Chaosforge Forum
DoomRL => Requests For Features => Topic started by: Frankosity on April 11, 2009, 16:00
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I'm not a great fan of the system around running at the moment. The fact that you stay Tired until you use a health pack/globe or go down a level means I never use it, in the grand old OCD tradition of "just in case".
Plus, it seems strange that you become Tired even if you only ran for one turn.
Would it be possible to implement a counter of sorts which would keep track of how many turns you spend running, and when you stop you're Tired for twice/equal to that number of turns? There'd need to be a limit on how many turns you can run for, of course, and there could be a movement/accuracy penalty for being tired, meaning choosing when to run and for how long would have to be very carefully considered.
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I believe the reason that running/tiredness doesn't work the way you've suggested is because that system is abusable, especially in shotgun games.
Basically, in a shotgun game, "Running" is equatable to "Combat mode". You use it just before a big fight to give yourself a huge advantage in dodging and movespeed with no drawbacks.
If your system was implemented, one could rip up a roomfull of demons and hang near the door, resting until tiredness goes away. If anything comes in to the room, they'll most likely be at melee range and'll get owned by your double shotty anyway.
And then, of course, you just repeat the process over and over whenever you enter a room with more than a couple of demons in it.
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This is also a very conscious design decision -- as with HP regeneration this was thrown out to avoid any lulls in time passage -- DoomRL is supposed to be dynamic, there shouldn't be any moment where the player walks in circles or waits for some kind of regeneration.
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This is also a very conscious design decision -- as with HP regeneration this was thrown out to avoid any
lulls in time passage -- DoomRL is supposed to be dynamic, there shouldn't be any moment where the player walks in circles or waits for some kind of regeneration.
...Which hangs a rather large question mark over the existance of the two nuclear unqiues and Malek's Armour...
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Uniques are unique ;-)
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This is also a very conscious design decision -- as with HP regeneration this was thrown out to avoid any lulls in time passage -- DoomRL is supposed to be dynamic, there shouldn't be any moment where the player walks in circles or waits for some kind of regeneration.
And very well implemented.
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...Which hangs a rather large question mark over the existance of the two nuclear unqiues and Malek's Armour...
Running in place or in circles is inefficient management of time, which would be bad enough even if it weren't a habit that will get you killed on N!
I won't even get into my prejudices concerning the practice in other RLs...