Chaosforge Forum
DoomRL => Requests For Features => Topic started by: Rhulcer on January 28, 2012, 17:14
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Many players have problems sneaking behind enemy lines, to then successfully kill those bastards without taking a scratch, but in most cases that seems impossible.
So me, the mind of genius, have invented... Monster suits!
How do they work?! Well that's fucking simple! You just put a monster suit on and everyone takes you as a friend!
There are many variants of monster suits: Demon suits, arch-vile suits, former human suits, hell knight suits, EVERYTHING!
You can get one of the monster suits by just skinning the monster with a Butcher's Cleaver!
P.S: I'm high.
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There's a thread (http://forum.chaosforge.org/index.php/topic,3434.0.html) for this kind of suggestions. :P
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Well, not so much as "monster suits", but the concept of camouflage sounds interesting as a game mechanic (not gimmick).
But DoomRL (1 or 2 for the matter) is probably not the place to test this one out. Maybe AliensRL (wearing a dead alien? what about that acid blood thing)...
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I'm still hoping that Doom's invisibility will be somehow implemented.
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Hm. Technically it is partial invisibility, and practically it should increase the evasion rate of DoomGuy as far as implementation in DoomRL is concerned. I wonder how this might break game balance.
Maybe partial invisibility sphere spawn rate is determined by the relative density of monsters in a particular [clossed off] room?
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I don't think a new powerup would break game balance. If anything, it's a weaker form of invulnerability (you can dodge some damage going your way, not all).
I suppose it could also shorten monster sight range a little, if that is possible, which would make it similar to light goggles.
The effects should be consistent with abilities of the single last missing enemy from Doom - spectres, the invisible demons. They should either have bonus to dodge as well, or show only when they are close to the player. Not sure which of these can be easily implemented, though.
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Partial invis could also decrease monster attack percentage. Maybe half the time when a monster would attack, it instead does something else. Melee attacks are exempted. If you want to make it distance dependent, the chance of not attacking could be based on distance (distance/8 is simple; at max sight it doesn't attack ever, at a distance of 2 it has a 25% chance to not see you)