Chaosforge Forum
DoomRL => Requests For Features => Topic started by: ZZ on November 16, 2009, 03:01
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Remembered standart Doom and thought about 2 things:
1)Vile flame attack throws you back(up) on great distance. In DoomRL it don't kick you in any way.
2)Vile's attack is slow. I could shoot Vile 2 times with an RL. In DoomRL it's pretty fast.
I think this should be changed back. What do you think?
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The knockback might be hard (or simple, but crazy) to achieve as I *think* in DoomRL it's simply more damage=more knockback, with 10 damage done as a threshold. I'm all for making Viles less dangerous with a slower attack though :P
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See yourself, in Doom you can prevent their attack just by running away.
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2)Vile's attack is slow. I could shoot Vile 2 times with an RL. In DoomRL it's pretty fast.
Takes 3 seconds or so.
See yourself, in Doom you can prevent their attack just by running away.
True.
They also have to be adjacent to the monster they resurrect (no remote resurrect like now).
Knockback is easy to be implemented. Just push the doomguy in the direction he was last moving, or push him randomly if he was standing in the same place the turn before.
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Takes 3 seconds or so.
True.
They also have to be adjacent to the monster they resurrect (no remote resurrect like now).
Knockback is easy to be implemented. Just push the doomguy in the direction he was last moving, or push him randomly if he was standing in the same place the turn before.
I think (although I die a lot because of Arch-vile... and there is no greater satisfaction than hearing the Arch-vile dying...) that resurrecting type you suggested will nerf Arch-vile too much. However, I would like to see some knockback from their attacks.
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Well in Doom the archvile sends you flying (and in some cases knockbacking you) why don't make the archvile sends the player flying (like rocketjump) and that make the mancubus, barons, etc can't hit you (but take in mind that the revs can still hit you)
if this was implemented it could break the gameplay or i dunno. what did everybody think?
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Currently the problem I have with Archvile resurrection is that they're able to do so without even SEEING the target, in some cases. I'd say 1-2 squares away resurrection would be more "Doomlike" (they were fast walkers when they wanted to just res someone, as well).
As for damage/knockback, yes. Agreed. Balancing it would be a bit difficult.
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I think that resurrecting type you suggested will nerf Arch-vile too much.
Bear in mind that they walk really fast.
Currently the problem I have with Archvile resurrection is that they're able to do so without even SEEING the target, in some cases.
I don't think so.
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Well, they do walk really fast, still, with such fast walking they won't be able to respawn enemies. Before they would walk to any bodies to resurrect, they would be dead. But I think we could have "Viles" their lesser cousins who cannot resurrect enemies on greater distances.
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Well you could always make the attack work as a sequence. First starts as it is now, does the "You're bursting into flames" like 2 times and then an explosion afterwards that works like rocket jumping backwards?
This would mean you could possibly have a chance to walk away from it but if you're too slow, you will face the punishing punch just like in regular Doom.
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Well you could always make the attack work as a sequence. First starts as it is now, does the "You're bursting into flames" like 2 times and then an explosion afterwards that works like rocket jumping backwards?
This would mean you could possibly have a chance to walk away from it but if you're too slow, you will face the punishing punch just like in regular Doom.
I like it.
Moreover, you could use the " arch ville attack jum" feature to bypass some obstacles - like it was possible in original Doom.