Chaosforge Forum

DoomRL => Requests For Features => Topic started by: maus on January 19, 2006, 20:12

Title: Fireball dodging
Post by: maus on January 19, 2006, 20:12
When I remember these good days of DoomI/II, I realize, I miss one feature...

I was able to evade these fireballs casted by imps without too much trouble. It would be nice to have fireballs flying to me several turns, so i would be able to step away. They are much slower than bullets, aren't they?

I think it would add some dynamics to game and shouldn't be too hard to implement.
Title: Fireball dodging
Post by: jake250 on January 20, 2006, 02:57
They would be too easy to avoid then.. Im not for that. Remember in Doom all these slow projectiles are hell so slow you can dodge them with so much ease a baron of hell is no treat compared to a Former Human...

Except they take lot of bullets to put down.

So here think your playing with faster monster... and even predicting monster from Doom Legacy, then they are kinda hard to dodge sometime :P
Title: Fireball dodging
Post by: Aerton on January 20, 2006, 15:27
You can evade projectiles in the current version of the game. If you make a step right before a monster moves, it sometimes fires at the place the player just left.
Title: Fireball dodging
Post by: maus on January 20, 2006, 18:56
Quoting: jake250
They would be too easy to avoid then.. Im not for that. Remember in Doom all these slow projectiles are hell so slow you can dodge them with so much ease a baron of hell is no treat compared to a Former Human...


Why don't just make them faster than 1 cell/turn?
Something like 3 cells/turn or so. Anyway you will probably take splash damage if there is a wall nearby.

I just dont believe i cant evade a firebolt flying from the bound of my sight range.
Title: Fireball dodging
Post by: Aerton on January 21, 2006, 09:01
Most of the time projectiles are fired at far greater range than 3 cells, so it will give a player several turns to evade.
Title: Fireball dodging
Post by: Anticheese on January 22, 2006, 02:58
How about a movement ratio for fireballs as the fireball moves 4 squares per player turn
Title: Fireball dodging
Post by: Thomas on January 23, 2006, 03:53
Quoting: Anticheese
How about a movement ratio for fireballs as the fireball moves 4 squares per player turn


A player doing what? Moving? Opening doors? Reloading a shotgun? Firing a rocket launcher? Only 2 of those take the same amount of time you know.
Title: Fireball dodging
Post by: maus on January 23, 2006, 18:25
Quoting: Thomas
A player doing what? Moving? Opening doors? Reloading a shotgun? Firing a rocket launcher? Only 2 of those take the same amount of time you know.


I didn't mean speed must be *exactly* 3 cells/turn.
Just make it high enough so projectiles couldn't be evaded without an effort.

But if you concentrate on dodging, you certainly should be able to do it.
Title: Fireball dodging
Post by: Star Weaver on January 23, 2006, 21:56
A small amount of dodgeability would certanly be nice, especially for imp fireballs. Maybe an imp fireball shot from the edge of your base sight radius should get halfway to you if you do a quick aciton, while a baron shot should get more like 3/4 of the way. So you would have to stay far away and not do anything time-intensive to be able to dodge?
Title: Fireball dodging
Post by: Thomas on January 24, 2006, 07:36
Seeming the average action (this includes moving) takes 10 turns, an example would be:

Bullet from normal gun: 1 square/turn
Cell from energy gun: 1.5 squares/turn
Imp fireball: 0.5 squares/turn
BoH acidball: 0.75 squares/turn
Melee: Near instant. Possibly 1 turn per hit.
Title: Fireball dodging
Post by: Lexman on March 08, 2006, 07:21
Good idea making progetilles (i know its spelt wrong) take longer to get to you but its easier just to shoot the imps first.