Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Thexare on May 09, 2011, 21:06

Title: Spider Mastermind - Yeah, This Shit Again
Post by: Thexare on May 09, 2011, 21:06
Yeah, this old routine again. Stats first.

Spider Mastermind:
A (the "dark yellow" color used by Pain Elementals)
Health: 170+10*difficulty
Armor: 3
Speed: 110%
Melee Damage: Avoids melee, 1d3+13 if forced
Accuracy: +8
Ranged Damage: (1d8)x6/9-48, armor applied to each shot individually, armor effect halved
Description: A larger Arachnotron with a larger gun, you hope this is the worst Hell has to offer.


The idea is that it's a bit more fragile than the Cyberdemon (lower armor and health), but its attacks are far harder to avoid - particularly as Dodgemaster does not render you largely invincible like it would against Cybie.

Now, the obvious place for this would be after the first wave of Arachnotrons in the Spider's Lair. But I thought about the chain of events connecting a couple special levels... why not replace the Cyberdemon with the Spider Mastermind if you clear the Spider's Lair?
Title: Re: Spider Mastermind - Yeah, This Shit Again
Post by: grommile on May 10, 2011, 02:04
Doesn't the dodge effect apply to the entire burst where automatic weapons are involved?
Title: Re: Spider Mastermind - Yeah, This Shit Again
Post by: Ander Hammer on May 10, 2011, 03:42
Doesn't the dodge effect apply to the entire burst where automatic weapons are involved?

No. >:(  At least, I'm pretty sure. The fact that Dodgemaster needs Hellrunner (2) might make it seem that way.

Making the gun do anything but normal bullet damage seems a bit off, since the Doom Mastermind just had a big chaingun. Maybe bump up the dice instead, but whatever the case, that still seems like an awful lot of damage.

I can't really get behind replacing Cybie, either. The Spider's Lair makes much more sense.
Title: Re: Spider Mastermind - Yeah, This Shit Again
Post by: thelaptop on May 10, 2011, 04:11
If memory serves me well, Spider Mastermind has been earmarked to not be included in DRL1 but is in the plans for inclusion in DRL2.

So, I think this is a no-go no matter what.  Sorry.
Title: Re: Spider Mastermind - Yeah, This Shit Again
Post by: GrimmC on May 10, 2011, 09:34
Just as a point of reference, the Spider Mastermind does not have a chaingun. It actually has an automatic shotgun. That's why even though it fires no faster than the chaingunguy in the originals, it does much more damage.

In technical terms, the codepointer actually uses the Shotgun guy's attack, hence the sound effect.
Title: Re: Spider Mastermind - Yeah, This Shit Again
Post by: Malek Deneith on May 10, 2011, 12:35
If memory serves me well, Spider Mastermind has been earmarked to not be included in DRL1 but is in the plans for inclusion in DRL2.

So, I think this is a no-go no matter what.  Sorry.
Hmmm? I remember spider mistermind being on trac list in the past - did it get removed?

/me can't find out because he lost his login and/or password recently
Title: Re: Spider Mastermind - Yeah, This Shit Again
Post by: thelaptop on May 10, 2011, 18:27
Malek: It was more of a decision made on the forums methinks.  Each time someone raises Spider Mastermind, Kornel goes something like "DRL2"./me shrugs

Trac hasn't been shifted to the new server yet as far as I know, so you and I are both blind to that.
Title: Re: Spider Mastermind - Yeah, This Shit Again
Post by: Thexare on May 10, 2011, 20:59
Just as a point of reference, the Spider Mastermind does not have a chaingun. It actually has an automatic shotgun. That's why even though it fires no faster than the chaingunguy in the originals, it does much more damage.
Oh, I'm aware. I was in fact referencing a Doom wiki when I wrote this up.

However, the shotgun effects are rather specific in DoomRL, so implimenting it as a shotgun is rather unlikely. The original plan involved a nine shot burst to simulate the sheer number of bullets, but I thought that might make beating it too reliant on having good armor and/or TaN3.