Chaosforge Forum
DoomRL => Requests For Features => Topic started by: Chris_Lv255 on October 12, 2008, 01:25
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After playing the normal DooM, I noticed monsters may sometimes flinch when you hit them, interrupting their attacks. Would it become too easy if certain monsters flinch when you either (a) hit them at the right moment, or (b) hit them with a powerful enough attack, or (c) make them flinch when you knock them back?
Perhaps giving certain monsters different criteria and pain chance percentages would help, as well as differing resistances to flinching. Although making it possible to interrupt Arch Viles by flinching them with a nigh-point-blank double shotty blast is definitely tempting.
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Nah, I think it would be too easy that way. DoomRL is a turn based game, so every "Pawn" should be given a fair chance. Perhaps the player should flinch too? =)
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Definitely. Who wouldn't wince in pain when they got torched by an Archvile? Also, maybe certain "critical" hits (maximum possible damage inflicted on hit) could have a chance to auto-flinch if the damage is severe enough, as well as knockback; both kinds of pain chance can be implemented for both the DooMguy and the demons alike.
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I think this feature is already secretly programmed in.