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1
Discussion / Re: Ranks In Game?
« on: December 14, 2009, 02:37 »
Yeah, well my point was that you could melee him without necessarily having the best melee weapons, but that's not the topic.
2
Discussion / Re: Ranks In Game?
« on: December 13, 2009, 12:16 »Sweet. Much appreciation.
And at least you don't have to melee the cybies, lol. Though, I imagine there are a few out there who have...
Under the right circumstances, meleeing a cyberdemon can be very easy. I can't speak for every difficulty, but at least in ITYTD with a melee build (berserker trait!!) and a chainsaw, I found it to be more than possible.
3
Requests For Features / Re: Demonic weapons
« on: December 01, 2009, 12:34 »
I'm not too good with exact accuracy ratings and damage because I haven't read into the system so much, besides, I wouldn't want an idea to be ignored because I wrote a 5 where a 3 would be more balanced ;)
The Doom Bible had extra weapon efficiency against demons in mind. I think it would be nice to make the weapon unmoddable and more powerful, maybe even more weapon specific (demonic pistol is super accurate, demonic shotgun has super spread etc.)
The Doom Bible had extra weapon efficiency against demons in mind. I think it would be nice to make the weapon unmoddable and more powerful, maybe even more weapon specific (demonic pistol is super accurate, demonic shotgun has super spread etc.)
4
Requests For Features / Demonic weapons
« on: December 01, 2009, 12:04 »
From the Tei Tenga thread, the idea of demonic weapons was mentioned and it has brought up this concept with me. It's similar to the Doom Bible concept:
-Former humans (and Revenants? It would kinda make sense) drop souls like ammo.
-There is a demonic mod pack for weapons that turns shotguns into demonic shotguns, chainguns into demonic chainguns etc.
-A demonic weapon eats 1 soul IN ADDITION to any ammo used originally.
-It's better in one or the other way.
How about it?
-Former humans (and Revenants? It would kinda make sense) drop souls like ammo.
-There is a demonic mod pack for weapons that turns shotguns into demonic shotguns, chainguns into demonic chainguns etc.
-A demonic weapon eats 1 soul IN ADDITION to any ammo used originally.
-It's better in one or the other way.
How about it?
5
Requests For Features / Re: New enemies
« on: December 01, 2009, 12:00 »
I've been shot at by a sergeant I didn't see a few times now. Being seen by a pacifist and going the other way... that would suck. I'm no big fan of the "weak guy carries big gun" idea, but that's just my taste.
Yes, I suggested a former rocket soldier. I know. But a rocket launcher is not *that* evil.
Yes, I suggested a former rocket soldier. I know. But a rocket launcher is not *that* evil.
6
Requests For Features / The Doom Bible, The Story of Tei Tenga, DoomRL 2 game modes
« on: November 28, 2009, 06:07 »
Yesterday I read about what Doom was originally supposed to be like and how many characters from the Doom Bible got implemented into Rise of the Triad afterwards. I also read about that TC called "Assault on Tei Tenga", which is an attempt to recreate this original draft.
That got me thinking - A game with more storyline and only partially randomized levels, along with a hub structure of levels? This is something that fits a rougelike far more than a mod to a game that wasn't meant to be so deep.
I would gladly help with the writing and coding (if possible and desired) if DoomRL 2 was to have a, let's call it "Origins" game play mode that puts you in the place of the original Doom on the planet Tei Tenga, along with the now-ROTT-team.
Also, that led to the idea of other gameplay modes, such as user-made campaigns, survival modes, a Deimos capaign... I mean, how hard can writing a level editor for ASCII maps be? Generally, implementing friendly units on a map could enhance the gameplay.
Which even brings up another idea: a team that you can direct. Change characters to control one directly. Give them orders such as "Guard", "Advance" or "Search and Destroy". Would also make sense in the Origins mode.
I know, it's a shitload of complicated stuff but apart from that, how do you like the idea(s)?
That got me thinking - A game with more storyline and only partially randomized levels, along with a hub structure of levels? This is something that fits a rougelike far more than a mod to a game that wasn't meant to be so deep.
I would gladly help with the writing and coding (if possible and desired) if DoomRL 2 was to have a, let's call it "Origins" game play mode that puts you in the place of the original Doom on the planet Tei Tenga, along with the now-ROTT-team.
Also, that led to the idea of other gameplay modes, such as user-made campaigns, survival modes, a Deimos capaign... I mean, how hard can writing a level editor for ASCII maps be? Generally, implementing friendly units on a map could enhance the gameplay.
Which even brings up another idea: a team that you can direct. Change characters to control one directly. Give them orders such as "Guard", "Advance" or "Search and Destroy". Would also make sense in the Origins mode.
I know, it's a shitload of complicated stuff but apart from that, how do you like the idea(s)?
7
Requests For Features / Re: Balance- Plasma Weapon Damage
« on: November 28, 2009, 05:57 »No. Arachnotron's ranged attack must be weakened too somehow. Seriously. (Unless the new armor damage system in the next version would already take care of that)
This is where I would suggest my unique item suggestion to be just a common item that spawns rarely: The energy armor. It's more tactical if there is SOME rock-paper-scissors element in it.
On Revenants: They are too fast. Melee characters rarely even get the possibility to chainsaw them. They should have a certain threshold of distance which, if you come closer than that (3-4 squares maybe) provokes them to use melee attacks. I mean: Revenants flee from you at the moment.
two-meter high skeletons with medieval-plate-armor homing rocket launchers who are masters of "undead fist-do". RUN from you. Me no likey.
8
Requests For Features / Re: New item: Laser Pistol
« on: November 28, 2009, 05:52 »
An idea for the overcharge would be a laser cut. Instead of a laser pulse, a continuous beam is shot which you can use to "cut" through enemies. The higher the cut angle, the less damage per target. It should have a higher "ammo used"-to-"damage dealt" ratio than a normal shot.
IF you aim correctly. I don't think you can actually dodge pistol shots either, so that effect wouldn't... in a logical... this is only a game... ah, screw this, you know what I mean XD
An idea for a derived unique would be a prototype laser SMG. Since the weapon does not produce actual recoil, high-precision autofire is possible. Essentially, this would be an accurate plasma gun with (far?) less damage and no chainshot function.
And the shoot from it should have an autohit. You aim and fire with a burst of light, closing enemy with the speed of 3*10^8 m/s. Who can dodge it?
IF you aim correctly. I don't think you can actually dodge pistol shots either, so that effect wouldn't... in a logical... this is only a game... ah, screw this, you know what I mean XD
An idea for a derived unique would be a prototype laser SMG. Since the weapon does not produce actual recoil, high-precision autofire is possible. Essentially, this would be an accurate plasma gun with (far?) less damage and no chainshot function.
9
Requests For Features / Re: Balance- Plasma Weapon Damage
« on: November 27, 2009, 09:18 »
Still, Arachnotrons are either pretty weak against close combat attacks or I've had a lot of luck so far. I agree on former Commandos though, however I think an accuracy downgrade for them would be more logical. Still, the plasma rifle is not that overpowered when used against a bunch of Viles and Mancubi. I'd suggest lowering former Commandos' accuracy and extending the Arachnotrons' melee weakness by making its attack a tad weaker so that hitting them with a chainsaw really becomes the trick to beating them.
10
Requests For Features / Re: New item: Laser Pistol
« on: November 27, 2009, 09:13 »
It wasn't supposed to be really strong anyway, just stronger than the pistol while still counting as one. And yes, with the "exotic" weapons feature planned, that could be implemented.
DoomRL2 needs a classic mode/challenge.
DoomRL2 needs a classic mode/challenge.
11
Requests For Features / Re: New enemies
« on: November 27, 2009, 09:11 »I really like that acid blob type of monster. The question is whether it wouldn't be too cumbersome for the N! players, they will definitely slow the pace of the game.
Would disabling the acid trail after their first kill fix that?
12
Requests For Features / New item: Laser Pistol
« on: November 26, 2009, 08:24 »
A stronger type of pistol that eats away power cells? For all those angels of Marksmanship who just can't refuse energy weapons. Should probably be less effective against Mancubi, Arch-Viles, Barons and Cyberdemons but inflict extra damage on Cacodemons and Pain Elementals (Dunno, laser + only one eye? Just wondering.)
This isn't supposed to be a unique item, by the way.
This isn't supposed to be a unique item, by the way.
13
Requests For Features / Re: New enemies
« on: November 26, 2009, 08:19 »
The only type of weapon not carried by a former human would be a rocket launcher. A former AT Soldier, so to speak. Only that he would have to be really slow in order not to be overpowered. I think a "not a great danger but could become one if not shot quickly" type monster would fit in, although you do find enough rocket launchers...
Maybe a mutant that spits acid and leaves an acid trail?
Maybe a mutant that spits acid and leaves an acid trail?
14
Requests For Features / Re: Challenge modes ideas - old and new.
« on: November 26, 2009, 08:14 »
Yeah, I've posted that idea, too and I think it would rock since it makes the game different and a lot harder.
I'd say you can smell fuel barrels. About the acid: Depends on the concentration and type, but for the game: why not? I don't know about the smell of napalm, though. The idea is: You can smell barells.
I'd say you can smell fuel barrels. About the acid: Depends on the concentration and type, but for the game: why not? I don't know about the smell of napalm, though. The idea is: You can smell barells.
15
Requests For Features / Re: Challenge modes ideas - old and new.
« on: November 23, 2009, 03:31 »
But then, the difference to actual hitpoints is not that big. Also, it's a complicated mechanic for a challenge if you ask me. I think a better idea would be making the player invulnerable but giving a totally different restriction as to when they die, such as having to kill a certain amount of enemies to keep up their countdown which kills them when it runs out.
And "70" is part of the set "a few tens", or at least that's what I meant ^^
And "70" is part of the set "a few tens", or at least that's what I meant ^^