I WOULD REALY LIKE PEOPLE TO COMMENT ON THIS TOPIC.
Quoting: Almafeta
*Arachnotrons were upgraded, having twin plasma rifles instead of a chaingun. (A doomrl 'Arachnotron Mark II'?)
Arachnotrons in DoomRL have a rapid-fire plasma-rifle.
Quoting: Almafeta
*Pain Elementals shot two Lost Souls at once. (A doomrl 'agony elemental' after the 'pain elemental' is implemented?)
*Rottweilers. Undead, demonic dogs; they are to pinky demons what pistol soldiers are to chaingunners.
Hmm, I don't know, but Barons do have two "power levels", former humans have four. So maybe one day I'll add more powerful versions of the Imp, Demon and maybe others.
Quoting: Almafeta
*The Unmaker.
Quoting: Almafeta
*Soul cube: Vampiric weapon. However, each soulcube 'shot' requires five souls looted from human corpses to fire, and it can only store one shot at a time.
No ^_^. I'd like to keep the DoomRL arsenal fairly realistic.
Quoting: Almafeta
*Commander Keen
*Dopefish
*Nazi zombies: Apparently, there's a special place in Hell for Nazis.
Oh no...
Quoting: Almafeta
*BFG 2704 (40-shot plasma rifle with spread of shotgun)
That would be confusing. And there isn't any strategic element to it.
Quoting: Almafeta
*Chaos Field: Temporary powerup; monsters in immediate area attack anything in sight, including each other.
Would be silly, IMHO.
Quoting: Almafeta
*Deflector shield: Deflects slow moving physical missiles (grenades and rockets), useless versus energy blasts, bullets, and claws.
Quoting: Almafeta
*Shockshield: Temporary powerup; improved defense versus energy damage, creatures in melee range take 'environmental' damage. Possibly implement a 'shield/accessory' equipment slot?
Too powerful to be a simple item. Maybe as a energy cell-powered armor, but that on the other hand might be too complex.Quoting: Almafeta
*Energy fields: Additional armor that only works versus energy weapons (and flame effects).
*Infrared Goggles (you can see 'heat signatures' through walls -- i.e., non-zombie demons). Possibly implement a 'goggles' equipment slot?
That would be the head slot. Might happen once I redesign the DoomRL vision system.
Quoting: Almafeta
*Interestingly, armor in the beta Doom worked like in DoomRL :D
It's NOT a coincidence ;-). I've read the Doom Bible too ;-D.
Quoting: Almafeta
*Air canister: Some areas have toxic air...
Imagine that in ASCII O.o
Quoting: Almafeta
*Chainsaw zombies: 3-5x as tough as a normal zombie, do about 33% more damage than a normal zombie, but melee only.
No, slow melee foes would serve just as cannon fodder.
Quoting: Almafeta
*Flaming zombies: Zombies that deal area-effect damage and can start you on fire.
Would need a flamer weapon to accompany that. But... who knows.
Quoting: Almafeta
*Health station: If undamaged, can be used an unlimited number of times to heal, up to normal health. (In DoomRL, would be reward of a special level?)
Useless, because in DoomRL you can't come back to a level ;-).
Quoting: Almafeta
*Grenades: No launchers, used like normal.
We had this discussion, and people generaly dislike the idea.
Quoting: Almafeta
*Security bot: Defends the player, but only while they stay on track.
Too high-tech, and non-doomish IMHO ;-).
Quoting: Almafeta
*Zombies pick up weapons of opprotunity.
This can be toggled by substituting just one variable in the source, but I guess that would be too hard on the player.
Quoting: Almafeta
From Original Doom:
*Keycards (please don't hurt me)
*Pulls out a combat shotgun from behind his back*
*BANG* *BANG* *BANG*
;-)
Seriously -- maybe yes, but only as a way to access vaults on levels.
P.S. Pleeeese send me this new CGM scan... pretty pleeeesee :-D
Quoting: Kornel Kisielewicz
*Chaos Field: Temporary powerup; monsters in immediate area attack anything in sight, including each other.
Quoting: Kornel Kisielewicz
No ^_^. I'd like to keep the DoomRL arsenal fairly realistic.
Aaaw... at least one 'demonic/magical' weapon or powerup would be nice; you're in freaking Hell! But that's alright; it keeps with the Christian allegory of the original (to defeat evil, you cannot use evil's methods, even if they are 'weaker).
Quoting: Kornel Kisielewicz
Too powerful to be a simple item. Maybe as a energy cell-powered armor, but that on the other hand might be too complex.
Well, compare it to other powerups: Invulnerability (you can use the 'look' command to circumvent its sole downside), Soulsphere (no downside), Berzerker Pack (negligible downside). The armor only works against an uncommon attack type, and the 'electric shock' effect only works in melee... I'd compare it to a Berzerker Pack in usefulness.
Quoting: Kornel Kisielewicz
Imagine that in ASCII O.o
Simple: grey period. You can't tell that room's toxic until you start chooking. ^_^
Speaking of ASCII, we need something like the 'diases'... walls that have gaps wide enough to shoot through, but not crawl or walk through.
Quoting: Kornel Kisielewicz
No, slow melee foes would serve just as cannon fodder.
Except in city-type levels, where you don't get to play the Catseye trick ^_^ Besides, the 'Chained Court' would be fun if you didn't *start* with a chainsaw, you had to take it from one of the corpses of the circle of chainsaw-armed zombies that was slowly circling in on you...
Quoting: Kornel Kisielewicz
That would be the head slot. Might happen once I redesign the DoomRL vision system.
Nifty. :>
Quoting: Kornel Kisielewicz
That would be confusing. And there isn't any strategic element to it.
What do you mean, 'no strategic element'?
Quoting: Kornel Kisielewicz
Imagine that in ASCII O.o
Thats fairly easy - just make the floor (light) green in rooms with poison air :P
Quoting: Almafeta
In DoomRL, a 'partial invisiblity' would probably work by making a monster aim at either the marine's square or any of eight squares around him.
So it would be an invincibility with some change of being hurt? IMO it won't make a difference for me to choose between invincibility and invisibility, one or the other I wouldn't care. Invisibility should have an additional use, like passing close to ennemy without being noticed, at least it would make it different and tactically better than the invincibility.
Quoting: sn0rb
Long-time lurker, first time poster (^^;
Welcome ^_^
Quoting: sn0rb
the assault rifle was a good alternative to the chaingun
An assault rifle would have it's place in DoomRL if it were to have a tactical explanation. The Combat Shotgun made it into the game because it had a cool tactical value. If somebody would propose something equally cool for a Assault Rifle then I would consider it.
Quoting: sn0rb
I think grenades might also work
Nah, throwing stuff is kind'a undoomish for me ;-). But the one-use idea is the best proposed yet...
The spiderdemon will be in once I upgrade the plot ;-)
Quoting: Almafeta
From Doom 64:
*Arachnotrons were upgraded, having twin plasma rifles instead of a chaingun. (A doomrl 'Arachnotron Mark II'?)
I'll make this clearer. The Doom 64 Arachnotron had dual plasma guns, both at the front. However, unlike the original Doom Arachnotron, it fired in 8 round bursts (4 from each gun) instead of full auto fire.
*Rottweilers. Undead, demonic dogs; they are to pinky demons what pistol soldiers are to chaingunners.
I didn't see this in Doom64 at all. :\
*The Unmaker. The damage done by this weapon varies based on how 'demonic' the target is; former humans take little damage, normal demons (the lost soul, the demon, the knight and baron) take full damage, partially robotic demons (the Cyberdemon and Arachnotron) take mild damage. Powered by corpses of humans.
This is the Doom bible version. The Doom 64 version was just a laser gun powered up by demonic keys.
Quoting: Almafeta
*Air canister: Some areas have toxic air...
Imagine that in ASCII O.o
Actually, that should be rather easy to do. Unless you want to do only genuinely original code you could simply look at Angband, or any roguelike featuring damage-over-time area effect spells. Noxious Cloud from ToME is a nice example of this.