Chaosforge Forum

DoomRL => Discussion => Topic started by: Gargulec on August 11, 2009, 11:55

Title: Angel of Cowardly Berserk?
Post by: Gargulec on August 11, 2009, 11:55
I have just started playing AoB, with strong inclination on having 100%. Before that, I've read many AoB advices, including the brand new Thomas guide. They all concentrate on avoidance, running and dashing to the stairs. Well, ok.

But is avoidance, running and dashing to the stairs bersekish?

No, seriously, description of this challenge states that this is a "challenge for a true berserker". Not for a sneaky, ninjish DoomGuy, who relying on traps and stealth avoid dangerous monsters and make it to the level 25, to hack a Cybbie. Berserker should slash everything on his way, and leave nothing more than a track of mangled corpses (not a track of pistols!)

So, is there any way to make a AoB "true" AoB, where you fight, kill, yet you are not unkillable? To make AoB game of tactical bloodshed, not a tactical bloodsehd avoiding?

Some time ago, Dervis suggested giving player 50% dodge chance in hand-to-hand combat. That is a very good idea. And I have couple more:
1. Increase (vastly) chance of going berserk when DooMGuy is seriously wounded. Na pain, no gain!
2. Give player slow health regen as long as he is zerking.
3. Give player with Ber trait small chance of going berserk when getting hit, and having health drop below 50%
4. Create a 'charge' attack. If player is running straight at enemy, and then hist him, give him bonuses to damage.

How do you like it? 
Title: Re: Angel of Cowardly Berserk?
Post by: Vestin on August 11, 2009, 14:03
4. Create a 'charge' attack. If player is running straight at enemy, and then hist him, give him bonuses to damage.
It just hit me - as closing the distance is a problem for melee players, we could simply have a leap/charge attack (mapped under 'r') that would allow you the player to reach his target without running and getting hurt by stray shots in the process. It wouldn't be overpowered, because:
1* The player may still get hit afterwards, by the shots fired while he is busy attacking his target (the first strike also counts)
2* It might simply allow the player to traverse only two tiles:
Code: [Select]
....
@..h
....
Code: [Select]
....
@**X
....
Code: [Select]
....
..@h
....
It might even allow for more ninja-like tactics:
Code: [Select]
@#..
./.h
.#..
Code: [Select]
@#..
.**X
.#..
Code: [Select]
.#..
./@h
.#..
On some occasions it might even serve as an evasive action, as the player might leapfrog to an adjacent target (still - in most cases that wouldn't be much of a help, because the shots are avoided only on his way to the target, not during the attack).

Of course - this move would only be possible while using a melee weapon. It might sound a bit complicated but could help avoiding taking shotgun damage all the time.

Idea #2: rename Dualgunner "Ambidextrous" and make it also allow attacking with two knives at once.
Title: Re: Angel of Cowardly Berserk?
Post by: Generic on August 11, 2009, 15:02
Idea #2: rename Dualgunner "Ambidextrous" and make it also allow attacking with two knives at once.
So you have to spend two levels to learn how to pwn with pistols, and then you start dual-wielding knives after you've become proficient with them.
:S
Title: Re: Angel of Cowardly Berserk?
Post by: Vestin on August 11, 2009, 15:15
Idea #2: rename Dualgunner "Ambidextrous" and make it also allow attacking with two knives at once.
So you have to spend two levels to learn how to pwn with pistols, and then you start dual-wielding knives after you've become proficient with them.
:S
We can always change the requirements... Or, better yet, we can make Brute(2) enable dual-kniving.
I don't know - there should be something you can use between a knife and the chainsaw; IMO - it should be two knives.

What about my other, more thought out, idea ?
Title: Re: Angel of Cowardly Berserk?
Post by: Melon on August 12, 2009, 00:39
4. Create a 'charge' attack. If player is running straight at enemy, and then hist him, give him bonuses to damage.
It just hit me - as closing the distance is a problem for melee players, we could simply have a leap/charge attack (mapped under 'r') that would allow you the player to reach his target without running and getting hurt by stray shots in the process. It wouldn't be overpowered, because:
1* The player may still get hit afterwards, by the shots fired while he is busy attacking his target (the first strike also counts)
2* It might simply allow the player to traverse only two tiles:
Code: [Select]
....
@..h
....
Code: [Select]
....
@**X
....
Code: [Select]
....
..@h
....
It might even allow for more ninja-like tactics:
Code: [Select]
@#..
./.h
.#..
Code: [Select]
@#..
.**X
.#..
Code: [Select]
.#..
./@h
.#..
On some occasions it might even serve as an evasive action, as the player might leapfrog to an adjacent target (still - in most cases that wouldn't be much of a help, because the shots are avoided only on his way to the target, not during the attack).

Of course - this move would only be possible while using a melee weapon. It might sound a bit complicated but could help avoiding taking shotgun damage all the time.

Idea #2: rename Dualgunner "Ambidextrous" and make it also allow attacking with two knives at once.
Sounds good. However jumping and attacking should take two turns. This way you won't be jumping like a knight on the board all the time
Title: Re: Angel of Cowardly Berserk?
Post by: Vestin on August 12, 2009, 08:37
Sounds good. However jumping and attacking should take two turns. This way you won't be jumping like a knight on the board all the time
If you can only do it when targeting a monster, that's rarely possible. Unless you have a cluster of them, in which case you'd get hit pretty bad.

But - yeah, I think it should take, say, 100% time you need to strike + 50% time you need to move a single tile. Remember that this is the time you spend helpless while standing next to your target.