Increases the amount of all ammunition in one inventory stack by 10%/level.
Borrowed this from this RFF (http://forum.chaosforge.org/index.php?topic=539.0). Allows to carry more ammo while keeping precious inventory slots free for other items.

Anatomist: (trait, maxlvl 2/3?) Decreases chance of bleeding and bleeding damage, increases chance/damage caused to monsters.
This can be a useful trait, though perhaps the bleeding should be made more deadly to balance it.



Your comments and judgements, please? :-)
Title: Re: New Traits
Post by: Malek Deneith on December 16, 2006, 13:39
Quote
Ammo stacker: (trait, maxlvl 3) Increases the amount of all ammunition in one inventory stack by 10%/level.
Borrowed this from this RFF. Allows to carry more ammo while keeping precious inventory slots free for other items.
I'd rather made this an advanced trait requireing Reloader (2-3) with one level and giving a flat 100% increase to ammo stack - the 10%-20%-30% increase will produce odd max stack sizes.
Title: Re: New Traits
Post by: Valkeera on December 16, 2006, 13:45
I'd rather made this an advanced trait requireing Reloader (2-3) with one level and giving a flat 100% increase to ammo stack - the 10%-20%-30% increase will produce odd max stack sizes.

I'd suggest less than 100% flat increase - 20% would be enough, IMO.
Title: Re: New Traits
Post by: Adral on December 17, 2006, 11:14
Your comments and judgements, please? :-)

Here you have mine :P

Quote
Dodger: (adv., req. HR2, maxlvl 2) Increases your chance to dodge missile/melee attack by x% (to be determined).
This got two votes. Any additional comments on it? Might go hand in hand with a revision of Hellrunner trait to make the combination more balanced.
I'd make this more along the lines of a 1 level only trait that would give you the same amount of dodging you have on hellrunner even when standing still, firing, etc.

Quote
Basher: (adv., req. SoaB2, maxlvl 2) 10%/level chance to cause double damage with weapons up to chaingun.
There's still some controversy about it. Could be of some use for AoMr challenge and Shotties.
I personally don't like it. Chance traits is increasing luck, and to get some planning ahead you'd need something more static.

However, the main idea is nice. Perhaps add something along the lines of decreasing firing time for multi-fire weapons (chaingun and plasmagun). It would add damage (potentially) and it would make it both different and another trait route similar to shottyman for shotguns. Note that this has been suggested before and not by me, I am just saying it again because I like the idea.

Quote
Kicker: (adv., req. Fin2, maxlvl 2) Knockback effect of weapons increased by 1/level(?).
Can be useful at keeping the demons at bay, or knocking powerful enemies out of LOS and then cutting the tail.
I find this trait pretty useless. It's not giving the player any real advantage, and I think all traits should be meaningful.

Quote
Ammo stacker: (trait, maxlvl 3) Increases the amount of all ammunition in one inventory stack by 10%/level.
Borrowed this from this RFF (http://forum.chaosforge.org/index.php?topic=539.0). Allows to carry more ammo while keeping precious inventory slots free for other items.
This could be cool if done correctly and perfectly balanced.

Quote
Anatomist: (trait, maxlvl 2/3?) Decreases chance of bleeding and bleeding damage, increases chance/damage caused to monsters.
This can be a useful trait, though perhaps the bleeding should be made more deadly to balance it.
I like this idea, under the same conditions as the previous trait, and if killing monsters by bleeding would give you exp.

Well, those were my 0.02€ :P
Title: Re: New Traits
Post by: Khashishi on December 17, 2006, 14:44
I don't know why people are thinking kicker is useless. To me, it sounds overpowered! What is the best thing about the rocket launcher? It clears out the enemies so you can hit them again when they pop into view. Imagine taking on the wall without the kickback effect.

another advanced trait idea: piercing shot (req sob2?). each level lets you shoot through one additional enemy with guns. Doesn't work with rocket launcher or BFG or melee (and I think shotguns already pierce so it might do nothing)
Title: Re: New Traits
Post by: TFoN on December 20, 2006, 10:56
I've already suggested this one in the Doom Wiki:

Fireballs - should be unlockable, but I'm not sure by what... "You've an ego like hell and the weapons to match! Your massive will alone increases the blast radius of your rocket-launchers by 1 space for each level of this trait. But be careful not to get ahead of yourself and blow yourself away..." I guess damage will be sorted out by the same equation but for a larger radius, not changing damage at the center, but making it near the center a little higher than before. I don't think this trait should affect BFGs, as they don't make FIREballs :)
Title: Re: New Traits
Post by: Brewtal Legend on December 22, 2006, 13:35
Chainsaws & Boomsticks. (Probably a better name for it could be suggested)

This trait would allow you to dual wield a shotgun and a chainsaw ala evil dead/ army of darkness.
It would require shottyman and brute lvl 1 maybe.
You can attack a enemy in melee range with the chainsaw at the same time you fire the shotgun.

     -Legend
Title: Re: New Traits
Post by: Supernaut on January 04, 2007, 07:42
What about:

Vampirism  (maybe max 3) - With each trait you receive 5% damage you deal to enemies. (The amount could be tweaked)

You say that SoaB is useless but nobody mentioned that Juggler is useless ;) .

Fast as Hell - Every action you do is x% faster then normally (after hellrunner lvl 2)

Stratego (i didn't thought much about the name ;) ) - the effects of coward and aggresive setting are x% bigger.

Telekinetic Mind - You can choose where to teleport when entering a teleport on map OR using the phase device. Only 1 level for this trait.



Title: Re: New Traits
Post by: TFoN on January 06, 2007, 13:11
(EDIT: corrected endquotes. That's a bad thing to let get past me :P )

No Vampirism please. Waaay off the theme, IMO.

Quote
You say that SoaB is useless but nobody mentioned that Juggler is useless ;)
I think everyone just takes that as obvious :P

Quote
Fast as Hell - Every action you do is x% faster then normally (after hellrunner lvl 2)
Maybe if it's 5%, otherwise Finesse, Reloader and others'd be much less useful. But a 5% increase does little to a 10-tick action when rounded down, and rounded up that's 10% (see above).

Quote
Stratego (i didn't thought much about the name ;) ) - the effects of coward and aggresive setting are x% bigger.
Borderline ;) I like it.

Quote
Telekinetic Mind - You can choose where to teleport when entering a teleport on map OR using the phase device. Only 1 level for this trait.
Mostly useless, considering teleporters apear so rarely and PDs are used only once. TaN has a much better chance of saving you.
Title: Re: New Traits
Post by: Aki on January 06, 2007, 21:43
Medic-
Level 1- You can convert small medpacks to small globes and vice versa by either:
A) Picking them up (Screen says: Do you want this to be a [g]lobe or a [m]edpack?)
B) same as above but by dropping.
Level 2: You can do all you can at level 1, but you can also turn Large medpacks into Large health globes and Beserk packs.
Level 3: You can do all you can do at level 2, But you can:
A) Turn 3 small medpacks into 1 large, and vice versa
B)Pick up Beserk packs and Large Globes as 3 small medpacks.

I think this might be too un-doomish, but i'd use this trait.
Mabye it might require IM(2) or somthing?

Pack Mule:
Each level gives you 10% more ammo capacity per stack.





Title: Re: New Traits
Post by: Aki on January 07, 2007, 03:27
More traits!

Hoarder:
1 level trait, all healing items give 10% more heal, and powerups (like Beserk and Invun) last 10% longer.

More later, g2g 4 now 
Title: Re: New Traits
Post by: Adral on January 07, 2007, 03:32
Medic-
Level 1- You can convert small medpacks to small globes and vice versa by either:
A) Picking them up (Screen says: Do you want this to be a [g]lobe or a [m]edpack?)
B) same as above but by dropping.
Level 2: You can do all you can at level 1, but you can also turn Large medpacks into Large health globes and Beserk packs.
Level 3: You can do all you can do at level 2, But you can:
A) Turn 3 small medpacks into 1 large, and vice versa
B)Pick up Beserk packs and Large Globes as 3 small medpacks.

I think this might be too un-doomish, but i'd use this trait.
Mabye it might require IM(2) or somthing?
For some reason, I don't really like your trait much... sounds too cheaty.

Pack Mule:
Each level gives you 10% more ammo capacity per stack.

Heh, isn't this one on the beta already in the form of a backpack?

Hoarder:
1 level trait, all healing items give 10% more heal, and powerups (like Beserk and Invun) last 10% longer.

This might work. Would need to test for balancing, though.




Title: Re: New Traits
Post by: Aki on January 07, 2007, 03:35
Ha! we have no backpack addition in the Beta...mabye in the next one =)

Title: Re: New Traits
Post by: Valkeera on January 07, 2007, 08:06
How about if the 'Medic' trait increased the healing effect of medpacks / SHGs by 10% for each level? On the downside though, there is the fact that (almost) no small medpacks are being generated on lower levels.
Title: Re: New Traits
Post by: Adral on January 07, 2007, 12:35
How about if the 'Medic' trait increased the healing effect of medpacks / SHGs by 10% for each level? On the downside though, there is the fact that (almost) no small medpacks are being generated on lower levels.
Hoarder:
1 level trait, all healing items give 10% more heal, and powerups (like Beserk and Invun) last 10% longer.

Already been proposed, and with some more advantages because, as you say, on deeper levels it would be less useful.
Title: Re: New Traits
Post by: TFoN on January 07, 2007, 14:50
I'd hate to spam, but I got absolutely no feedback on this one, for better or worse:

Fireballs - should be unlockable, but I'm not sure by what... "You've an ego like hell and the weapons to match! Your massive will alone increases the blast radius of your rocket-launchers by 1 space for each level of this trait. But be careful not to get ahead of yourself and blow yourself away..." I guess damage will be sorted out by the same equation but for a larger radius, not changing damage at the center, but making it near the center a little higher than before. I don't think this trait should affect BFGs, as they don't make FIREballs :)
Title: Re: New Traits
Post by: Adral on January 07, 2007, 15:00
I'd hate to spam, but I got absolutely no feedback on this one, for better or worse:
The Emperor shall provide you judgement.

Fireballs - should be unlockable, but I'm not sure by what... "You've an ego like hell and the weapons to match! Your massive will alone increases the blast radius of your rocket-launchers by 1 space for each level of this trait. But be careful not to get ahead of yourself and blow yourself away..." I guess damage will be sorted out by the same equation but for a larger radius, not changing damage at the center, but making it near the center a little higher than before. I don't think this trait should affect BFGs, as they don't make FIREballs :)
Too dangerous. Would lead to hurting yourself many times. But maybe because of that might be balanced, as you hurt more monsters every shot but you also take the risk of hurting yourself. Also, it's very weapon-specific, so I really don't know what to make of it :/.

Would need testing, I guess.
Title: Re: New Traits
Post by: Aki on January 07, 2007, 16:04
I'd hate to spam, but I got absolutely no feedback on this one, for better or worse:

Fireballs - should be unlockable, but I'm not sure by what... "You've an ego like hell and the weapons to match! Your massive will alone increases the blast radius of your rocket-launchers by 1 space for each level of this trait. But be careful not to get ahead of yourself and blow yourself away..." I guess damage will be sorted out by the same equation but for a larger radius, not changing damage at the center, but making it near the center a little higher than before. I don't think this trait should affect BFGs, as they don't make FIREballs :)

Nope. DOsent really make sense to me. Mabye it could make RL Not affect you, Like BFG? Because this trait would only be good for Int games right now.
Title: Re: New Traits
Post by: TFoN on January 08, 2007, 14:03
Too dangerous. Would lead to hurting yourself many times. But maybe because of that might be balanced, as you hurt more monsters every shot but you also take the risk of hurting yourself.
"But be careful not to get ahead of yourself and blow yourself away..." :)
It's a matter of style of play - I've been saved by my RL many times while being hit by it at the same time. In fact, I thought of this one partially due to a double-kill (AV and Arach) at nearly 0-range.

Quote
Also, it's very weapon-specific, so I really don't know what to make of it :/.
So's Shottyman, but the RL's a weapon put to use by everyone, and all the time.
With AoB and AoMr as exceptions, there's no question about putting it to use.

Mabye it could make RL Not affect you, Like BFG?
That seems likely to be way overpowered at the moment.

Quote
Because this trait would only be good for Int games right now.
I strongly disagree - leveling rooms based on sounds is something done regardless of traits (ask around; I assure you), but could be done much better with a larger blast radius.
Title: Re: New Traits
Post by: Supernaut on February 28, 2007, 07:16
I would rather like my RL to have stronger kickback then larger radius.

What about traits unblocking special attack to weapons ;) ?

Thrower (put some requirements here)

Lets you cast knives / ammo at the enemy (posted for fun but idea of throwing my last knife in the head of this Baron Of Hell seems l33t ;p )

Evil Eye - Some monsters occasionally flee from you or stand schocked in fear.

What about being able to stun your targets?

I know Im not the best source of ideas :I

Title: Re: New Traits
Post by: TFoN on March 05, 2007, 13:13
First off, there's a difference between being modest and just plain canceling out your own ideas
I know Im not the best source of ideas :I
:P
Please, you and others, stop doing that!

Now, to the content:

Knockback's directly linked to damage, but if there's a Stonewall, there can be IMO an aptly named Battery :)
Stunning has been discussed AFAIR, and deemed too risky on the balance.
Throwing would be nice if there were more things to throw, but I don't think that's necessary, and anyway sounds rather undoomish.
Evil Eye could be great, but seems to me very undoomish, standing too close to stealth activity when you get down to it - Doom's about fighting and getting hit. Your enemies are fearless, and so are you, and danger is avoidable only by death.
Title: Re: New Traits
Post by: Supernaut on March 05, 2007, 15:13
Then you can throw your chainsaw ;) . Or Ultimate Weapon Of Spoiliness as Styro said (after all, it's a spear ;) ).

I've been thinking a little bit about advanced traits... and it seems to me that Shottyman is the most efficient in terms of trait using. You wont get full advantage from traits like dualgunner, berserker, badass and so. But by taking only 1 trait called Shottyman you can reload while moving every shotgun you have (even double shotgun). Wouldnt it be a little bit more fair to make advanced trait only one - level - strong traits. They could have higher requirements, but have a nasty beneficial effect.
Title: Re: New Traits
Post by: RepoRipper on March 05, 2007, 21:39
question regarding melee: has ANYONE ever beaten the AOD in the Unholy Cathedral? its sorta ripped, as by the time you get to it you are dangerously low on healers, and even then he rips u to shreds. it does not matter if it is AoB or not, u still must get Creamed in one hit if u try to fight him. u cant use guns! and so my freinds, without further ado, the reason for keeping all those Combat Knives! the
Flickerman (as in flick-o-the-wrist), Super Special Trait, req: 3 EE + 2 Brute, max lvl 3
allows u to throw combat knives, impaling demons on the blades. it is the same as slashing the demon, so it is considered to deal melee damage. you can recover the knife after it is thrown, except there is a 25% chance it will break, which drops 5% each level to a minumum of 15%. note that if you try to use intuition or predetermined locations to hit the enemy from out of your vision, it will ALWAYS miss, ie can only be used on visible enemys. it still only does 1d6 damage, plus any trait based modifiers.
in addition, to go with this, the Knife Belt, which uses Combat Knives as ammo, and can hold 10 at once. it is essential for the operation of the flickerman trait. note that Knives are common, and they break easily if thrown. this is not unfair as in order to get it u need at least lvl 6, it can be used in AoB and in the Unholy Cathedral. it takes time to throw a knife, especially if u have poor aim (no EE :) ).
Title: Re: New Traits
Post by: BDR on March 05, 2007, 23:44
question regarding melee: has ANYONE ever beaten the AOD in the Unholy Cathedral?

Yes (http://forum.chaosforge.org/index.php?topic=725.0), people (http://forum.chaosforge.org/index.php?topic=690.0) have (http://forum.chaosforge.org/index.php?topic=720.0).  Perhaps it's your build/lack of experience in AoB that's the problem?
Title: Re: New Traits
Post by: Supernaut on March 06, 2007, 01:26
I just did, and hell on [NTR] he is darn easy to beat. 6 hits and he is down, with a proper build.
Title: Re: New Traits
Post by: TFoN on March 06, 2007, 08:48
RepoRipper, your Flickerman idea would be great, IF this were not DoomRL. As an action-based, fast paced shooter, going so far (knife belt, break chances) just to enable throwing knives seems to me pointless for this game. And what if you were not to find a belt? The trait'd be rather useless.
If this were to be enabled, I'd suggest making knives stackable by default and throwing always possible with a trait to improve the skill, and also making break chances either non-existent/absolute or more straight forward (100%-50%-20% or the likes).
Title: Re: New Traits
Post by: Supernaut on March 08, 2007, 17:36
And making RNG spawn knives as ammo, and not normal weapons

What about a trait that lets you use an off hand pistol together with another weapon? A little bit like Dualgunner but instead of affecting your speed, dual wielding affects your accuracy. Dunno, just a thought.

Advanced trait

Fast as Hell : This trait occasionally lets you shoot twice, instead of once, in the same amount of time. Trait level affects chance in % (just like berserk trait). Requires finesse lvl2.
Title: Re: New Traits
Post by: RepoRipper on March 09, 2007, 00:14
yeah its fun to think about but not good for actual game.
hehehehehehehehe..... i was just thinking about Advanced traits!
hehehe, just for fun:

Son of an Alien (as in the movies!)
1 level, requires 2 SoB
hell has currupted you, and you are no longer precisely human. your blood has turned acidic, giving a chance to cause damage to any melee attacker, and severly wounding those demons who get near you if you are bleeding! you are also immune to acid damage (but your boots arent!), and Hell Knight acid balls arent as strong (they still explode!)[this part is kinda iffy, but would make sense]

feel free to change requirements. (note, the name is considered a requirement, so feel free to change that too!)
Title: Re: New Traits
Post by: Supernaut on March 09, 2007, 02:23
Son of an Alien (as in the movies!)
1 level, requires 2 SoB
hell has currupted you, and you are no longer precisely human. your blood has turned acidic, giving a chance to cause damage to any melee attacker, and severly wounding those demons who get near you if you are bleeding! you are also immune to acid damage (but your boots arent!), and Hell Knight acid balls arent as strong (they still explode!)[this part is kinda iffy, but would make sense]
I would rather see the requirements as TaN 2 or maybe TaN and SoaB. The whole idea sounds fun as hell ! The name of the trait needs to be changed, however;) . No aliens are in Doom. Just pure Hellspawn.
Title: Re: New Traits
Post by: TFoN on March 09, 2007, 03:58
AFAIK, Doom3 names the demons as aliens.

Anyway, SoaA sounds fun. It could even fit in to the Doom atmosphere well, but it isn't a classic aspect of Doom in any way I'm aware of (not even monsters have it), and therefore should be considered carefully. It can probably best fit one of the fight-for-hell ideas.

And regarding HKs/Barons, those are balls of plasma.
Title: Re: New Traits
Post by: Supernaut on March 09, 2007, 10:54
AFAIK, Doom3 names the demons as aliens.

Anyway, SoaA sounds fun. It could even fit in to the Doom atmosphere well, but it isn't a classic aspect of Doom in any way I'm aware of (not even monsters have it), and therefore should be considered carefully. It can probably best fit one of the fight-for-hell ideas.

And regarding HKs/Barons, those are balls of plasma.
Didn't play Doom3 (though I wouldn't mind). If I remember correctly, even though the whole thing happens in a space base, something openned a portal to hell, so your enemies ain't much of puny Aliens. They are 3VIL ITSELF!!!. And evil from hell, too. But that doesn't matter anyways.

What do you mean by being a classical aspect of Doom ? No trait is a classical aspect of Doom. And the "Fight For Hell" idea is dropped for the next 2 years, or forever.
Hmmm? HK's fire green plasma? Maybe they also have plasma instead of blood Xp ? Any proof?
Title: Re: New Traits
Post by: DaEezT on March 09, 2007, 11:13
What about a trait that lets you use an off hand pistol together with another weapon? A little bit like Dualgunner but instead of affecting your speed, dual wielding affects your accuracy. Dunno, just a thought.
That would mean you'd have to
a) carry around a semi-useless weapon (in normal games) instead of using that space to carry another BFG/plasma rifle/etc, and
b) waste at least one backpack slot on 10mm ammo.


Advanced trait
Fast as Hell : This trait occasionally lets you shoot twice, instead of once, in the same amount of time. Trait level affects chance in % (just like berserk trait). Requires finesse lvl2.
Not much use in this one.
1000 Energy per shot = normal.
Finess(2) = -20% = 800.
At this point you can take the trait
Let's say this trait gives you 10% chance, that means you act 10 times and get 11 shots (statistically), which means you use 8000 energy and get 800 (1 attack) for free, which is 10% (relative to your current base)
Finess(3) would reduce it to 700, which is a decrease of 100 (because Finess uses the unmodified base), which is 12,5%.
At 700 per shot you'd be able to act 11 times with 8000 energy and still have some left.

Add speed weapon mods and it becomes even worse :p

Title: Re: New Traits
Post by: Supernaut on March 09, 2007, 12:44
What about a trait that lets you use an off hand pistol together with another weapon? A little bit like Dualgunner but instead of affecting your speed, dual wielding affects your accuracy. Dunno, just a thought.
That would mean you'd have to
a) carry around a semi-useless weapon (in normal games) instead of using that space to carry another BFG/plasma rifle/etc, and
b) waste at least one backpack slot on 10mm ammo.
And lets you add additional 2 - 8 damage each shot instead. An ok deal if you ask me. That's better than SoaB trait, in some cases. The trait could upgrade something too, if that sounds underpowered. To hit chance, damage, firing speed, whatever just to balance things out. Beside, considering some of the traits are used almost only, for challenges, and one trait is not used at all I don't think this trait is SUCH a bad idea.

Quote
Let's say this trait gives you 10% chance, that means you act 10 times and get 11 shots (statistically), which means you use 8000 energy and get 800 (1 attack) for free, which is 10% (relative to your current base)
Finess(3) would reduce it to 700, which is a decrease of 100 (because Finess uses the unmodified base), which is 12,5%.
At 700 per shot you'd be able to act 11 times with 8000 energy and still have some left.
If I remember correctly, the finnese trait may be taken only 2 times. I may be wrong though, still you can just tweak the chance to fx 10 % per level which means with 1 level every tenth shot you get one shot more. With 2 levels every fifth shot and that makes kind of a difference.
Title: Re: New Traits
Post by: TFoN on March 09, 2007, 14:37
I at one point suggested the trait Massacre Man, enabling the dual-wielding of a chainsaw with all but a BFG or LS. That would probably be much more useful than an off-hand pistol, as putting 4d6 damage into a creature once it closes in on you (which would also be engineered) can prove lethal. Certainly, it can complement almost any weapon, once tarits are taken in HR and EE, traits useful in almost any event. A pistol's only really worthwhile with SoaG, and that only augments the pistol.

Traits aren't part of Doom, but as of 0.9.8.5 almost all traits either reflect a skilled Doom player's abilities, knowledge and reflexes (e.g. EE, Intuition, Shottyman (which "should" be a standard feature), HR~) or directly influence simple numerical values (e.g. SoaB, TaN, IM). The only two exceptions I can think of are Berserker and Dualgunner, where the former is an extention of an existing feature and the latter isn't nearly as severe in its implications as acidic blood.

Hell's Champion may be on hold, but that doesn't mean there's any more room for acidic blood in standard DoomRL than there was before. Besides, if Kornel will decide to release the source code at any time, but specifically before your two years, then it will be just a little more relevant to discuss where this falls in.

AFAIK, HKs/Barons using plasma is Doom canon. I'll try finding something, later, if I'll remember.
Title: Re: New Traits
Post by: DaEezT on March 09, 2007, 18:29
I at one point suggested the trait Massacre Man, enabling the dual-wielding of a chainsaw with all but a BFG or LS. That would probably be much more useful than an off-hand pistol, as putting 4d6 damage into a creature once it closes in on you (which would also be engineered) can prove lethal.

I don't remember seeing that but I like it.
The chainsaw in the second slot is used automatically, and without switching weapons or any penalty, whenever you attack at melee range. It wouldn't work with the LS because the main weapon takes priority, so the player would attack with it, instead of using the off hand chainsaw. As for the BFG, i think it should be allowed. I usually have a RL or chaingun in the other slot so I can switch over and finished the wounded enemies off instead of wasting more plasma.
While you could use the chainsaw to do so it is not always as save or practical as using another strong ranged weapon.
Title: Re: New Traits
Post by: Supernaut on March 10, 2007, 02:39
I would like the idea, but I think it is fairly overpowered. Disadvantage of rl for example is that you can't use it at close range. You want to take it away by giving the player a relatively HUGE damage weapon. Chainsaw is stronger than Rocket Launcher! It is actually stronger than almost every weapon, apart from Plasma Rifle, BFG and of course spoily weapon. And it wouldn't reflect a skilled player, nor a numeric number, would it? Besides let's just drop thinking about which trait represent a skilled player and which not, because this way we won't find too many new traits.

Hmmm what about tweaking juggler so that instead of 20% speed change it let's you swap weapons 50% faster? with 2 of those traits you could swap weapons in no time, which really is helpful.
Title: Re: New Traits
Post by: TFoN on March 10, 2007, 06:59
Between the minimal range required for safe use of a RL and melee range there are enough spaces, and therefore enough danger, to likely keep this balanced. On the other hand, regarding the BFG, I think the reason they were eventually counted out, during conversation, was that they don't harm the char.

Dualwielding of a chainsaw actually can [partially] reflect a skilled player's control of, and timing with, weapon swapping.
Any way, you can't really argue that allowing a dualwielded chainsaw makes as much or less sense here than acidic blood. What I said about reflection of skill and numerical values was said to stress the fact that traits are currently strongly related to Doom features and the such and/or do not act as total conversions from an otherwise traitless char. The exception is probably Intuition(3), which is being nerfed for that reason exactly. Adding acidic blood will pose a major balance issue, considering how deeply it will change game mentality once it is taken.

I can only hope Juggler is being changed drastically for the next release. But a 50% reduction per level seems to me quite huge. I think 20% can be fine, but it should be for all weapon swaps.
Title: Re: New Traits
Post by: Supernaut on March 10, 2007, 09:07
Quote
Between the minimal range required for safe use of a RL and melee range there are enough spaces, and therefore enough danger, to likely keep this balanced.
When the enemy is right beside you, you can use chainsaw. 1 tile away, you walk towards him and use chainsaw. Even 2 spaces away you can try running to him. When the enemy is 3 tiles away you go backwards and shoot rl. When the enemy is 4 tiles away you either shoot, knowing you will take little damage or go one step back. This gives too much versatility in my opinion. Unless you give the player some negatives on CTH or CTD this will be way too overpowered.

Quote
Dualwielding of a chainsaw actually can [partially] reflect a skilled player's control of, and timing with, weapon swapping.
Juggler does. And not partially. Allowing a player to have a very strong melee weapon in addition of a ranged weapon seems still overpowered.

Quote
I can only hope Juggler is being changed drastically for the next release. But a 50% reduction per level seems to me quite huge. I think 20% can be fine, but it should be for all weapon swaps.
50 % per level is huge. But otherwise it seems worthless. It may even be 40 %. 20% seems way too little, and favors other traits.
Title: Re: New Traits
Post by: TFoN on March 10, 2007, 12:22
This is the original thread.
http://forum.chaosforge.org/index.php?topic=627.0 (http://forum.chaosforge.org/index.php?topic=627.0)

Quote
When the enemy is right beside you, you can use chainsaw. 1 tile away, you walk towards him and use chainsaw. Even 2 spaces away you can try running to him. When the enemy is 3 tiles away you go backwards and shoot rl. When the enemy is 4 tiles away you either shoot, knowing you will take little damage or go one step back. This gives too much versatility in my opinion. Unless you give the player some negatives on CTH or CTD this will be way too overpowered.
Although I disagree with your logic, RLs can always be discluded and penalties added if it is proven otherwise.

Quote
50 % per level is huge. But otherwise it seems worthless. It may even be 40 %. 20% seems way too little, and favors other traits.
Consider that an 80%-100% decrease in swapping time could easily eclipse Reloader, as players will begin carrying pairs of their main weapon, making mid-combat reloading extremely rare. Also, consider that your argument against Massacre Man will then involve all crossings of all weapons, swapping SGs with RLs in zero time for huge amounts of safe damage as one example, and of course, swapping CSs with RLs effectively the way Massacre Man intends, which I don't mind but you do, as another. It could also make the LS a quick armor bonus in much the way switching to "coward" works.
Title: Re: New Traits
Post by: Supernaut on March 10, 2007, 15:39
Then make it a procent that is not overpowered and worth spending a trait on, I don't think 20 % does the job. Besides I just came on an idea. Make it one trait worth 50% .

Besides I would just like to know why do you think it won't be overpowered to have a huge damage melee and a normal ranged at the same time? Poor demons ;) .
Title: Re: New Traits
Post by: RepoRipper on March 11, 2007, 00:41
ok first of all if u read the description for HK and/or BH it says acid, and in doom 2 they fling green balls at u, ie acid. only Cacodemons belch plasma, but its actually blue Ball-lightning, but they have blue blood. i think the HK/BH have green blood...
anyway, how about calling the acid blood trait "Hellhearted" or ....omg! "Bloody Hell!" ;) requireing 2TAN and 1 Berserker

as for Hell's Champion... I restarted that topic!!! its not yet certain, but Kornel might implement it for 1.0.0, with everyone pitching in from here till then with enemies and stuff for that mode. look at the "Hell's Champion" topic
Title: Re: New Traits
Post by: TFoN on March 11, 2007, 03:46
Juggler as a 1-ranker sounds ok, but at 50% it should be advanced, IMO. I'm not sure by weans of what.

Quote
Besides I would just like to know why do you think it won't be overpowered to have a huge damage melee and a normal ranged at the same time? Poor demons ;) .
First off: discluding the LS, melee isn't quite overpowered. Most players consider it overpowered based on the AoB advantages and on the said LS, but with those off the table you'll be taking enough damage and dealing enough less for the game to be, possibly miserably, balanced.
Now, considering base statistics, the chances of a melee opportunity are rather small - 8 adjacent spaces vs. ~140 (I think) in-LOS non-adjacent spaces. Naturally, adding player engineering to the equation, the number of melee opportunities can become much higher, but chances can't be "often" without altering your location (or your targets), which often means walking towards your firing enemy. Massacre Man can reduce this process by one turn, which is fair. In those cases where a monster walks all the way up to you as you fire, it will certainly put you in a good position to retaliate, something which advanced traits are supposed to do - but consider that a good player will usually not let monsters that close, making strong monsters who survive so many shots (including Arach swarms in their caves) fair game. A player to whom monsters always catch up due to his skill won't be turning things around only thanks to this trait. Remember that the CS will be taking up the alternate weapon slot, making weapon swapping harder to control, likely killing off unskilled players more often than it will unjustly save them.
Back to the RL case, during those intermediate turns you could, instead of walking towards your target, swap to a CG/SG on one turn and begin firing it on your next. This means that there are already good options at the player's disposal. The Massacre Man trait will only be adding one to the lot, one with its own considerations, advantages and disadvantages. The cases where you walk back to fire your RL don't make sense, in context because they don't involve the CS in their considerations, and otherwise because walking back usually doesn't save you - your target will either fire at you or give chase, either way making swapping to a CG/SG more worthwhile, and anyway making this a judgement call with no obvious advantages, which is by definition not overpowered.


http://en.wikipedia.org/wiki/Baron_of_Hell#Baron_of_Hell (http://en.wikipedia.org/wiki/Baron_of_Hell#Baron_of_Hell)
It's said there once that they fire energy and once plasma, but never acid.
If that's not enough, I'll try to find a better source, which I know I have somewhere on my computer. Somewhere...

Just because the balls are green, doesn't make them acid. For one example, Fallout has green shots fired from the plasma rifle, and the colour of radioactive waste there is green. On a more severe note, most acids on earth aren't green :)

If the trait will be implemented, "Bloody Hell!" sounds great to me.
Title: Re: New Traits
Post by: RepoRipper on March 14, 2007, 21:27
ok ok i relent on the acid, but also note that it says plasma for a Doom SEQUEL! not 1 or 2! so that does not count! as for "energy", i dont know, so ill give you that... although the BFG does fire green blasts of plasma.... but then why does the plasma rifle fire blue blasts??? OH btw, WTF IS DOOM RPG?????????????????????????
Title: Re: New Traits
Post by: Anticheese on March 15, 2007, 01:45
DoomRPG is a spinoff game developed for mobile phones. I played it once and did not think it very doom-ish.

BoH's fire plasma. Period.

You know that radioactive material is usually blue? Alot of acids are also transparent. There is no clearly defined reason for the differences in plasma colours but here are my takes.

Logical:

Because there are about 4 different flavors of plasma in Doom I and II (BFG9K, Plasma Rifle, Imp, BoH/HK) each needs to be different in order for the player to tell them apart.

Imps are your traditional hell soldier and also rather mass produced and as such would not have a very special weapon - Imp fire is pretty much just that.

Barons of Hell and Hell Knights are special, more powerful demons and so their plasma is not entirely normal.

Human technology produces plasma artificially and is quite different from the Doom demons natural plasma generation abilities. Of course it is going to be different.

Got to go now.
Title: Re: New Traits
Post by: RepoRipper on March 21, 2007, 15:46
imps fire fireballs, not plasma, and any source you could provide that says otherwise is made by an idiot, and is not official. also the balls look like the rockets u fire, and that is OBVIOUSLY fire, not plasma. sorry bout that, anyway....
DoomRPG....omg :) that is so stupid! Doom for ur Cellphone! Next up, Doom for the Game Boy! no, not DS, Game Boy! and it will probably be a Game Boy Color Cartridge!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (sorry, its just too much stupidity, i think im gonna croak from laughter!)
as to acid and plasma and radioctive materials.... forget it, i concede, except for that both plasma and radiation can be either green or blue, and acids come in a large number of colors. but ill be damned if ive ever heard of Red or Purple or Turquiose Plasma! well, maybe turquiose! :)
oh, btw, heres my imitation of the Dopefish

 8E
|  |
 \/
 ^
vry bad i know..... (if u want to know what a "Dopefish" is, go to www.dopefish.com/fishinfo.html)
Title: Re: New Traits
Post by: TFoN on March 22, 2007, 05:08
Never played DoomRPG, and I doubt I'll ever bother. It just doesn't sound worth the effort.

I agree that Imps have fireballs. The only thing that can change my mind is the original source, which I know I have somewhere but can't seem to find...

http://en.wikipedia.org/wiki/Plasma_%28physics%29 (http://en.wikipedia.org/wiki/Plasma_%28physics%29)
Plasma comes in all kinds of colours, and I think the first picture presents both red and purple ;)
But I'm not very educated in the matter, and that might not be proper plasma, or something. All I know's that fire's fun, and plasma's more fun.
Title: Re: New Traits
Post by: RepoRipper on March 24, 2007, 13:57
hehe.  new trait idea!

name: Reaperman
Requirements: 3 Brute  (1 level)
effect: all melee attacks have a 5% (or 10%) chance to instantly kill the enemy (if it hits. and it doesnt work on cybie [or JC!]
Title: Re: New Traits
Post by: Fingerzam on March 28, 2007, 13:45
hehe.  new trait idea!

name: Reaperman
Requirements: 3 Brute  (1 level)
effect: all melee attacks have a 5% (or 10%) chance to instantly kill the enemy (if it hits. and it doesnt work on cybie [or JC!]

Sounds a bit useless, as you can already kill almost everything in 1 or 2 hits with the spear while berserking. It would be more useful if you don't have the spear, but I don't see much point in getting Brute(3) and not getting the spear. I guess if the spear was nerfed enough this could be a useful trait, but I don't really know if this would be needed as there already are two melee traits.
Title: Re: New Traits
Post by: RepoRipper on March 28, 2007, 17:32
ummm since when has everyone had the power to smash the AoD? ive tried to kill him with a scummed save and even at full health and highest possible char level (most traits) at that point i still got my ass whupped with 1 hit! and that was on NTR diff, on AoB, so how easy is it to get? (hmm, sudden thought, will a nuke work, if u enter invulnerable?) and also, the req.s are a suggestion, but now i think just 2 brute, so both the pistol path and melee path unlock 2 traits... and how about 3 levels, each adding 5%, to a total of 15% insta-kill chance? with this, the mortuary wouldnt be suicide! (berserking with many paks, lots of armor, and a chainsaw, and Reaperman, Berserker, and Brute traits!) hell, Nightmare would be survivable, barely!
Title: Re: New Traits
Post by: Fingerzam on March 29, 2007, 05:16
ummm since when has everyone had the power to smash the AoD?

I've killed him in both non AoB and AoB games, and it wasn't that hard. Do you have chainsaw and berserker(the more the better)? Because if you aren't berserking the second you see him, you're doing something wrong, or just had horrible luck with berserker. Do you have levels in IM?

ive tried to kill him with a scummed save and even at full health and highest possible char level (most traits) at that point i still got my ass whupped with 1 hit! and that was on NTR diff, on AoB, so how easy is it to get? (hmm, sudden thought, will a nuke work, if u enter invulnerable?)

Don't know as I haven't tried, but I'm not sure you'd get the spear then.

and also, the req.s are a suggestion, but now i think just 2 brute, so both the pistol path and melee path unlock 2 traits... and how about 3 levels, each adding 5%, to a total of 15% insta-kill chance? with this, the mortuary wouldnt be suicide! (berserking with many paks, lots of armor, and a chainsaw, and Reaperman, Berserker, and Brute traits!) hell, Nightmare would be survivable, barely!

The Mortuary isn't a suicide even now with a melee character.

The problem I see with this is that compared to berserking all the time, having a 15% chance to insta-kill is pretty worthless. The reason being that hitting with the spear while berserking will kill pretty much anything in a single hit, or at most two hits, and berserking makes you also faster in both attacking and moving and gives you excellent damage resistance on top of that, so I'd pretty much rather be able to berserk all the time than have a 100% insta-kill ability (though I would take a 100% insta-kill trait to make even the pre-spear game a cake walk).

And the point of nightmare is that it isn't even remotely fair.
Title: Re: New Traits
Post by: RepoRipper on March 29, 2007, 20:57
umm i get the point to nightmare...

i already tried nuking UC, and yep, blew up spear, WAAAAAAA....
Title: Re: New Traits
Post by: Schluberlubs on April 06, 2007, 04:56
Demolition man:

When you are caught in an explosion caused by a rocket you fired or a barrel you set off, you take less damage from it. At least one point of damage is caused regardless.

Maybe this could apply to nukes too.
Title: Re: New Traits
Post by: Zeb on April 06, 2007, 10:06
I really like Hellwalker and Fireball, I think they'd work well. :-)

With Hellwalker, I think it would be better to make it a one-level skill that completely eliminates acid/lava damage. Otherwise no one would bother using it, but with the fairly negigable effects of acid and lava on gameplay this wouldn't be overpowered.

For Fireball, I love the effect but I would rather have it changed to "demolition specialist" and available from the start. That way, the issue of giving you character superpowers wouldn't have to be raised.

My own ideas for traits:

Custom weaponry - Requires 2 reloader.
Your superiors told you not to modify your weapons. Look where that got everyone else. For each level of this trait, your clip size on most weapons increases. In addition, the number of bullets fired per round with Chaingun and Plasma Rifle increases by one per level.

(For actual clip size increases, I would say per level 1 for pistols, 5 for chainguns, 5 for plasma rifles, and 10 for the BFG)

Man of the Blade- Basic Trait.
You are trained in the art of bladed combat. You live by the blade, and now your enemies will die by it. For each level of this trait, damage from combat knives increase by 20%. In addition, at level one knives have an increased chance of causing bleeding, knives can be dual wielded at level 2, and at level 3 knives stack and can be thrown short distances (About the range of a shotgun)

I think this would be a fun trait, especially since it would allow for an actual malicious knives challenge to be added (As was being discussed previously.)
Title: Re: New Traits
Post by: Fingerzam on April 07, 2007, 09:17
Custom weaponry - Requires 2 reloader.
Your superiors told you not to modify your weapons. Look where that got everyone else. For each level of this trait, your clip size on most weapons increases. In addition, the number of bullets fired per round with Chaingun and Plasma Rifle increases by one per level.

(For actual clip size increases, I would say per level 1 for pistols, 5 for chainguns, 5 for plasma rifles, and 10 for the BFG)

The next version will have weapon mods and some of this traits effects are already covered by another new trait, which you'll see in the next version (or the current beta if you're a supporter).
Title: Re: New Traits
Post by: Zeb on April 08, 2007, 12:52
Oh, cool.

I'm still fairly new to DoomRL but I'll probably donate eventually. Can you donate by mail or just by PayPal?
Title: Re: New Traits
Post by: Kornel Kisielewicz on April 08, 2007, 12:56
PayPal only unfortunately. It's the only reasonable and secure way for money transfer to Poland. You can ask anyone with a electronic credit card to do it for you though.
Title: Re: New Traits
Post by: Drox on April 10, 2007, 20:56
A little late to this discussion, but near the beginning everyone poo-poo'd on the idea of regeneration. I offer this suggestion: regeneration does not have to take one to 100%. Say you give the trait three levels. At the first level, you stop regenerating at 30%, then 40%, then 50%. Even make it excruciatingly slow to boot.

Just a quick thought.
Title: Re: New Traits
Post by: Zeb on April 10, 2007, 22:17
That would still allow you to begin every new level at 30,40,or 50 percent.  Seems like everyone would take 3 regen and then hang around in cleared levels/safe spots forever until they hit however much health.
Title: Re: New Traits
Post by: Drox on April 11, 2007, 00:42
The point isn't the specific values, it's that it could be limited. I'm not really very good at the game yet, but it doesn't seem to me that 3 traits plus 2-3 in prereqs is non-trivial. Not to mention that these are kind of an insurance policy and don't really help during actual combat.

Would it really be game-breaking if you were guaranteed 30% health after each level?
Title: Re: New Traits
Post by: Rabiat on April 11, 2007, 01:07
I'm not a big fan of regen in any roguelike. Games that use it usually have hunger and/or monster spawning to discourage indefinite lurking for full health. Some have more global effects to encourage activity, e.g. corruption radiation in ADOM. DoomRL doesn't implement any of these, and I think the game can do without them. Two possble ways to balance regen in DoomRL: (1) only allow the player to regenerate for a limited number of turns after the last hit taken, or (2) disable regen if there are no baddies left on the current level. Both sound kind of artificial to me, though.
Title: Re: New Traits
Post by: Drox on April 11, 2007, 01:27
Good points. I could see how regen only working while the level is still populated can be written into plausibility, though. Doomguy is driven onward to hunt teh evils for as long as he can sense the demonic aura. Then, y'know, he gets bored because there's nothing left to kill.
Title: Re: New Traits
Post by: BDR on April 11, 2007, 02:45
That would just lead to Doomguy using sound to isolate a demon, cacodemon, or human commando/some other not-so-tough enemy, scouring the level for the rest of the enemies, using regen as much as possible and then going ahead and killing the last enemy in as pain-free a fashion as possible.

Regenning only for a short while after the last hit... well, it's better, but it seems unless the cap on regen is rather low this could still potentially be abused.  I forsee many former foos being used for this purpose...  And if the cap is too low, what's the point of getting the trait?
Title: Re: New Traits
Post by: Poochie on April 12, 2007, 19:19
I like the 30/40/50 idea, it means that you lose perhaps HR or TaN or something, so you enter the level with slightly more than minimal health, but less ways of perserving that health. 3 levels of regen would mean that you have 3 less levels in other things, and thus it's not that much more of an advantage, and also, new idea, you get the health back once you go down the down stairs, as opposed to sitting around waiting for it to regen by holding the . key.
Title: Re: New Traits
Post by: TFoN on April 13, 2007, 12:15
For Fireball, I love the effect but I would rather have it changed to "demolition specialist" and available from the start. That way, the issue of giving you character superpowers wouldn't have to be raised.
First of all, it's FireBALLS, as in "shit, that guy's got BALLS" :P
And that's also the mentality behind the trait - a huge, volatile ego. It's not quite superpowers, at least no more than are other traits the way they're described in the game.  Like SoaB - you're just plain mean, and that's good enough to give you bonus damage.


Concerning regeneration:
As it's been said, regen's easily abused, so I don't think it's worth adding. If health is ever too much of an issue, then medkit spawns should be increased.
However, if a healing trait's still wanted, why not make it directly proportional to monster kills as a "vampire" trait, healing according to the power of the monster slain. Although it should certainly have nothing to do with vampires in-game (waaay undoomish. I assume relating it to adrenalin could work), it's probably the safest form of non-item healing to implement.
Title: Re: New Traits
Post by: Potman on April 30, 2007, 11:07
Something like this could've been suggested already, but I don't feel like checking seven pages right now. So tell me if I'm late in this.

Deathbringer:
Requires: 2 for Son of a Bitch
Each point into this trait would give every hit to the enemy a 2% chance for insta-kill.

Bloodlust:
Requires: 2 for Brute
With this trait, each time you hit an enemy on melee and while berserking, you'd be healed by 50% of the damage you deal to the enemy. Second point on this trait would let you drain all damage you deal to your own HP.

Fullmetal:
Requires: 2 for Ironman, 2 for Tough as Nails
Your armor class will be increased by 5 on Coward stance, but you will lose the normal movement and dodge bonuses. On Cautious, the AC bonus is 3, and on Aggressive only 1.
Title: Re: New Traits
Post by: Supernaut on April 30, 2007, 13:53
A little late to this discussion, but near the beginning everyone poo-poo'd on the idea of regeneration. I offer this suggestion: regeneration does not have to take one to 100%. Say you give the trait three levels. At the first level, you stop regenerating at 30%, then 40%, then 50%. Even make it excruciatingly slow to boot.

Just a quick thought.
This idea seriously sucks. If you have no more medkits left and you are at 50% health you're as good as dead anyway, so why bother? And this trait would be way underpowered, if we look carefully at other traits. No, no, no No , No , NO!
Title: Re: New Traits
Post by: Potman on April 30, 2007, 14:29
In reality, your life should actually decrease when it goes under 30-or-something%. Like, you'd be bleeding all the time. You might be able to regenerate if your HP were about 70% or more. With the regeneration skill, you'd first go immune to the under-30%-HP-bleeding while beginning to regenerate in around 50%, and on the next level you'd regenerate all the time. On the third level, you'd restore life even faster.
Title: Re: New Traits
Post by: Fingerzam on April 30, 2007, 15:23
Something like this could've been suggested already, but I don't feel like checking seven pages right now. So tell me if I'm late in this.

Deathbringer:
Requires: 2 for Son of a Bitch
Each point into this trait would give every hit to the enemy a 2% chance for insta-kill.

This has been suggested for melee:
http://forum.chaosforge.org/index.php?topic=519.msg7408#msg7408 (http://forum.chaosforge.org/index.php?topic=519.msg7408#msg7408)

But as you list SoaB as a requirement, I'm guessing this is meant for all weapons. This might actually work, but balancing it might be difficult.

Bloodlust:
Requires: 2 for Brute
With this trait, each time you hit an enemy on melee and while berserking, you'd be healed by 50% of the damage you deal to the enemy. Second point on this trait would let you drain all damage you deal to your own HP.

Horribly overpowered. Combined with berserker you'd be pretty much completely invincible.

Fullmetal:
Requires: 2 for Ironman, 2 for Tough as Nails
Your armor class will be increased by 5 on Coward stance, but you will lose the normal movement and dodge bonuses. On Cautious, the AC bonus is 3, and on Aggressive only 1.

5 is quite a lot of AC. Combined with the 2 you get from TaN, you get a total of 7, which is a bit too much. You can also negate the negative effects of coward with eagle eye.
Title: Re: New Traits
Post by: TFoN on May 01, 2007, 10:05
Deathbringer:
Requires: 2 for Son of a Bitch
Each point into this trait would give every hit to the enemy a 2% chance for insta-kill.

As Fingerzam said, a form of this was suggested. AFAIR, it was deemed way underpowered at a 5-10% per skill level chance, as the average damage caused is too low when even without an insta-kill you shoot things down in only a couple of rounds. It was also considered too random, i.e. once you kill an AV in one shot, once you keep trying and nothing happens 'till he's brought down HP by HP. There's no security making this worth taking.

Quote
Bloodlust:
Requires: 2 for Brute
With this trait, each time you hit an enemy on melee and while berserking, you'd be healed by 50% of the damage you deal to the enemy. Second point on this trait would let you drain all damage you deal to your own HP.

Forms of this have been dicussed. I'm for, but it will require heavy balancing and much lower health gain.

Quote
Fullmetal:
Requires: 2 for Ironman, 2 for Tough as Nails
Your armor class will be increased by 5 on Coward stance, but you will lose the normal movement and dodge bonuses. On Cautious, the AC bonus is 3, and on Aggressive only 1.

I like it, mostly. With proper balancing, I think this fits the profile of Kornels idea of Master Traits - especially if EE's a reverse requirement. But first we'll have to see what happens with the tactics revision.
Title: Re: New Traits
Post by: Potman on May 03, 2007, 10:41
Two more trait ideas:

Spreadfire:
Requires: 1 for Hellrunner, 1 for Finesse
While using chaingun, plasma rifle, or dual pistols, and if the enemy dies while still firing, the remaining bullets are automatically aimed at the nearest enemy. So if you shoot a former human with a chaingun, but it dies after three shots, the remaining two will be directed at its neighbour. This skill is, obviously, cumulative with Happytrigger.

Grenadier:
Requires: 2 for Brute.
Allows to throw rockets without a rocket launcher. They can be thrown over monsters and obstacles (except for walls), so they will always reach their target. The rockets can be thrown 5 spaces away at maximum, but the amount increases by 5 with each subsequent point spent on the trait. This skill can be used on AoB, and the rockets deal 2d4 damage when used on melee.
Title: Re: New Traits
Post by: TFoN on May 03, 2007, 14:04
I think it's Triggerhappy, and I haven't had a chance to test it yet. What does it do?

Other than that:
Spreadfire seems a little too case specific, but otherwise I like it. Problem is, how does it pick a second target? Does it consider hazards such as barrels behind the second target, which it may destroy if it misses? Less urgently, can it switch from a target to the north to one to the south? And what if for some unusual reason you just don't want it to fire at the second target?

Grenadier fits the profile of a suggested grenade launcher. I'll find the thread, and you'll see what the problems were with it.
Title: Re: New Traits
Post by: Potman on May 03, 2007, 14:08
I think it's Triggerhappy, and I haven't had a chance to test it yet. What does it do?
Yeah, that. Well, with each point, it adds 2 more shots to your chaingun/plasma rifle per turn.

Quote
Other than that:
Spreadfire seems a little too case specific, but otherwise I like it. Problem is, how does it pick a second target? Does it consider hazards such as barrels behind the second target, which it may destroy if it misses? Less urgently, can it switch from a target to the north to one to the south? And what if for some unusual reason you just don't want it to fire at the second target?
Huh, never thought of any of those. Have to respond once I wake up tomorrow: Too late for now.

Quote
Grenadier fits the profile of a suggested grenade launcher. I'll find the thread, and you'll see what the problems were with it.
Title: Re: New Traits
Post by: TFoN on May 03, 2007, 14:23
You caught me 4 minutes after posting, I was still looking for the link :P
Anyway, here it is (http://forum.chaosforge.org/index.php?topic=718.0)

If that's what Triggerhappy does, I'm not sure it fits my purposes. Or maybe it does, but I'll have to carry around a secondary weapon when conserving ammo is crucial. I mean, 7 (TH(1), CG) to 12 (TH(2), PR!) shots on a former foo...? Sounds almost worse than being hit while firing twice. And consider that Finesse(2) will not only allow for more controlled bursts of only slightly fewer shots/tick, it also opens 2 advanced traits to pick from, both of which are very much worth having. My basic calculation (I'm not aware enough of game mechanics to assure its accuracy) tells me that while TH(1) gives a CG a 20% increase in shots/tick, Finesse gives a 10% increase while keeping it better controlled at 5 shots per turn.
Title: Re: New Traits
Post by: Potman on May 04, 2007, 01:52
Triggerhappy makes overcharging plasma rifle useless, though.
Title: Re: New Traits
Post by: TFoN on May 04, 2007, 06:32
Why useless? 40 shots in one turn's a very serious number, even if you normally fire 10-12 shots per round. Unless, of course, you mean it prevents overcharging for some reason.
Title: Re: New Traits
Post by: Potman on May 04, 2007, 07:07
No, but why sacrifice your plasma rifle anymore when you can already shoot almost anything with one or two blasts? I never used overcharging in the first place.
Title: Re: New Traits
Post by: TFoN on May 04, 2007, 07:13
Well, if you have 2 or more PRs, and are hard pressed to quickly dispatch of a single enemy (or a couple in a single line), then 40d8 damage can really make a difference - even if armour's applied to each d8 separately (especially if you're have at least SoaB(1)). Therefore, carrying around an extra, fully loaded PR is almost like carrying a medkit, phase device or suit of armour.
Title: Re: New Traits
Post by: Kornel Kisielewicz on May 04, 2007, 07:59
I like Fullmetal and Spreadfire -- although they are overpowered, I think they'd make nice Master Traits.

As for overcharging -- this will be powered up in some future release.
Title: Re: New Traits
Post by: Potman on May 04, 2007, 11:40
I'm making a difference! Woo!

Two more:

Stalker (I'm pretty sure the idea of some "sneaky" trait has been presented several times. Let's see if my suggestion is any different to those):
Requires: 2 for Hellrunner
Enemies can't see you if there's anything bigger directly next to you, i.e. you'll be invisible to them if you're next to a wall, a barrel, or a monster - in the last case, though, the particular enemy can see you. If you attack an enemy or do anything hostile, they will be able to see you, until you either move or wait. Picking up items, reloading weapons, and such are allowed while remaining hidden.

Armorer:
Requires: 2 for Ironman, 1 for Tough as Nails
You can fix armors over time, i.e. they will regenerate, about as fast as your extra life decays while having Badass on the first level. Second level on this trait will increase the regeneration rate, as well as increase the general HP of all armors by 10%. Third level, while further speeding the regeneration, will also make it so that the armor will always give at least 1 armor point, no matter how damaged they are.
Title: Re: New Traits
Post by: TFoN on May 04, 2007, 13:29
Stealth is considered way too undoomish. Yes, there's invisibility in the Doom universe, but the moment you introduce a sneaking skill, everyone'll be going ninja. In this game, the idea's that what can't be solved with force isn't solved with guile - it's solved with more force :)

Regeneration has been dicussed thoroughly and is considered, for the most part, too risky to implement. Armour regeneration's not much different. Other than that, there's already TaN, which is a promised additional AC point at all times per rank. I agree that there's no reason not to have a skill which gives bonuses for using armour, as there are skill which give bonuses for using specific weapons, but it'd have to be less straight forward, like allowing armour to reduce damage taken to 0, which would of course end once your armour is destroyed. But also that's a major balance risk.
Title: Re: New Traits
Post by: Potman on May 05, 2007, 09:19
Okay, how 'bout this?

Hellspawn:
Requires: 2 for Brute, 3 for Son of a Bitch, 2 for Hellrunner
Transforms you permanently into an Arch-Vile. This'd mean +20 to HP, +2 to armor, pretty big bonuses for speed and melee damage (dunno the exact amount), and the ability to fire those flame pillar thingies if you're unarmed. The player's simply become such a demonic bastard during his adventures that he literally turns into a demon himself.
Title: Re: New Traits
Post by: TFoN on May 05, 2007, 09:50
Can't seem to find it right now, but the idea of playing as a demon has been discussed thoroughly. AFAIR it was mostly well accepted, and I perosnally really liked the idea. Problem is that making it a standard trait (even one with major requirements) means introducing a MAJOR balance risk, as balancing both the normal game and this easily accessible, effective total conversion, means balancing on two fronts, which is both difficult and undesireable. Not to mention that this trait goes against the mentality of the rest of the game, especially the original.

The way I'd like to see things happen, such a game, with the player as a member of the forces of hell, will be either a type of challenge or, more likely, an unlockable bonus feature or separate branch game (and unless Kornel programs the branch too, it will require someone else with access to the source code, which AFAIK is currently no-one).
Title: Re: New Traits
Post by: Potman on May 05, 2007, 14:12
One more for the show!

Modsoul: (Find the reference!)
Requires: 3 for Whizkid
Allows you to apply mods on yourself. These will take effect with whatever weapon you're using. You can fit 8 mods at maximum on your body.
Title: Re: New Traits
Post by: TFoN on May 07, 2007, 07:42
That will lead to most other traits becoming redundant, even with this as a master trait, as using speed+damage on yourself will make the Triggerhappy path pointless (especially considering you already have Finesse(2) to go with the speed mods) and reload+speed mods'll make the Shottyman path almost uselss (the combination will make firing, reloading and then moving to dodge shots possible with some calculations and anticipation).

Unless, of course, you mean the mods will improve you otherwise, like by improving melee skills. But in that case I think making CSs moddable's a better idea, considering that putting 3+1 levels into traits just to make you improve your melee skill's non-worthwhile.
Title: Re: New Traits
Post by: Potman on May 07, 2007, 09:07
Well now that you mention it, they could have different effects on your body. Like:

Speed mod ---> Adds movement speed
Reload mod ---> Healing powers - med packs, globes, meditech depots - become more powerful
Magazine mod ---> Allows to carry more ammo, like a mini-backpack
Damage mod ---> Durr... Dunno.
Title: Re: New Traits
Post by: Potman on May 07, 2007, 11:46
Three more Master Traits:

Speedfreak:
Requires: 2 for Hellrunner, 2 for Finesse, 2 for Reloader
Everything, and I mean everything, is done 15% faster.

Deadeye:
Requires: 3 for Eagle Eye, 2 for Inituition, 2 for Son of a Bitch
Allows the player to find weak points of an enemy, and thus commit "critical hits". All attacks do +3 damage, and have an additional 50% chance of doing double damage.

Joker:
Requires: Level 8
Picks two random traits or advanced traits and adds maximum points on them. Won't pick any traits the player has himself added any points to.
Title: Re: New Traits
Post by: Zeb on May 07, 2007, 15:32
Joker could be fun if you switched it to one trait.
Title: Re: New Traits
Post by: Kornel Kisielewicz on May 08, 2007, 05:33
Modsoul is from Bleach! ;].
Title: Re: New Traits
Post by: Potman on May 08, 2007, 05:56
Score to Kornel!

Like 'em?
Title: Re: New Traits
Post by: TFoN on May 08, 2007, 09:16
Well now that you mention it, they could have different effects on your body. Like:

Speed mod ---> Adds movement speed
Reload mod ---> Healing powers - med packs, globes, meditech depots - become more powerful
Magazine mod ---> Allows to carry more ammo, like a mini-backpack
Damage mod ---> Durr... Dunno.

Speed'd then make Hellrunner obsolete. Reload and magazine sound good with proper balance. Damage could be warped entirely, causing permanent damage to you and reducing maximum monster health by a certain amount, for the rest of the game. In other words, it damages literally, both you and everyone else.
Title: Re: New Traits
Post by: Psion on May 08, 2007, 19:03
Yeah, but plugging gun parts into yourself seems a little silly.  Why not just make some advanced traits for improved healing and more ammo storage?
Title: Re: New Traits
Post by: TFoN on May 09, 2007, 06:18
Unless we change "modsoul" to "cybermarine", up and ready to fight the Cyberdemon :P
But I do think this is a little risky when it comes to "doomishness".
Title: Re: New Traits
Post by: CountZero on December 26, 2007, 02:02
just an idea

maybe scrooge reloader

you found a way to salvage every scrape of ammo

basically you can reload even when you dont have any ammo for the gun in your inventory at the cost of 1% of your health for bullets - cost is per bullet (10% for rockets)

sorry if i am necroing the topic
Title: Re: New Traits
Post by: 007bistromath on January 05, 2008, 01:19
Machinist (should probably require WhizKid)

You don't understand why all these guns are everywhere. None of them are as cool as yours. They may as well be scrap metal. Now there's an idea... This trait allows you to transmute guns to random weapon mods. Quote: "Hey, chaingun! The hell with respect!"
Title: Re: New Traits
Post by: Chamber on January 05, 2008, 03:31
My two cents:

Surgeon  2 levels of trait.  Each level makes medkit and large medkit use 25% faster.

Hold on Life 1 level.  Requires 1 level of Surgeon.  If you're killed, but your HP are at -10% or closer to 0%, you automatically use a medkit and pull yourself from the brink of death.

Catch This! 1 level.  You can roll those barrels you find at enemies.  They won't do any damage on impact, but a quick pistol shot will rectify that.

Armour Cutter 1 level.  Requires 1 level of SoB?  Each time you hit an enemy, you aim the shots so that they scrape of some of its armour, letting subsequent attacks do more damage.

Run, Monkies, Run!  1 level.  Requires 1 level of Reloader?  You can wield a rocket launcher in each equipment slot, and fire them at the same time.  They fly in different trajectories, much like the Mancubus's weapon does.  Reload them both with the R command.

Hardy Bastard 1 level.  Requires 1 level of TaN.  Player damage is increased by (100% - current HP %).  ie when wounded badly, the player deals a world of pain on his tormentors.

Title: Re: New Traits
Post by: Silhar on August 17, 2008, 11:30
In advance, I apologise everyone for topic necromancy. A topic like this should be sticky or something...

Ideas of mine go like this :

Sprinter

Imps ? Zombies ? You think you can get me ?!?

Requirements : Hellrunner(2)

No, they can't. Your stamina is so great, that it lets you recover from being tired in five times the number of turns you spent running !
For example : Doomguy was running for 4 turns, so he'll be able to pass into running after another 20 turns.

Kamikaze

You want a piece of me ? Come at me with it ! Papa's got a brand new bag !

Requirements : Son of a Gun(1), Ironman(1)

You are lean and mean bastard, indeed, and a quite insane too. You don't care about yourself when bullets start flying around, instead focusing at kicking butt. Whenever you move while in Running mode and wield a pistol or a pair, you recieve a free attack (or two) against an enemy that has enough bad luck to stand the closest to you.

Blademaster

Finish it, sir ! Spare me disgrace !

Requirements : Finnese(2) AND Juggler

Behold ! A true master of the sword is coming ! Whenever you wield a melee weapon in your prepared slot, you have an additional 50% chance to block melee attacks.
Title: Re: New Traits
Post by: Blade on August 17, 2008, 12:07
I like the first one. About two others - can's say anything specific about them. Something is bothering me about them, but it requires thinking, to detect, what exactly... Maybe the requirements that are illogical?
Title: Re: New Traits
Post by: ultimate26 on November 24, 2008, 09:11
how about a medic trait that makes your medikits heal 25% more? and a advanced one, that for every 2 small medkits you find, they turn into a large medikit?

or a trait that lets you keep powerups saved in a container?
Title: Re: New Traits
Post by: Blade on November 24, 2008, 09:32
how about a medic trait that makes your medikits heal 25% more? and a advanced one, that for every 2 small medkits you find, they turn into a large medikit?

Small medpacks are only spawned on early levels (as far as i remember), so on later levels second trait would be useless. First won't be of much help too because of health decay.

or a trait that lets you keep powerups saved in a container?

It would be too overpowered.
Title: Re: New Traits
Post by: ParaSait on November 24, 2008, 11:22
Or a trait that lets you keep powerups saved in a container?
Now THAT would be so handy... So handy in fact that it would instantly spoil all the fun of the game XP
Title: Re: New Traits
Post by: ZZ on November 28, 2008, 08:54
Lean Mean Exp Machine:
Why killing for getting experience. With this trait you generate exp. with yourself.
Originally idea from Crimsonland, i think ratio is 3exp*level/10sec.
Skilled warrior:
You get 5*level% more exp from killing monsters.
What about THIS?
Title: Re: New Traits
Post by: Sachiko on November 30, 2008, 04:31
Lean Mean Exp Machine, huh?

For some reason, I feel like it would fit in some other game, but not on DoomRL. Because, you know, DoomGuy enters a level, DoomGuy blows the brainz off of all demons in the level, DoomGuy is now walking like an idiot through the whole level as he generates his own experience... No, sir, that would be a way too much easy shortcut.

However (And here's an opinion), maybe for the more stealth and exploration inclined players, there should be a trait that lets you gain experience as you uncover the level. Trick is, you must uncover it yourself. No Computer Maps allowed.
Title: Re: New Traits
Post by: Ischaldirh on December 05, 2008, 17:37
So I WAS going to read this whole thread to make sure my ideas weren't already in there somewhere... but it's 9 pages long and I have to work soon. So I'm just going to post them and you can hurt me later if it's a repost.

Dancer: (req: lv2 Hellrunner. max level 1.) You have taught yourself "the Dance" very well. And I'm not talking some music-and-light-steps dance, I'm talking the close-combat dance. You understand that if you stop, you die. So instead, you are able to move and shoot at the same time. You also gain an additional 10% chance to avoid incoming fire if your last turn was spent moving.
(I don't really know how this would be implemented, but I think it would be handy. Of course it would also put melee enemies completely out of commission, but...)

Organized: (no requirement. max level 3) You know how to fit everything in your bag so that it takes up less space. As a result you can carry )5-10?)% more ammo per level that other marines.
(Like a mini-backpack. I know I always feel bad leaving ammo around because I can't carry anything more, and then later down the line I find myself missing those extra rounds quite badly...)

Loadbearer: (requires lv 2 Organized, max level 2) I'm tired of writing descriptions, suffice to say it would increase your pack size by 1 per level. Maybe only max level 1? I dunno, all I know is I'm a major packrat and hate leaving anything behind on a level.

Spray: (Perhaps not a perk?) You can fire automatic weapons in a "spray", firing them randomly in an arc similar to that of a shotgun.
Title: Re: New Traits
Post by: Silhar on December 11, 2008, 09:20
Another one inspired by The Crimsonland.

Final Revenge

Pick this and you'll get your revenge. It's a promise.
or
The only honourable death is the one leaving a huge, smoking hole.

Requirements : Ironman (2)

They say that you'll take your slayer to your grave. And his friends too. And his family. And...
Well, they are bloody right.
Now, if they'll finally get you, you'll live long enough to arm your portable thermie. Kinda like a Predator. Eat this, Cyber !

* * *

Ok, it won't be too useful. But can have a comforting effect, when you are ambushed by three Viles or get cornered by a Mancubus. And, yeah, 100% kills !
Title: Re: New Traits
Post by: LockeCarnelia on December 12, 2008, 00:14
Combat Reflexes:

"I'm the man!  I'm Superbad!  Imps?  Zombies?  You think you can get me?!?"

Gained with level 3 in Hellrunner.

Your mind has conditioned itself to see enemies preparing to shoot, to the degree that you actually move out of the way of the projectile miliseconds before it is shot at you.  Well, some of the time, at least.

10% chance of automatically moving out of the way of a projectile aimed at you, with no time costs involved.  I'm undecided if Shottyman should work in conjunction with this, so that when you automatically move, you automatically reload as well.  It MIGHT unbalance it, I'm not sure.



Door Knocker:

"KNOCK KNOCK!  WHO'S THERE?  ME ME ME ME ME ME ME ME ME ME ME!"

2 Points in SoaB, or 2 points in Brute, one or the other, effects vary on whether it's Brute or SoaB.

SoaB Version:
You've developed a special affinity for breaching doors, in fact, so much so, that when you shoot doors, a non-item damaging explosive happens on the other side of the door.

Brute Version:
You've developed a special affinity for breaking down walls with your bare fists, or whatever other implement might be handy.  (May be with or without the non-item damaging explosive part or not, depends.)

You certainly get the advantage of surprise with this, and you can even set up small booby traps by closing doors behind you, waiting for enemies to get close, and then shooting the door, causing it to blow up in their face.

With the Brute version, you now can fight The Wall in AoB!  Isn't that wonderful!  Adding to that, however, it adds in some neat strategy where you can effectively cut your level running time in half by just bashing down a few walls.  Of course, bashing down walls DOES take a bit of time....
Title: Re: New Traits
Post by: Captain Trek on December 12, 2008, 08:29
Quote
Combat Reflexes:

"I'm the man!  I'm Superbad!  Imps?  Zombies?  You think you can get me?!?"

*Snip*

Unbalanced trait is unbalanced...


Quote
Door Knocker:

"KNOCK KNOCK!  WHO'S THERE?  ME ME ME ME ME ME ME ME ME ME ME!"

*Snip*

Now this I like... I don't have time to go into detail though, so I'll have to leave it there...
Title: Re: New Traits
Post by: Thomas on December 12, 2008, 09:23
Quote
Combat Reflexes:

"I'm the man!  I'm Superbad!  Imps?  Zombies?  You think you can get me?!?"

*Snip*

Unbalanced trait is unbalanced...

...really? It seems to me like that's only half as good as HR. Unless you add in shottyman, at which point it becomes slightly better than HR.
Title: Re: New Traits
Post by: LockeCarnelia on December 13, 2008, 14:25
I tried to keep those two traits as balanced as possible.  And yes, I stole the quotes DIRECTLY from the Doom Comic, with all of its wonderfulness.

I could make up more, depends on what you people want.
Title: Re: New Traits
Post by: Captain Trek on December 14, 2008, 00:56
Quote
I tried to keep those two traits as balanced as possible.  And yes, I stole the quotes DIRECTLY from the Doom Comic, with all of its wonderfulness.

That's... pretty much what the quotes for all the current traits do anyway...
Title: Re: New Traits
Post by: ultimate26 on December 14, 2008, 03:54
how about a, item only intuition trait?

so far we see powerups and monsters.

why not have one that lets you see all guns in stage?

or a semi computer map like ability?


i was thinking of a portable map device... its nice to be able to see all items in the stage.
Title: Re: New Traits
Post by: Silhar on January 15, 2009, 07:53
A trait I'm about to suggest would be a way to make AoB possible. Might seem too overpowered, so I wait for your comments.

Addict

Dynamite !

Requirements : Ironman(3)

You are very vunerable for side-effects of pain medicine. This makes you feel really pissed off and gives you around 33,3% chance of going berserk while using small med-packs and 66,6% for large med-packs. Of course, you won't get a healing effect of a berserk pack. And no, this doesn't apply for power-ups, only stuff.
 
Just thought that idea of berserk-causing by large med-packs in earlier versions AoB wasn't that bad...
Now you'll need to waste four levels to achieve it. Even in regular game, but not always working.

And yes, we'd need another quote. This doesn't fit too well.
Title: Re: New Traits
Post by: Blade on January 15, 2009, 08:59
A trait I'm about to suggest would be a way to make AoB possible. Might seem too overpowered, so I wait for your comments.

Addict

Dynamite !

Requirements : Ironman(3)

You are very vunerable for side-effects of pain medicine. This makes you feel really pissed off and gives you around 33,3% chance of going berserk while using small med-packs and 66,6% for large med-packs. Of course, you won't get a healing effect of a berserk pack. And no, this doesn't apply for power-ups, only stuff.
 
Just thought that idea of berserk-causing by large med-packs in earlier versions AoB wasn't that bad...
Now you'll need to waste four levels to achieve it. Even in regular game, but not always working.

And yes, we'd need another quote. This doesn't fit too well.

I like that. Overpowered, or not - it needs to be tested. Ironman now isn't the most common trait, especially 3-rd level of it, so most players will require to change their strategies to get this trait. And that is the question: worth this trait that change in trait path, or not.
Title: Re: New Traits
Post by: ParaSait on January 15, 2009, 10:12
Lol, addicted to medical gauze =D